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sand digger

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Posts posted by sand digger

  1. Targeting the hedge and not the ground in front of it would be more realistic, assuming the hedge can be seen. If for example the enemy is entrenched immediately behind a hedge the game as it stands ensures that you have a big problem, to get at them without saturating the area with your heavy artillery usually requires a flanking manouver. Which is challenging fun to do if you like extreme micro management, something this game enables you to do very nicely.

    So I guess it is a problem in one way, depends how you want to look at it I suppose.

  2. If the tank commander could see the foxholes but the main gunner couldn't then the target line should have been grey and the main gun shouldn't fire at all.

    So, if the line was blue then either the gunner is an idiot who can't cope with the idea of adjusting the point of aim based a the fall of his last shot (a distinct possibility as I get lots of those sorts of gunners in my Shermans), or there is a problem with the game mechanics.

    I've had several situations like this, basically what seems to happen is that the shot either just clears the intervening terrain or it does not eg one shot will clear, the next one fails to do so. I'm assuming that the correct arcing path of the shot has been modelled although it is difficult to tell if this is so.

  3. This game feels a lot more realistic than CMx1, it feels like you are actually involved in something that is real, particularly where infantry are involved. That does not necessarily translate into the OP's 'fun' though, perhaps realism negates fun to some degree, particularly when it involves more work than it should.

    The one thing carried over from x1 is the virtual impossibility of ascertaining at a glance the lie of the land which makes tedious work of setup and planning. I can look out the front windows of my house at real hills and undulations and easily see such detail, if that can't be done in a game then include artificial aids to provide such information. Of all the things to carry over :(

  4. Moving on from the armour accuracy threads, Marders do seem to be just a bit too vulnerable, its understood that they are thinly armoured but it does not follow from that that every hit on one is a kill. Their hull down profile is not particularly bulky and besides, any hit above the gun is basically only going through a shield and not going to rattle around inside like in a tank.

    Being open means that the crew should be able to spot much better than in a tank so realistically, all things being equal, the Marder should get the first shot off. Also they would be less claustrophobic to fight in than a tank which should have implications for crew morale. Most of the stuff I have read here, unfairly in my opinion, concentrates on the Marder's disadvantages. Anyone for a fan club?

    Great game though, Mr Fussy says buy it :)

  5. Now that CMBN has been released all attention swings to the greatest seabourne landing of all time. But I would just like to thank all those involved with TOW2 for their obvious talent in developing what could have been a truly great game but was still despite its few crucial faults a brilliant game which I enjoyed lots. If its any consolation, TOW2 is still way in advance of CM in several important aspects. Thanks again :)

  6. Yup, that's exactly what I've been doing, problem is that by doing this you literally spend 90% if your time plotting and micromanaging movement... which isn't fun at all. Don't get me wrong I like micromanaging, but not if that results in me not really doing much else.

    The more I play CM:BN the more I feel that BFC limited themselves by the restrictions of Normandy and the problems which arise with it. Don't get me wrong I love the game, but for some reason the bocage simply doesn't fit into the overall game, it's too abstracted compared to the incredible detail of the rest of the game and seems to highlight problems with the game engine that otherwise wouldn't be so obvious. Weird spotting issues, pathfinding issues, non-functional fortifications, etc, simply makes me think that BFC would've been better off choosing a "simpler" theatre.

    See what you are getting at, bocage has dominated the game a bit too much, it's tedious so the game becomes tedious.

  7. What you get in real life is a lot more visual information than you will get in any game, that should be obvious. So to compensate aids like a workable LOS system are essential to at least make up for reality loss to some degree. Makes me wonder when basic knowledge like that has to be explained.

  8. Lacking anything else I suppose cumulative track damage is better than nothing but crew experience/quality would be relevant to all aspects of a tank's performance and so would be a lot more realistic. A simple demonstration of that would be German ace crews who, for various reasons, were able to gain experience over time and so improve their performance which would include looking after their vehicle.

  9. Any cumulative physical track damage would be unrealistic so I hope that is not a feature. Tracks usually will break or not at the time of the incident, they could crack I suppose and then break later but basically cumulative physical damage does not usually happen in the real world. Other than the usual wear and tear of course.

  10. It seem to be that the Steam lot have all the problems, there have been heaps of discussions about the BF version here covering all sorts of issues both real and imagined together with their fixes. As a search would reveal. Putting up a heading in BF's forum saying essentially that the game is unplayable is simply irresponsible, to say the least.

  11. No response to my morale query I see, perhaps gushing with enthusiasm is more welcome but I'm not here to make 'friends'. Or 'enemies' for that matter, just interested in the game play. So it looks like we are going to be stuck with some sort of robot morale impediment, I sometimes think that developers can't help exercising control over things simply because they can. Not because it adds to realistic gameplay.

  12. On morale and casualties, it can work both ways. Usually local casualties ie those within an individuals vicinity, induced caution at least but sometimes they created anger due to the loss of mates and a determination to avenge that loss. Its using a very broad brush to say that casualties always reduced morale and therefore effectiveness. Also unless there is an awareness of casualties then they can have no effect on morale or anything else, thats relevant to any concept of global loss of morale. Separate groups may well have no such immediate knowledge.

    Basically what I'm getting at is in war anything can happen and particularly individuals and groups can react differently to each other in similar situations. I just hope this is reflected in the game but that seems in question.

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