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Erwin

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Everything posted by Erwin

  1. And more people not interested in acquiring accurate knowledge about history. We live in an era where most are just trying to keep their heads above water and only us older baby boomers have the luxury of time-consuming intellectual (vs wrist twitch) hobbies.
  2. Interesting to note that in the golden era of cardboard wargames, Eastern Front was by far the most popular - and the largest market was the US. Everyone wanted to play the Germans (only a few preferred to play the US or Brits - and you had to practically pay people to play the Soviets). So, not sure if time and/or demographics has changed the demand for theatres of WW2 or, as you say, if it's a self-fulfilling prophecy.
  3. That is usually a very desirable result. Don't always need to kill. Kinda like smoke can sometimes be more effective than HE depending on what the ultimate objective is.
  4. The smallest mortars are best used in "direct fire" mode. (Some can only fire "direct".) 81mm and larger you want to keep safely in the rear. 60mm could do either depending on situation..
  5. This would explain what we're observing. However, this makes things "complex" as one often wants TARGET LIGHT vs buildings that are being assaulted by friendly infantry. The 25mm will kill em.
  6. Recommend a sound mod. Sounds like StarWars guns.
  7. That seems to be the way it is with mortars and HMG's. Will be interesting to see if you confirm that.
  8. IIRC it was reported and acknowledged as an issue. MOS can confirm but we were asked not to publicly explain how it works. You may not be in the loop. The TOC scenario had hundreds of hours of intensive testing so odd phenomena got noticed and reported.
  9. Was hoping that the latest engine bugs we found when testing TOC would be fixed by now. But, have noticed that the arty spotting bug seems to be still there in the demo.
  10. I like this one. All it needs is a caption - something like - "The Black Friday Sale is That Way!"
  11. Thanks. V helpful summary. Should be a sticky.
  12. IIRC graveyards are good cover vs direct fire. Marble headstones etc.
  13. Correct. Units on QUICK may stop and fire their weapons if the have a suitable target. AT teams will do this is they see armor at effective AT range. (It is fun to watch an AT team on QUICK, suddenly spot a tank, stop and kill it, then carry on to their waypoint.) Moving FAST the unit is going flat out and not stop cos they see something to shoot at. However, in either mode the unit can be forced to stop and run away (or hit the ground and try and evade).
  14. unless... you oppo could be very smart and not set up IN the building, but BEHIND it. You can pour as much suppressive fire at the front of the building as you want. It will not affect enemy units behind the building. When your troops enter the building they would be cut down easily. Highly recommend that you get LOS all around buildings to ensure your oppo is not using this very effective ambush tactic.
  15. Glad someone else noticed this. It was mentioned some days ago. Not sure if this is a bug, or we simply do not know why the AI may choose a TOW, or the 25mm or the MG when targeting (either LIGHT or full TARGET).
  16. It's reassuring that Aragorn can vouch for Thief. I am always a bit suspicious of members I have never heard of b4 providing downloads from foreign servers. Then again, thanks to my paranoia, to my knowledge I have never been hacked or had data stolen. Apologies to Thief if I seemed rude.
  17. Some squads are set up so that one can split into 3 teams others only into 2 teams. That latter is problematic as a 2-man scout team is very useful, a 7 man team that can't be split is less tactically useful. It doesn't seem to be a matter of size of squad as in CMBS the 7 man Ukrainian squads can be split into 3. Whereas the larger 9 man US squad can only be split into 2 teams. That makes the Ukrainians more tactically useful than the US. But is that an accurate depiction of RL?? Is it US doctrine to not split a 9 man Stryker squad into more than 2 teams??
  18. There are certainly some weird pathing issues. However, many issues can be mitigated by using minimum/very short length waypoints when in restricted terrain. That seems to help the pathing AI routine.
  19. Lovely - the optional links for HQS 3.0 Sounds work. Problemo: when exploding the Part 2 rar it froze - error message "HQS 3.0\voices\Bundeswehr\german panic 12.wav" File is broken. However, many of the same sound files are duplicated in Part 1 - including the above broken one. So, when I accidentally copied Part 1 over Part 2 the problem was solved and the above file works. Not sure why so many files are duplicated in Parts 1 and 2. Hope they are not for different games as the SOUNDS folder seems to combine what one needs for both (Syrian) CMSF and (Ukrainian) CMBS.
  20. It's an issue of game abstraction. Ideally the game would enable civvies with hidden guns or suicide vests to get closer. In the pic it's obvious everyone is armed to the teeth and so looks silly.
  21. +1 When I started with "Panzerblitz" I recall dreaming about a 3D "billiards table" where units would move etc. CM series is the closest thing. There's a good chance that CM3 will be 3D by the time it is released.
  22. Not trying to be mean or insulting, but even your moniker "Thief2125" gives one pause. You could just as well call yourself "Download my virus on your machine so I can steal your codes".
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