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Rocky Balboa

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Posts posted by Rocky Balboa

  1. Steve,

    Can we get you guys to check your data on Javelin. The system currently simulated appears to miss or fail to penetrate too frequently. Also can you verify if the simulation uses the direct attack mode as well as top attack mode and under what circumstances do each occur.

  2. Originally posted by Statisoris:

    Was that T72 the high end TURMS-T kind ? These are tough as heck, I had one of these take four to five Javelin hits before being disabled or knocked out. I think its their newer reactive armor or something, but these seem to take a beating pretty well.

    I'm not sure what variant it was, I'll have to check that when I get a chance. But its my understanding that Javelin should be able to defeat any known armor especially when using top-down attack mode where armor is normally much weaker.
  3. Originally posted by sgtgoody (esq):

    I think you just got really unlucky. I have pretty good results with my Javelins but not perfect. It is possible for a tank to survive a hit or even several if the numbers come up right. If it keeps happening then I would be more inclined to call it a bug.

    I hear you and its probably sour grapes on my part because up until this battle Javelins were pretty much one shot one kill especially against a stationary target.

    Upon closer inspection of this particular engagement, I did notice that the T-72 was very close to the building and there was a balcony directly overhead. So I'm wondering if the trajectory of the missile is striking the balcony and not hitting the tank. I'll have to investigate this a little further to see if this is indeed what is happening.

    If this is the case then it is a bug that needs to be addressed as this could be a very gamey tactic that could be used to protect an AFV, just park under a balcony and your safe.

    In reality its possible that the first round would hit the balcony and destroy it but the second and subsequent rounds should hit the AFV.

  4. I was playing one of the pre-built scenarios against the AI this weekend and I had a situation where a T-72 came down a street and parked next to a building. One of my AT-teams engaged with a Javelin (@ ~ 100M) and scored what I thought was a kill although there was no smoke from the 72 it didn't appear to move or traverse turret. I few seconds latter(20 secs) the same AT-team fired its second Javelin and again there was impact but no smoke. Another AT-team moved into position on the roof of another building and spotted the same T-72 and engaged with a Javelin(@ ~ 130M) and once again there was a big boom but no smoke from the tank and it still was not moving. Again the same AT-Team fired it's second missile at the Tank and still no smoke but it appeared visually that the Javelin scored a hit.

    At this point I'm thinking surely this tank is dead and I'm miffed that my AT-Teams are wasting precious missiles on already dead targets when there are more live targets to engage. At this point however I'm guessing 1-1.5 minutes after the first Javelin fired its first missile, the T-72 fires its main gun and engages one of the AT-Teams.

    So after a total of 4 Javelin rounds firing and appearing to hit the target, this tank is still able to return fire. Should this be possible or am I just the victim of a very nasty RNG.

  5. In fact CMx2 is not an RTS at all. Sure its has an RTS mechanic but I wouldn't classify this as an RTS. I have been a big fan of CMx1 for years and I have to say I'm really enjoying CMx2. Yeah there are some issues that need to be addressed but so far I haven't run into anything that kills the fun factor. Of course I've only had the full game for a few days so I may not be that far into it. I will have to say that the first time I saw a Javelin arcing up and into the top of a T-72, well I just about wet my pants.

    I play mostly in RT mode but I like WEGO for big battles because of the replay feature. If BFG can figure out a way to include a replay feature in RT then I probably wouldn't ever play WEGO except for PBEM games.

    Good Work Guys !!!! ... :cool:

  6. Ok here's a problem I have but I haven't seen it posted. I have an unit (Infantry /vehicle) type doesn't seem to matter. The unit has no previous orders. I issue a move order (quick for example) and magically a short waypoint leg is inserted in the middle of my move order and usually in a totally different direction.

    To clarify a little more, I can place a move order to the north and everything seems to work fine but when the units start to move there will be another leg that has been inserted into the move path and it may cause the unit to move 100-200m to the east before executing my move to the north.

    This is not a occasional occurrence in that it happens quite often and even in the training campaign.

    In addition this was not happening in the demo but is happening in the purchased version 1.02 ....

    Has anyone else seen this?

  7. Here's my .02,

    Make a Syrian Campaign with a Syrian / US TOE in the original game.

    In the first module release a TOE editor along with additional weapons and artwork that will allow scenario designers to create any near future or near history battle/campaigns as they desire.

    If the TOE editor can be created and implemented before release of the original game then so much the better. :cool:

  8. Originally posted by oren_m:

    I think that you are all forgeting one little thing, modern MBT's such as the M1A1/2 can make a first round hit at a tank size target from up to 4500 m', while Soviet MBT's, from T-72 and down, can make a fist round hit at a tank size target from up to 2500 m'.

    So here you have a major advantage for US armor forces, so i dont think that the Syrian army will be too keen to engage with US tanks.

    I believe that they will relay heavily on ATGM's such as the Kornet E, Milan, Metis and even the aging Sagger.

    Oren_m

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