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RockinHarry

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  1. Like
    RockinHarry reacted to Butschi in Script to automatically set the elevation in the editor   
    As an update, my latest map build:


    I (once more) reworked the buildings algorithm and roads/railways/streams. Mostly playing along nicely, although one has to take care not to have a too dense network, because then the algorithm won't be able to find a valid solution.

    Now also with fence-like objects...

    ... and flavour objects.

    So basically by now all the necessary functionality is there and working. Some things can be improved but that is more tweaking of cost functions, etc.
    I am going to be working on maps for my first Agger Valley campaign, probably consisting of three missions. But afterwards I will go about making the tool available for everyone, I think. 🙂 (Which will involve tyding up, making a tutorial, etc.)
  2. Like
    RockinHarry reacted to chuckdyke in Tips for playing.   
    Soviet artillery doctrine which we could use in the game. Use indirect only if direct fire is not possible. Great point to consider for the on-map mortars.
     
  3. Like
    RockinHarry reacted to chuckdyke in Tips for playing.   
    There is a loophole. The evade button still works and it can be manipulated. But you don't get always a reaction so it is unreliable.
  4. Like
    RockinHarry reacted to chuckdyke in Tips for playing.   
    I don't think it will, for infantry their marksmanship remains the same when exhausted. To model unfit crews in my opinion they would lose their cognitive abilities after a time. Possibly the status would be green or conscript for the scenario.
  5. Like
    RockinHarry got a reaction from Thomm in Second Front   
    Wow! ER2 is definitely a hell lot of fun FPS with fairly good sim elements! 😎 Now bits of busy in both map and scenario editor which is fairly easy to learn and work with.  Ground mesh resolution seems 1m, like CM but it´s smoother looking. Very interesting possibilities for map creation in there. Mission design is rather limited but seems it gets fleshed out later.
    Found another interesting game (Q4 2023 release) which is labeled beeing more arcade game play. But see how it looks like? 😲
     
  6. Like
    RockinHarry reacted to mazex in Engine 5 Wishlist   
    Well - graphics that looks 10-15 year old and still run very slow on modern hardware does not help the sales - and more sales brings more features and modules to the ones that have no problem with the 2006 looks. And with a modern graphics engine you can spend your CPU cycles on spotting etc, with super optimized capabilities built into the engine. But more importantly focusing your time on logic that is not built into UE like unit behavior's under fire. And what to do if you spotted something... Or the tank nearby did with a bad radio. Some small caliber munition ricochets off your turret. Close the hatch or not?
    So, for a small team you can focus on what sets you aside from the competition instead of the work needed to do a game engine. And the Battlefront games are truly unique in their value delivery as a tactical battlefield simulation. Even really big studios have stopped building their own game engines as the time spent to build your own is not worth it.
    Just imagine something that looks and works like WARNO - but plays like CM2...
  7. Upvote
    RockinHarry got a reaction from MOS:96B2P in Tips for playing.   
    a feature that I like in GT Mius very much. (field telephones) 😎
  8. Upvote
    RockinHarry got a reaction from Artkin in CMBN V4.02 - US on board mortar penetrate concrete pillboxes (repeatable)   
    CMBN V4.02 (no modules), play mode 1 player - turn based, Iron, german player defend vs US AIP
    Think I´ve nailed it. Got to recreate the problematic situation from my mission in a new test mission seperately and found:
    US 60mm and 81mm onboard mortar rounds oftenly (not always) penetrate german concrete type pillboxes when:
    The pillboxes are partly surrounded by +1 to 2m high ditch locked berms. The way the pillboxes then get "sunk" (or mesh adapt) into the terrain mesh at execution turn 1 likely detach or shift the pillboxes "hitbox" in a way that penetrations can occur (my theory). Usually these penetrations are lethal to all pillbox occupants. Also "partial" penetrations can occur with similarly damaging effects to occupants. Since I´ve made a sound mod that indicates penetrations on stone wall type terrain objects more clearly, I also got some sonical feedback that a penetration type event occurs.
    Other terrain in pillbox AS: "Dirt Red" terrain tile and single tree.
    I´ve attached an archive file (dropbox link) that includes 2 test mission files and 4 save games. I´ve tested from german side, with the US AIP just ordered to place some suppressive mortar fire missions on the pillboxes. Starting as germans and simply observing what´s happening during the US mortar bombardment was the basic test situation.
    Not tested any other situations with different US Arty or german pillbox types.
     
    https://www.dropbox.com/s/hu1b4pyei5l61xh/Mortar_vs_Pillbox_Penetrate_V402.rar?dl=0

     
  9. Upvote
    RockinHarry got a reaction from MOS:96B2P in Tips for playing.   
    Scouts: If available in a given force I prefer using small otherwise unused HQ teams with binocs and a radio. The binocs give a considerable sighting/spotting advantage and radio relays back info back to higher HQ´s. It then can be decided if spotted targets are to be taken under direct (sniper, HMG) or indirect fires (mortar, Arty). During advance the "HQ team scouts" receive a short 360° target arc so that they just spot and never shoot. High experience, good leader (+1 or +2) and rather low morale makes particularly good scouts. Lower morale helps them throwing their heads down into the dirt (and thus maybe into conceilment and cover) faster.
    Move mode can vary, depending on available cover and other factors. Sneaking up a vantage point preferably in crawling mode, but short distance only. Other modes (move, hunt or quick) depend on terrain, available cover and the scouts tiredness level. These scouts make certain watch stops at intervals and remain at their vantage points for at least 2 minutes. (more time for spotting attemps and if needed for removing some tiredness level) If I´m interested in a particular area I give these scouts a short target arc of maybe 30 to 60° and point it toward that area. Improves spotting chances toward that particular area some more. If terrain allows I let follow the scouts some overwatch units(s) in case scouts get into troubles.

