Jump to content

Rocky Balboa

Members
  • Posts

    783
  • Joined

  • Last visited

Posts posted by Rocky Balboa

  1. 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?

  2. Another suggestion to the OP is to slow down the pace of your battles. After all, 10 minutes to your pTruppen is really only enough time to sit down, catch their breath and have a smoke, maybe two. 10 turns is an eternity to us players, but in real life any officer who refuses to wait 10 minutes for the artillery to dial in before attacking a known enemy position would be considered wildly reckless and would likely have never reached a command position in the first place.

    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 ....

  3. Thirty years ago I would have been in complete agreement with you. I'm sure the entire family could have fit comfortably into one space and no one would have been left unattended, if you catch my drift. The passage of time, however, has as it always does and you will in your turn discover (provided you do not die tomorrow), left its mark on yours truly. Most of the time these days is spent in quieter pursuits, and only one partner at a time is required. Still, it was an interesting few decades back then...

    Michael

    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" ;)

  4. 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.

  5. 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.

  6. P.S.:

    @ Rocky Balboa:

    Negative on the direct fire weapons, TRPs are pure arty thingys.

    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

    Example - we hide a German Panzerschreck team to let the first few vehicles

    and US infantry pass by before un-hiding and launching a grenade at the

    side of an enemy tank. This ambush tactic is especially effective if used in

    conjunction with a friendly Target Reference Point (TRP), as this increases

    the firing unit’s accuracy for the first shot.

  7. "Target Reference Point"

    Wherever the TRP is it allows you to call in artillery there without direct LOS.

    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.

    Note: A special situation is the targeting of an enemy unit near a TRP (Target Reference Point). In CM:BN, these double-function not only for artillery support fire, but also as “ambush markers”. Soldiers targeting an enemy unit near a friendly TRP are much better at estimating the range correctly.

    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:

  8. 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 .... :(

  9. 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:

    music end of battle.wav

    music intro.wav

    music splash.wav

    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.

  10. 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.

  11. ha! I wanna see em writhing around on the ground on fire =D

    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

×
×
  • Create New...