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__Yossarian0815[jby]

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Posts posted by __Yossarian0815[jby]

  1. 36 minutes ago, cool breeze said:

    But wouldn't a big tree have substantially more inches of wood to penetrate ( and much stronger via thickness and wetness) than 4 wooden buildings? Not wooden buildings and my argument probably falls on its face.

    For one, even in 1944/45 practically all forests in europe were managed, so trees never got that big.

    For two if all forests are made up of giant redwoods in CM, they should be depicted that way. We can expect that from a simulation that also happens to be a game :)

  2. My main issue with the current action spot size is the  location of the action spot relative to terrain objects.

    i.e.:

    a ) Between hedges, walls etc. the troops are magically dragged to one side of the road

     

    b ) Troops can´t fire through hedges because the action spot doesn´t let them deploy up against the hedge

     

    c ) Area fire is unusable because you can´t aim at unspotted troops if they don´t happen to be right in the middle of an action spot. Of course you can say that is against the intent of area fire, but how do you resolve this fairly common situation: vehicle1 can spot enemy, vehicle2 can´t spot enemy but has LOF to said enemy. commander of vehicle1 radios commander of vehicle2: there is an enemy unit at the end of the graveyard wall. in the UI, vehicle2 has a ghost enemy symbol in the right spot, but area fire will almost certainly not be on target.

  3. Edited to add: 2m x 2m action spots. Right now it's 64m^2. If it were 4m^2, that'd be a 16x increase in action spots. That means a 16 x 16 increase in action spot checking... That pre-game load screen? If it takes 2 minutes now, it'd take 32 minutes (AERTS). Ditto turns. Etc.

     

     

    True, but the system is unchanged since CMSF. Two PC generations later might allow for 6x6m or 4x4 m without too much speed sacrifice?

  4. Time and again I run into this situtaion.

    I forgot to buy satchel charges and my whole attack is stopped by a long line of low bocage. I fire 50 HE 75mm rounds at the same spot and nothing happens. Then again I do a quick and ready test and the bocage does get breached somwhere between 7 and 15 hits.

    Has anybody done an in depth test of this strange behaviour?

    IMO hip high bocage should not be an obstacle for infantry. At most 2 rounds should suffice to make a breach.

    Rommel could have sealed off the atlantic wall with a bit of gardening if CMX2 physics were real.

  5. Just a follow up about what happened next: the tank crew jumped out of the tank and shot both members of the bazooka team. Then they shot the two members of the other zook team I had send the other way around the house. And - although I'm not 100% sure - they nailed another guy later.

    In hindsight not knocking the Brummbär out would have been the better idea... :(

    I thought the Rambo tank crews had been fixed?

    The Rambo tank crews are only activated when certain sherman tanks survive 150mm HEAT round hits unscathed ;O)

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