    Snipers: Should be at least veteran or better yet crack experience. Absolute minimum for sniper engagement range is 400m. Preferably 500m or more (upto max engagement range) Otherwise snipers get discovered quickly and then are dead meat. I rarely let them engage their own targets unless at greater ranges (500m up to max) and with a good assortment of enemy targets available. That greater range also has a more demoralizing effect on enemy if sniper remains undetecte.
    If I want get taken out a particular enemy, I use a very small angle target arc "\/" on him. This way I can eliminate i.e an unbuttoned tank commander (on currently non moving AFV), a HMG or AT gunner or any leader if he reveals himself by using a binoc. A radio operator is another nice choice. Sniper morale level should preferably be lower again. If he gets disovered and beeing shot at, he should rather dive down to cover quickly, instead of shooting back or keep watching. Best time for position change in crawl mode, preferably to a preselected switch position that can be reached under concealment and cover. Should be at least couple AS away, so in case the original position keeps receiving enemy fire he won´t get suppression levels. That also means away from friendly units. That sniper can be helped in this effort by opening fire with another yet unengaged friendly unit that is less vulnerable due to larger size (at least team size or another yet hidden sniper).
  10. Like
    RockinHarry reacted to Erwin in Tips for playing.   
    Good.  Seems more realistic to have some intelligence of where enemy positions are.  Otherwise it seems that we're playing recon missions with main force units. 
    And yes, the scouts are for finding out routes where the enemy is absent or weak for movement (esp on a large map), but also for locating main defensive asset positions when one has to overcome them to gain an objective. 
    While it's always better to not let units get tired, running scouts ahead may require them to get tired.  In most scenarios there is a time crunch so it's better to have some scouts get hit, then run out of time at the end and suffer heavier casualties cos one is rushing.
    In CM2 HIDING units are literally putting their faces in the ground to hide.  So poor spotters.
     
  11. Like
    RockinHarry reacted to chuckdyke in Tips for playing.   
    Experienced +45C I can tell you after 30 minutes you're finished. I would make a scenario on this guideline alone. Any longer fighting from AFVs only, imagine serving in a Soviet tank. JS3s were outclassed by Israeli Shermans, the Shermans could maneuver, the JS3s were in static defense. 
  12. Like
    RockinHarry got a reaction from Thomm in Second Front   
    Thanks again! Just read through that guide and found I´d have missed half of ER2´s key commands and associated functions! 😎 Marco´s such a cool and talented guy! Hats off to him! 👍👏
  13. Like
    RockinHarry reacted to chuckdyke in Tips for playing.   
    It is good if the scenario is an assault. Imo an assault is the conclusion of an attack to be conducted when the required intel is there. Half an hour scenarios would be ok. Getting intel I found a worthwhile experience, having tentative contacts all over the place can be distracting. Especially if they are inaccurate too. Anyway thank you guys for all the input.
  14. Like
    RockinHarry reacted to chuckdyke in Tips for playing.   
    Tired is not that bad it means you can't run fast

    Fatigued means you can't run fast or hunt.

    Exhausted means you can move or go slow. I found no evidence that it affects marksmanship.

