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Rocky Balboa

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Everything posted by Rocky Balboa

  1. One thing I noticed from the video was that the Sherman behind the one that got hit was buttoned up and still lost a few crew members. Was the second Sherman KO'ed as well or was it just the crew that was killed?
  2. For the most part I think moral is model pretty realistically with the exception maybe of being in the proximity of a tank when it is KO’ed. In a current battle, I have a squad that was in the general vicinity of a Stuart tank that took a round and was knocked out. The shot wasn’t catastrophic because the crew survived but it was enough to KO the Stuart. In addition a squad that was close by (16-24 meters) suffered no casualties but immediately panicked and began to route and had received no other fire during that turn. This squad now for the reminder of the battle has been in a broken or shaken state and is basically worthless while taking very few casualties. Contrast this with another squad from the same Plt that has taken over 50% casualties and has some wounded yet still remain combat effective. I know leadership plays a big part in moral so I’m not complaining as I chalk all of this up to the fortunes of war but I’m wondering if BF needs to take another look at moral especially how moral is affected by nearby units when a tank is knocked out. Does this seem to be modeled correctly or incorrectly to anyone?
  3. Also Sherman 76 firing at 500M < can get lucky as well. More specifics are needed ....
  4. Good advice but just remember, if you sit for too long, the other guy can have the same stuff falling from the sky as you do. I've learned this lesson on a number of occasions ....
  5. A wise man once said "I may not be as good as I once was but I'm as good once as I ever was"
  6. I think the sounds are great, were did you get your base sounds from?
  7. TRP’s are great and I wish more scenario designers would use them, especially those that take the time to add fighting positions, wire or mines. If the defender has time to dig positions, setup wire and mines then they should have time to pre register targets. Also allow the attacker to register targets for anything other than a hasty attack situation. Question ... Does the AI use TRP’s if they are placed by the designer? If so then this would be another reason why they should always be provided for the defender when he has been in place for any length of time. Again, if they have time to dig holes then they have time to register fires. If the AI doesn’t use them why not? Seems like this would be a perfect way for the designer to make a scenario more challenging and realistic.
  8. If you are playing in warrior, elite or iron mode then the artillery delay times reflect more accurately the amount of time it took to receive indirect fire. The easier modes shorten this time to some degree.There are a number of ways that you can shorten the time it takes to receive indirect fire. One way as you mentioned is by using FO's who are in C2 and have working radios. The farther down the COC you go, the longer it takes to bring in that support. Another way is to use TRP's (Target reference points). These are purchased just like any other unit and placed during the setup phase. Any fire mission within 50 meters of the TRP will arrive faster and be more accurate than a standard fire mission. You can also call for fire using a TRP without having line of site to the target. If you have indirect assets that are on map try getting them within LOS of the target, this will bring fire to bear very quickly and accurately. If you are the attacker and have indirect assets available you can do an immediate fire mission on turn one in the defenders setup zone. Note: This is designed to simulate an attackers capability to plan a pre-attack bombardment on the objective and should not be used in any other situations. If you are the defender or you are playing a meeting engagement type scenario, it is considered extremely bad form to plan an arty strike on your opponents setup zone on turn one.
  9. Hang the facing, I would just be happy if trenches and dug in positions provided more protection period ...
  10. BF, much thanks for the patch, I knew you would come through with the love . And for all you naysayers out there take note ... It's Free !!!
  11. One way to accomplish this is to issue the target smoke command then a pause command for 15-30 seconds after the pause command have your tank move 1 action spot. This will cause your tanks to fire smoke for 15-30 seconds then move which will cancel the target smoke order.
  12. Here, let me fix that for ya .... There's a realist in every crowd
  13. hmmm you might have jumped the gun on this one. Go check my post again where I quoted the Manual or are you saying this feature is not working as intended? Here's another quote from the CMBN manual
  14. TRP's are definitely useful for calling in artillery strikes quickly and without LOS but I believe they will also help your direct fire weapons acquire hits as well. This means they can also be used as ambush markers. This means that if you place a TRP along a suspected rout of advance and in sight of a direct fire weapon then that weapon's fire will be more accurate when engaging targets within 50m of the TRP. You can use these to give your Anti Armor ambush teams an extra edge ... With all this said, TRP's are very :cool:
  15. Real love would mean getting a glimpse of one of these bad boys :cool:
  16. Hey BF, tomorrow is the day of Love and I can think of no better way to show your devoted followers you care than to release a little information, maybe a patch, or how about some screen shots of the toys we'll soon be playing with. We need somefink to let us know were loved, cause right now we just don't know it .... Its been a long cold winter indeed ....
  17. You might also need to plot a few small waypoints to make a 90 degree turn like that. Try putting one at the beginning, middle and end of the turn.
  18. There are three music files that you can replace. Your replacement music should be in .wav format. rename your replacement music to one or more of the following: Place you renamed music in the data/z folder. Hope this helps ... If you prefer silence then you can make blank .wav files and rename as described above. There may also be a mod in the repository that does this as well.
  19. Go to your CMBN install folder and look for the data folder. Create a Z folder (folder named Z) inside the data folder. Place your music files inside the z folder. Once you create the Z folder. All mods for the game are placed there.
  20. BF has always attempted to model the mechanics of combat rather than trying to cater to one persons view of what it was like for them as this has a tendency to be very subjective. The feeling of isolation that was present in the hedgerows of Normandy cannot fully be experienced because the player will always have a Gods eye view of the battlefield. With that said I do think that there is much improvement in the area of FOW that can be accomplished. I personally would like to see a play mode that would extend the FOW mechanic to terrain completely obscuring the map from the player and only revealing the terrain that his units can see. I think this would go a long way in giving the player/commander that feeling of isolation especially when fighting in the hedgerows. This would also solve the problem with trenches and foxholes allowing them to be part of the terrain and still maintain FOW.
  21. There is a work around to prevent this from happening. Just issue the deploy weapon command at the end of the movement by clicking on the last waypoint. If you issue the deploy weapon command separate from the move order it causes the strange behavior. Dooh .. sorry this has already been covered ... missed c3k's post
  22. Flame weapons and and there effects on the battle field is definitely missing. That said, how far BF should go in depicting every detail of it depends on many factors. How far is necessary? In keeping with Cmx2 as a tactical simulation, I think the flame effects should be limited to what impacts the commanders ability to control the battle field. This means the ability to have buildings and dry foliage catch fire, the ability to have smoke from fires obscure the battle field, Having the AI react to the terror effect that such weapons cause, and of course simulating the destruction on men, vehicles, and equipment that these weapons produce. IMO seeing humans on fire is not necessary to simulate the tactical nature of combat any more than seeing limbs being dismembered or bodies laying in pools of blood. Perhaps this is where BF should draw the line. Of course the bottom line its up to BF to determine how far they want to take it but I think the tactical effects should be their first priority. Does anyone think their animation resources could be better used in other areas than depicting men doing the stop drop and roll? .... just my .02
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