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leakyD

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Everything posted by leakyD

  1. Damn. I think it's time to put 'BO back on this machine! The only suggestion I have is to not cammo the spare track on the hull and turret (The dunkel gelb colors w. "raw" track are incredible!). Not sure if it's realistic or not, but it just *looks* funny for some reason.
  2. Cross posting this from the CMBB Forum: http://www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic;f=23;t=008683 Can anyone provide ranges for Allied and Axis units in CMBO? Thanks! Axis Flame Units Range: FT Team: 32m Flammpanzer II 30m Flammpanzer III 60m SPW 251/16 50m Allied Flame Units Range: Soviet: FT Team: 45m OT130 75m OT133 75m OT134 75m OT34(42) 90m KV-8 90m OT34(43) 100m KV8s 100m OT34/85 100m
  3. I don't have CMBO on this machine, so I don't have the US and Commonwealth, etc. units. If anyone else has access, please provide. Axis Flame Units Range: FT Team: 32m Flammpanzer II 30m Flammpanzer III 60m SPW 251/16 50m Allied Flame Units Range: Soviet: FT Team: 45m OT130 75m OT133 75m OT134 75m OT34(42) 90m KV-8 90m OT34(43) 100m KV8s 100m OT34/85 100m [ September 26, 2003, 03:44 PM: Message edited by: leakyD ]
  4. I've been curious about this since CMBO: Why is it that most Allied flame units have a greater range than Axis ones? I did a search, but nothing came up. Was it an design issue? Doctrine issue? A little of both? Neither? Been having fun with the Russian flame units. They got some pretty good range: Yes, we all love the smell of napalm in the morning. Well, unless you're on the receiving end! Hans, do you smell something? D'oh! Time to exit the AO! You can run, but you can't hide!
  5. Well, heck, it sure looks like the first squad was targeted.... Still, this whole over the shoulder p-faust biz is pretty nutty. That, and the consistent p-faust-flying-through-the-building-window-and-exploding-in-the-back thing is kinda weird too. I prolly wouldn't care if they were MY guys, would I?
  6. Ok, here's another crazy PF scenario. See the nice German HQ? He's at full strength, but receiving LOTS of fire from 2 Soviet squads. Mein Gott! It's a bad day for these guys. In a few seconds, they are reduced to 1 man. He's done for, right? Wrong. This guy's got juice. Despite being pinned, he's able to lob a p-faust to his opponents. Why can't MY German units be this good? Note: He didn't aim for the closest unit, but THE ONE IN THE BACK OF THE BUILDING. Go figure! And, to add insult to injury, he crawls off into the building. Another turn of saturated fire, and he held on, true to form. Only by assulting with the same squad that was fired upon (a little retribution for them) was this die-hard able to be squashed. Wah! I want my German units to be this good! :confused:
  7. Well, i keep forgetting that a lot of this is abstracted. Still, to run across the street then have one squad member stop in the middle of the street, while receiving fire from 2 Russian squads ~60m away, just to lob a P'faust (PF60 to be exact) at an HQ unit IN THE MIDDLE OF A BUILDING is pretty insane! That dang AI sure is nutty.
  8. End the battle. Turned out, the unit was SS PzGdr squad. Vets no less! And,just for fun, the awsome Russian 57mm ATG laying down some pain. Whee!
  9. Wow. I guess those stories of the German Super Soldier were true! First time I've ever seen this: A full running unit, with the tell-tale backblast. I figure its a misfire, or somefink. Or maybe someone dropped a faust in all that hurry to get to some cover. But wait, he/they aren't aiming at anyone! So, it must be a misfire, or some random shot in a vain hope to keep the enemy's head down. Here's the PF round, right after launch. Man, they shot at about 70 degrees to their rear. Are these guys good or what? Another shot of the PF round as the backblast clears. Yes, these Germans are hustling! But wait, there's more! The round pierces the building wall (~40-50m away), and travels almost to the rear, heading towards..... Yup, you guessed it: a Russian HQ unit! Holly snapping sharpshooters Batman! These guys ARE good! Alas, the PF rounds lands behind the HQ, doing negligle harm. Note the distance: 61m End of turn, and the poor guys are pinned. I guess they didn't eat their Wheaties that morning!
  10. Woah.... That's pretty nutty. I'm curious, can anyone shed some light as to why this happens? Is it just a memory thing, or a graphic card thing. First time I've ever seen it before.
  11. Weird graphic fart from CM. I restarted, and all is well. Figured y'all'd get a kick.
  12. hotdamn, your got some great folks working for you G! call me demanding... but i still like the dark red text. it just give things a certain....feel. and yes, your efforts are *highly* appreciated!
  13. Hey G- Any chance of a version w. darker text on the buttons? Mebbe a dark red or somefink? The white text blends in w. the snow and camo bit much for me. Thank you, sir.
  14. there are 13000+ members on this forum. and 1 is having an issue. and everyone else is sweating that 1 person. next thread please.
  15. Hmmm... Though the nature of war has grown increasingly complex, the nomenclature and terminology for the units that conduct war have simplified. Pretty interesting! Maybe it's the only way we humans can deal with such a nasty business. Complex names *and* complex equipment/tactics/logistics would just be too much.