    Your FO for example can crawl to his position as long as it takes. I gave up after five turns in an exhausted state. Yes losing the ability to hunt and run is not ideal for a combat unit.
  15. Like
    RockinHarry reacted to chuckdyke in Tips for playing.   
    Yes, it would be nice in the preplanning if you assigned a HQ to a Mortar Platoon and a Field Telephone Icon pops up. There could also be a caveat to deny any other HQs the indirect fire support. To write the code in the present engine may look easier than it is.
  16. Like
    RockinHarry reacted to chuckdyke in Tips for playing.   
    Leaders' recon is how I started the Road to Montebourg Campaign. The squad leaders can protect themselves by popping smoke the moment they receive fire. Two advantages the MGs knew where to set up in safety. 
    Yes their radios by default are connected to their own C2 a mortar unit team must have their own radio who is connected to a FDC. Imo radios are not correctly modelled, you should be able to send your tentative contacts to another unit with a radio which is not in your C2. 
  17. Like
    RockinHarry reacted to chuckdyke in Tips for playing.   
    The manual is very vague, in all honesty I must say the pre play analysis can take a lot of time. It varies from scenario to scenario. Take Hammersflank for example. The Regimental HQ has the only radio in its formation. The only way units can contact him is by the Company HQ mounting an SU76. But is this realistic? We have the hypothetical field telephone which enables a single guy HQ of the engineers to call of map mortars. The field telephone can pop up anywhere as the player sees fit. Reading plenty of books re Soviet Army WW2 preplanned is the only realistic way to go. I select usually one platoon to act as FO for the off map. On the map I have a very hard look for enfilade positions for direct fire. It is fine but a manual should be more detailed of how to play each game correctly. 
  18. Like
    RockinHarry reacted to Erwin in Tips for playing.   
    Have often commented that the C2 system does not work "as advertised".  Have experienced mortars surrounded by units with radios with no C2 - ie no HQ can contact them - cos the "right" HQ is not present.  Other times, it seems easy to contact the mortars even when there does not see m to be any radios nearby.  In  a multiple Battalion scenario, have seen squads having contact to other higher level HQ's, before their own HQ etc.  Have offered to send savegames, but no one was interested.  Get the impression that if one spots too many bugs, you become persona non grata.
  19. Like
    RockinHarry reacted to benpark in Second Front   
    They are working on the animations, starting on FPS weapon red-do's, then on to the ones that you see the AI using/3rd person.
  20. Like
    RockinHarry reacted to Thomm in Second Front   
    Maybe this link works:
    Tips, Guide, and Easter Egg for Easy Red 2 (ongoing)
  21. Like
    RockinHarry reacted to Thomm in Second Front   
    I think I have never figured out how to 'aim' the commands properly, at least without cross-hairs.
     
    Hmm, I don't think so.
    I usually control the gunner, since you can drive the tank at the same time, anyway.
    Controlling the driver is also an option when hunting infantry.
    The gunner does a good job in these low-risk situations.
  22. Like
    RockinHarry reacted to Brille in Tips for playing.   
    Smoke:
    1.)
    If your avenue of advance happens to be the same direction as the wind you can use that to your advantage. 
    Place a smoke fire mission (or lay smoke via tank smoke rounds or smoke grenades) and watch how the smoke "walks" slowly in the wind direction. If the wind is not that strong it will stay relatively dense for quite a distance. 
    So you can advance your troops directly behind it. 
    But be careful that those rounds are not WP (white phosphorus) rounds because those will disperse very quickly even without any wind. 
     
    2.)
    With vehicles that have "smoke mortars" or "Nahverteidigungswaffe" (for the germans) build in, you can lay lanes of smoke. Simply give one of this vehicles several short movement commands, each 20 to 40m apart and put on each of them a "pop smoke" command. On each way point it will pop out up to 3 smoke grenades. 
    In comparison to external smoke dischargers (who have maybe 1 to 3 charges - ww2 standard at least), smoke mortars can be reloaded from within and they have a huge amount of smoke bombs. So you can put multiple lanes of smoke with one vehicle. 
     
    Directing fire:
    1.)
    If a squad is in a house/cover you can direct/switch their fire. 
    Give them a target command and a pause like 30 seconds. Then give them a movement command on their exact same location and draw another target on another enemy position. 
    So they will fire for 30seconds on one enemy, then they move maybe slightly to get on target and then they will fire the rest of the turn on the second enemy unit. 
    2.)
    Always keep in mind that you will negate any cover arc or target command with the "face" command. 
    The thing I often do is "hunt" into a position (like going up into 1 or 2 story building) while putting the hunter on a short cover arc to not reveal himself for distant troops or go prone on first enemy sight. After the unit has reached its position I either can give him another cover arc at the last way point or a face command, which means that he is free to engage on the spot. 
    3.)
    A rare thing players seem to be aware of or use is the cover circle, a addition or alternative to the cover arc. 
    Especially if you don't know from where the enemy is coming from and you don't want to reveal your tanks to simple infantry, you can activate the "armor arc" and press shift. Now you can draw a circle around the tank on the distance you want. (or draw it over the entire map to be sure :D) 
    It works the same with the normal cover arc too. 
     

     

  23. Like
    RockinHarry reacted to Bulletpoint in Morale and Teams   
    All factors are tracked for each individual soldier. What you see when you select a team or unit is the average value. In a "regular" infantry team, there might be guys who are veteran +1 and also guys who might be green -1.
    Same goes for the current morale state. Notice how sometimes when a team surrenders, three out of four guys will put their hands up while the last guy will keep firing. That's because that individual had a better morale state than his buddies.
    It's also noticeable with AT guns. You can often kill nearly the whole crew, but the last guy who mans the gun will refuse to leave it. He might just randomly happen to be a fanatic, even though his team was only rated as +0 motivation. Other times, even a "veteran" crew will bug out after a few close mortar hits.
  24. Like
    RockinHarry reacted to Thomm in Second Front   
    That's awesome!
    Thank you for sharing your impressions.
    I never got into the system deep enough to actually control a squad myself.
    I usually just take the MG guy and run along.
    It would be interesting to know if commanding a squad does make an actual difference. 
    Best regards,
    Thomm
  25. Like
    RockinHarry got a reaction from Bulletpoint in Bunkers have a bug   
    have a look at this as well? Thanks.  https://community.battlefront.com/topic/135200-cmbn-v402-us-on-board-mortar-penetrate-concrete-pillboxes-repeatable/
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