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Vanir Ausf B

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Everything posted by Vanir Ausf B

  1. Make sure you installed the 1.11 patch prior to installing 2.0 or the Market Garden module. (1) CMBN (2) Commonwealth Module (3) v1.11 Patch (4) CMBN 2.0 Upgrade (5) Market Garden Module (6) v2.12 Patch
  2. I can confirm that Bazookas will no longer area fire while 'schrecks will. I will ask about that internally. I cannot replicate the report of 81mm mortars in foxholes not firing. I only tested direct fire area fire at 250 meters range, but both US and German 81s in foxholes fired normally.
  3. I have never tested it, but I would be surprised if the Hetzer spots any better than the Jagdpanther in-game since they are the same vehicle type. And the Jagd is half blind.
  4. The idea is to include equipment that will be in use by the forces involved in 2017. That is only 3 years from now so as a practical matter the vast majority of equipment seen in Black Sea is already in service. And I would not expect to see any highly speculative weapon systems for which little information is publicly available. In fact, I know of one weapon system that is planned to be in service by 2017 that won't be in the initial release because so little is known about it.
  5. I did limited testing on this, but it appears that pixeltruppen will go through the gap if it is the shortest/quickest route to where they are going, but will go over the obstacle if that is shorter (I tested this on a hedge after engineers blew a hole in it). On impassible terrain such as tall walls they go through the gap. I'm not sure if this is a bug. This does appear to be a new version of the bug that was supposedly fixed. It is also present in Red Thunder. It has been reported to the authorities.
  6. Well... yeah. The problem is that although I know HE on soft ground should have lowered effects I don't know by how much. And I would probably have to redo the tests as they are 2 years old now. I'll put it in my que.
  7. Unfortunately, it is not (tested). I would love to see that changed. IIRC, with rockets a certain amount of unburned fuel is assumed.
  8. HE is far too lethal against infantry prone on almost any terrain, except maybe pavement. I have tested 60mm mortars and found them to be more than twice as lethal as the US army says they should be in that circumstance. Whether this is a problem with the HE itself or the micro-terrain cover bonuses being too small is unknown, but I suspect it is the terrain. OTOH, as mentioned above, towed AT and AA guns are sometimes able to absorb incredible amounts of HE and remain functional. Again, it's not clear if the problem lies with the HE or the guns. My impression is that lethal effects on non-prone infantry is roughly correct, although there is not enough suppression and it wears off too quick, IMO.
  9. Womble is correct about how the gyro stabilizer worked in reality. However, I believe they do nevertheless increase accuracy while moving in the game. I have no idea by how much.
  10. Try smoke. Absent that you will need to look for another direction from which to approach the objective, or consider bypassing the target altogether via a different avenue of advance. Moving around in LOS of unsuppressed enemy units at that range is inviting trouble. I do agree that in the first screenshot it seems the game engine considers the tree canopy to be closer to the ground than the graphics would indicate. However, if your team moves 2 action spots directly west they will have good LOS to the house while maintaining cover from the trees. Hunt + Covered Arc. The Hunting unit will generally ignore firing and explosions outside the Arc.
  11. I think that's an accurate statement based on what little we know, at least with regards to the WW2-era CMx2 families. I am presently doing some more testing that will maybe, hopefully shed some light the subject.
  12. Getting a machine gun to man a particular window out of the 3 windows in that wall would indeed be a pain in the ass during game play since it appears to be semi-random as to which one the TacAI chooses whenever a new face order is issued. But it's not terribly difficult during setup where you can just keep repositioning until you get what you want. While messing around with it I was even able to get a proper keyhole position, which did not appear to negatively affect LOS towards the river.
  13. No, it just makes it very time consuming.
  14. This. My own testing suggests that vehicles lacking a cupola are heavily penalized, even in situations where they probably shouldn't be e.g. long range spotting to the front.
  15. Well, sure. If you dump all your arty on 4 guys you won't get your money's worth even if you kill all 4.
  16. In my testing I have had instances of buttoned Jagdpanthers taking over 20 minutes to spot a tank sitting in the open at 1200 meters. At other times they will spot it in a few seconds. The random variation is massive.
  17. I asked Steve about this a while back and he said that, to the best of his recollection, CMx2 doesn't work this way. In fact, he indicated that in CMx2 German optics are treated no differently than any other nation's.
  18. It looks to me like you are basing your conclusions on tests that are run one time. At 4000 meters the amount of variation is spotting times and shot accuracy will be huge. You would need very large sample sizes. Especially for spotting, which is highly variable at even much shorter ranges. I do my long range spotting tests at 1200 meters and even at that range you need 100 data points per vehicle type to have even a rough idea how well they spot and 200-300 to be confident in the conclusions.
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