  16. If soldiers are supposed to be so good at target ID, then please explain the high degree of fratricide in the last two Gulf Wars. A buddy of mine was waxed in GW1. Apache pilot at night targeting a Bradely. Bradely's and BMP's have significant differences in silouette (sp?). What happened? Who knows. Would not want to have been at that gunners debriefing session! So, not much has changed in 60yrs. Highly trained professional soldiers (and, as a matter of fact, most people) tend to dork under pressure. It's called stress. Stress kills.
  17. Granted, that kind of ammo expenditure is circumstantial. I rememeber training w. M16A1's, and we used full auto in all closed in environments (thick woods, built up areas, low viz). Now to have ALL members of the squad go through 150rnds and a grenade each *may* be justified, depending on the target (how many enemy, what kind of position, etc.) Now that I'm thinking about it, for that to happen *every* time does seem a bit excessive. Perhaps this is something that can be modelled in future releases w. troop quality? Veteran and above have less ammo expenditure, as they are better at fire management, and are probably quicker at dealing with a given situation (need less volume of fire, as they are better at getting the job done). Regular and below have "normal" expenditures, for the opposite reasons. Personally, I found myslef much more concious of my ammo (rifle, grenades, AT weapons) and how to use it as I moved through the ranks. There are many situations where timely resupply is not possible, and you must make due with what you have (though no more than 12-24hrs). Again, this is usually circumstantial per engagement. Anomolies do occur. I remember having to guard a bridge with 3 guys and an M60 MG once. We had ~500 rnds total amongst us all, and no AT weapons. Oh, and the radio crapped out. And we had to ration our food for 3 days....etc etc etc...it sucked, and we got lucky someone remembered about us and sent up a track to check on things. Anyway.... So, again, perhaps this is something that can be modelled within troop quality, instead of a "blanket" reduction in ammo expediture for full auto units. I would find it much more realistic, and your vets become that much more valuable!
  18. heh..prolly everything! I remember as a private loving to "rock and roll" on the M16A1. S'fun! Then, when I became a SL, I welcomed the switch to the A2. Having the rifle maintain fire control (instead of me) made things *much* easier!
  19. My personal experience with ammo loads (infantry squad leader, Gulf War I - No actual combat, but LOTS of practice), is as follows: Combat loads were ~300 ready rounds in magazines, with a bandolier or two of boxed rounds (can't remember the quantity) that needed to be broken down into magazines. Our rucksacks usually had more ammo, as well as our IFV's (M2's). We RARELY went into action w. rucksacks on. Everything was on the "track". BUT, in the time frame of a CM battle (30 minutes) there is little time for reloading/consolidation without taking squads off the line. Usually, one team (4 men) reloads within the squad, while the other team covers. This is done one squad at a time. At times, the "tracks" were off doing something else, or hiding, so they're weren't always immediately available for overwatch. The process is repeated until the platoon is back "up". Then platoons can be rotated until the company is "up". Most likely, a company won't have that luxury until the objective is seized (or not) and full consolidation and reorganization is performed. Or, unless this is a protracted action (hours, not minutes) Further, the only full auto capability is with the SAW (LMG). With this, our ammo consumption was fair, and I found us rarely having to reload from bandoliers until consolidation and reorganization (objective seized, or withdrawal). I could easily imagine if we all had full auto capability in close combat situations, we would easily blow through ammo as is represneted in game. In a close combat situation, it's all about getting more rounds out than the objective is replying with. "Hose 'em down" was a popular expression. I've ran out of ammo too many times in game, and yes it is frustrating! Hence the need for support units during assaults. Lots of support units, or be prepared to pull units off the line as they deplete. I recall all of our "tracks" being available while we swept the objective to deal with "hardpoints" or other bothersome items. That was the nice thing about the M2 Bradelys. Yeah, the maintenance sux, but having 25mm rapid fire HE and a TOW at your disposal sure helps get the job done. There *may* be a little tweaking needed with the CM ammo system, but i think it's better to practice your suppression assets (not easy, mind you). Once you get decent at that, I find squad's ammo lasting a little longer.
  20. Good Lord, man! :eek: :eek: :eek: Now I'm going to have to play some early war scenarios! I've been all lost in '45 lately... Thanks, m!
  21. Thanks Schrull- It's a coin toss between restoring and old image (6mo) file, or doing the driver shuffle. Ugh... I think I'll just restore the image. At least it'll be clean. FYI, folks, UI enhancers still suck.
  22. Heck, the models and data are already available. Put them all in, I say. If your opponent decides to cheat and use unhistoric vehicles, when the agreement is otherwise, he probably is isn't the kind of person you want to play with anyway, is he? Folks who want accurate battles will use accurate vehicles/troops. Others wishing to explore the Western front will have the option. Unless BFC plans on releasing another CMxx before the rewrite. Say it isn't so!
  23. I think the style is great. Variety is a wonderful thing. The concrete needs to be more weathered. It's kinda factory fresh looking to me! Thanks for the efforts. And, yes, we are interested in ALL your mods.
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