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RockinHarry

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Everything posted by RockinHarry

  1. While doing some testing for the MG effectiveness thread some time ago, I figured that MG area fire, targeted about 1-3 action spots in front of an immobile target, gets actually more bullets from a burst, right INTO the target right behind. Counts the more for german MG34/42, which does a lot of overshooting any target in direct fire mode. Bits of cheating maybe, but I usually get some good results, even for targets, that just got pinned and vanished form direct spotting. Anyway..it´s the only way to get effective fire to a target, that went out of LOS, but is yet assumed to be still in the same AS/area. Tested in scenario author test mode, so I know that it works quite well (all assuming that LOF is possible to desired area fire AS).
  2. I oftentimes succeed with covered arc settings, sometimes with 180° and just bit of an overlap to the actual desired map spot. The ptroopers appear to distribute better along windows and wall openings (with 180°) this way. Sometimes it´s better not to mess with FACE and covered arcs at all and let the AI do as it sees fit. Think I also had useful results with long range 360° CA from within buildings. It´s what´s used in AI Plans (ambush range x) as well.
  3. The paras really have a punch, when it comes to squad firepower. I´d even say they´re way overarmed, considering the hastily raised formations as of mid/late 44, had more problems than benefits, when it came to equipment. But that´s another topic.
  4. Think I´ve repeatedly seen pTroopers draw the faust, when also just enemy infantry is nearby. The 30m, as already said, is effective range vs. point targets (a vehicle), but in RL the fausts reach a bit farther when fired like a mortar (x 2-3). Don´t know if the game engine considers this. Also maybe the pTrooper is fubared by some vehicle noise anywhere and draws the thing in anticipation of a worthy target, maybe coming around next corner every minute.
  5. Thanks for that one. Downloaded and about to check this out today.
  6. Yep, was about time to load that one up at GAJ´s. Good idea with mud. Boulders is CMFI exclusive? For mud I thought it does not work with sculpted tiles (ditch lock), but I erred. For those who like to try, just rename (another copy) to "ground mud.bmp". I don´t consider, I have tried it already, but my GIMP version has problems to deal with that extra BMP layer. I was lucky to get my version saved correctly and showing so in the game as well. It´s pretty much a "clone brushed" and scattered version of original "ground rubble.bmp", with otherwise, colors untouched. Unless I get GIMP do, what I want it to do, someone else needs to tackle different versions. Btw, what has mech.gato in the bag?
  7. No idea about secondary weapon choices, but it makes me as well
  8. Can´t tell for CMFI and CMRT, since I haven´t purchased yet. If terrain type and BMP is the same, then drop and go should work (possible conflicts with other mod packages left aside). Haven´t packed the BMP into a BRZ, so renaming to needed file, shouldn´t actually much PITA, I think. Any downloaders are free to use as they like, in case ground rocky red is needed elswhere.
  9. Gorgeous! :cool: I know from experience that with that many detail works, it takes a lot of patience and passion, to build larger urban maps! :eek:
  10. It seems it´s not that easy to code something, that cuts the basic ground terrain mesh, to provide a real below ground feature. If it´s just for a shelter and not fighting position (some basement types are still slightly above level ground and have windows), maybe something abstracted would do for the beginning. An invisble "container" type feature, similar to sewer movement in CMX1. Raises the question, how to handle collapsing buildings or enemy troops above, a direkt hit from heavy Arty and such. Guess it doesn´t quite fit BFC concept of the game. So then a true 3D solution in V4 or V5 maybe?
  11. Usually just the suicide doctor can be spotted and aimed at, when LOS/LOF to him is possible. Any aimed fire will likely do collateral damage to his buddies nearby. Thus hiding is only advisable in good cover terrain. Buidlings are fairly safe, even at short range. Oddly enough, foxholes and entrenchments are less so, considering a WIA and the medic should be completely out of sight when lying/crouching at the bottom. Need to retest in V3.0, if that´s still the case.
  12. Would be nice, as both rocky and mud terrain are fairly insufficient to simulate rubble terrain realistically. Btw, here´s my take on rubble terrain as replacement for ground rocky red: https://www.dropbox.com/sh/ua7gxtbb26c946d/9o5o6wvoR1#lh:null-ground%20rocky%20red.bmp
  13. Unfortunately I didn´t catch the moment, when the tiny fires started. It was 1-2 turns later, when I noticed something "unusual" on the map. However, the 2 fires where generally at spots, where I noticed whole SMG/MG bursts hitting the ground at very short ranges (<30-40m), cause the targeted units where just behind/below a small crest. It must´ve been the transition between targetable, but not hittable. So assuming there´s a tiny chance (with tracers?) of igniting dry grassy terrain, the chance was maybe dramatically increased by hitting just few square inches of ground with whole magazine/belt loads, in shortest of time. Don´t think, this could be a problem in the game, since it´s rather a rare case.
