Jump to content

Bone_Vulture

Members
  • Posts

    1,250
  • Joined

  • Last visited

    Never

Everything posted by Bone_Vulture

  1. Fine, if you want to nitpick on semantics... Yes, I'd include Poland as well.
  2. For now, it appears that all model / armor value data is hardcoded, and only adjustable by the Battlefront production crew. The only modding I've witnessed so far is the kind you see almost daily on these forums; the creation of improved / alternate model skins. Perhaps the Battlefront crew will consider the option of making the next CM engine more moddable: how much coding effort this would take, I do not know.
  3. Personally, I hope that the Battlefront crew will focus on pre-Barbarossa operations, the beginning of blitzkrieg. This could include both the western Europe and Africa in the same package.
  4. Perhaps because the Israeli troops were armed with modern assault rifles and SMG's? And the reason... Uh, you do understand the effort it takes to code realistic-as-possible armor values for some hundred vehicles? Attempting to model even semi-modern armor to this batch would be a whole new game.
  5. We are to assume that the situation begins when the player's tank is fully exposed, meaning not in hull down position. Using the hunt command with armor cover arc insures that the tank stops its ascent when it spots the first hostile tank (save if it fails to spot due to buttoning up or something). I don't think any manual pivoting can save the tank from flanking; I assume you mean a flanking maneuver that isn't foreseen.
  6. Nay, to my knowledge tank AI only knows to utterly block LOS to the target tank by retreating, if it feels the challenge is too great. You have to search for hull down position manually; you can either try to measure the angle by eye with the camera on ground level, or give your tank a reverse/hunt command, and an armor cover arc that reaches over the target. This way your tank will creep back up the ledge after reversing, only stopping once it spots an enemy armor (and effectively disregarding soft targets). Presto, perfect hull down position.
  7. Since the paved streets of towns rarely offer room for foxholes, sneakier defenders do not move to the key positions near the flags until you've moved your troops closer. So if you're firing pre-planned, it's good to delay the urban bombardments until your troops have moved as close as safely possible to the targeted area. Also, remember that heavy buildings tend to nullify the effectiveness of light artillery; purchase heavy stuff, like 150/152mm artillery and heavier to cause some true demolishing damage on the terrain.
  8. No-one has mentioned yet the problem of maintenance... Future fuel, spare parts, ammunition, plus electronics that wouldn't be available for several decades. The future tank division would simply break down after the initial success.
  9. And Finns only use bayonets while screaming "AAAAAAAAAAHHHH MOTHERLAND!!!". :mad:
  10. I'm not up to date with modern armor warfare munitions, but don't the subcaliber rounds have actual fins to keep the round stable while in flight, since it isn't given a spin around its axis with the rifling? And spin stabilized is just that, the round is given a spinning momentum with the rifling to keep its head pointing to the direction of movement. IM ABOT 2 BRAKE!!!1 :mad:
  11. What's so odd about that? ... And I believe some of the posters here are confused between spin stabilized and fin stabilized.
  12. HEAT ammo for Abrams? I thought it only fired SABOT rounds, and the barrel was smoothbore since the extreme exit velocity and pressure would eat the rifling rapidly.
  13. Only cover that they offer is the LOS they break. If an enemy squad is on the far end of the building, it might not see you until you're inside. Also, buildings quite effectively cut off the LOS for prowling vehicles. I'd still like to see vehicle movement reduced in wrecked cities, though.
  14. Yes, a screenshot would always be practical.
  15. Yep, if the flaks were hiding, they'll only fire back if fired upon. Otherwise, it might've been a case of neatly blocked LOS, since even 88 HE shells should be enough to penetrate T-34's.
  16. This brings back one of the issues that I'd like to see fixed in the next CM engine: dynamic terrain tiles. Basically, this would translate to city roads possibly having a "debris" or "rubble" status when the map is created, depending on the amount of preliminary artillery damage chosen. These tiles would offer the same amount of infantry cover and hinder vehicle movement as, say, rocky and rugged terrain. Also, normal clean roads could also be covered with debris if the nearby buildings suffer critical damage or outright collapse. Currently, the "cover contrast" in tightly built areas is way too high. 2-story heavy buildings offer extreme cover to infantry, while the paved roads in between offer absolutely no cover at all. And yes, I've seen an infantry squad get reduced to a couple of men by a mere ambushing LMG while crossing a street. Currently, it's way too easy to pin down infantry to isolated buildings with long range, heavy direct fire, as they can't leave the building without entering the coverless roads o' death. You've all seen footage of what cities were reduced to after bombardments and urban fighting in the eastern front; strewn furniture, carts, burned civilian vehicles on the streets. Definitely not the tidy, spotless streets of CM. Realism upgrade time, I say.
  17. Ok, here are my tips for keeping the game "edible". Force mix: combined arms Battle type: probe or attack. Purchase points: 800 - 1200 Map size: medium Weather: Anything but snow or fog. Time: Anything but night. You'll probably find the most balanced matches around late 1943 to late 1944. Before that, one side usually has a frustrating advantage. In the beginning of the war, Soviet steamrollers are invincible to all but the most courageous infantry assaults. And before 1943, Soviet tanks are constantly mauled by German Stugs that have both a seemingly impregnable front armor, and a highly more accurate and deadly gun. And don't even get me started with the krauts packing Tigers before the Soviets get their 85mm tank guns to the field. If you have further problems, we can answer.
  18. I'm no gunsmith - I've only had experience with the Finnish military assault rifle RK-62 (the best Kalashnikov variant in the world, some say). But I do think that the most important factor is the size and shape of the cartridge; it can prevent the ammunition from being loaded into the chamber altogether. I'd assume firing slightly over-caliber artillery ammunition is possible in some cases, but will likely result in increased wear of the barrel rifling, the least.
  19. Eh, I do remember reading from the manual that early war Soviet troops are more likely given a conscript experience at random? :confused:
  20. I don't think it can be generalized that all buildings had walls that could be safely demolished, or that all non-engineers (and maybe not even all engineers either) had the explosives to blow holes in the first place. I do hope that in the future CM engine, attempting to demolish certain obstacles is made possible.
  21. So the gun was also hiding, and the mission was not meeting engagement? (The gun had the camouflage bonus)?
  22. We could have watched 'Black Like Me' Instead we watched the big guns And everybody knows the words To "seasons in the sun" Could have had give Could have had take We could've made anything we wanted to make So we made 'Wheel Of Fortune' And all the popular songs We made a land where crap is king And the good don't last too long
  23. Disregarding the other arguments, I'll disagree with that. My record is roughly 20 penetrating hits to the front of a light German armoured car, without any effect. The most important quality of the AT rifles in CM is the psychological effect they have on the human opponent - no-one wants to lose a vehicle to a measly AT rifle, no matter how improbable it seems.
×
×
  • Create New...