  14. Just have seen that in effect. Two tiny fires in dry grassy patches. No HE bombardement, beside a couple of rifle grenades hitting a house further back. They were maybe even caused by small arms tracer rounds hitting the ground or ricochetting from the house. Can´t tell, but I was positively surprised to see that as part of V3.0 feats.
  15. 7,71 Euro btw. Triggers alone was it worth to me personally.
  16. Among other game details, I´d wish buddy aid to be user configurable, either globally or on a per unit/formation base.
  17. That feature has been exploited for some time yet: http://www.battlefront.com/community/showthread.php?t=100488
  18. We´re speaking more of first aid situations and not true medics doing their job under "ideal" circumstances. This guy appears to be less concerned doing his job laying in prone stance and still beeing in a lively combat zone:
  19. The shortish bursts are not the only one problem with the HMG34/42 in the game (other HMG as well). At longer ranges (1000m +), it overshoots targets a lot, even with TRP provided, just as if it´s just an extended range lMG, without any benfits from the tripod itself. There appears to be lots of "searching" fires going too high and the gun starts to become more accurate, when formerly moving targets went prone, no matter if suppressed or not. Odd behavior. Two things come in mind. 1. Searching fire and target acquisition takes unusually long, with the consequence that it´s harder to hit an upright moving target, when actually it´s most vulnerable. 2. The dispersion pattern is way to narrow and does not reflect the tripods capabilities to automatically adjust for a targets width and depth. Currently the short and inacurate bursts do not much beside "suppression" at longer ranges (1000m+) in the game, largely diminishing HMG´s usefulness at the prefered tactical ranges (beyond lMG range of 800m). I think the HMG´s in the game are mainly modeled around the "concept" of suppression, neglecting any of the individual RL capabilities, in order to make these less lethal, the game more "balanced" and to help the AI. So if everybody incl. BFC finds this concept fits well into overall gameplay, then it´s ok. Personally I can´t find any good use for this downgraded weapon system and spend valuable points rather elsewhere. Not to mention that recreating any particular historical combat situations lead to...erm...."different" outcomes. Btw, there´s no rock in Harry. RockinHarry is just a rock/metal guitarist, named Harry. http://www.myspace.com/rockinharryz
  20. That´s suppressive fire at a registered target (Wisent), which is well dug in. "Dauerfeuer" is just the standard order for engaging a particular target with a pre set amount of ammo (200 rounds at all). For the tactical purpose of just suppressing the target, the gunner is free to use this amount of ammo as he sees fit, with so many bursts on the enemy in order to keep him down. It´s pretty clear that when unleashing 200 rounds in a single burst, the suppressive effect is quite short lived. When it was a large, uncovered target instead, the gunner could be ordered to actually unleash a single uninterupted 200 round burst (4 linked belts), for maximum effect. Same usually applied for an other HMG, may it be the Maxim or Brownings, ect. There´s surely reasons, that BFC decided to model the various HMG´s the way we currently see. The one reason that´s surely not, is to simulate RL capabilities and tactics for this particular weapon system. I keep suspecting "balancing" and technical matters...
  21. You already named Hurtgen and the german counter attack on Kommerscheidt-Schmidt comes to mind, which although entirely successful, came to a high cost to germans as well. No easy victory for germans (at last it didn´t count much, as always) and with some better planning and precautions on behalf of the higher staffs in 28 US ID, could have been more or less avoided. If you win easily with germans vs. US in the game, then most likely the US lack their usual bag of Arty. and FO´s.
  22. Would be nice if the TRP´s could also be assigned to units individually, as well as account for possible switch positions ( a set, though limited number and selectable), so benefits don´t get lost when using these.
  23. Yep, count the AG in and we have it right so far. With regard to HMG ammo bearers in the game (germans excluded), they can be positioned in hide mode nearby and still provide their ammo delivering duties. This abstraction works ok for me. Remain the extra guys in the gun team, which I´d wish to be split off and remain hidden, unless their services are needed, which in the game just means, replace the gunner if KIA. With regard to the bigger issue, I agree as well. Proper placement of HMG´s in a defence, is key to its effectiveness and survivability. From my gaming experiences as said, it´s advantageous using them at the longer ranges (<800m), preferably in combination with a TRP. For this to work, the team needs also a binoc, as otherwise it won´t engage (spot) beyond 800m at all. Some german teams with 2 binocs have some spotting advantages, though don´t hit any better.
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