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Blah Blah Blah

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Everything posted by Blah Blah Blah

  1. I do not have the game saved but I experienced simular issues with some vehicles in the 'The Creek' scenario. Two vehicles, same path, no enemy, one arrived in quick time the other took several manual attempts over 10 minutes.
  2. It seems that the pause command before firing does not work. That is, I have a anti-tank gun, I target an enemy vehicle, then hit the pause for 40 seconds, hit the go button and immediately the unit fires at the target. This also occurs for machine guns, mortars etc. Or have I misunderstood the command?
  3. Whilst I do not question the ability of a marksman to take out a target at 600 metres, I question the CMAK high success rate to do so under the conditions of battle, and the battle field conditions, which in this case are WINDY and blowing from left to right (NNW) as he faces the target. In this scenario ‘The Creek’, two regular sharpshooters were attacking the armour, one each side of the battlefield. The armour was generally 400 to 600 metres away, and generally 30 to 80 metres apart. Under one specific example, I had a halftrack buttoned up, the unit unbuttoned and within 15 seconds he was dead/wounded. This has been generally my experience with sharpshooters. Every one here is quick to point out the fact that it can be done, which I do not counter. Though I may not have worded the original post to reflect this. As I did state, the 80% success rate is in my opinion too high, especially when being in less than ideal locations with variable estimated ranges as well as variable winds. To all that site the firing range as an example, if the firing range were an indication of the battlefield, then I would have expected far more infantry to infantry casualties. I played ‘The Creek’ against a human player who in hindsight knew better than I in regards to using the marksman to target such vehicles as a SDKF2 7/2 Flack Truck. At 550m the marksman destroyed the vehicle causing one casualty. 30ot6, With regard to your example of the shooting competitions. Controlled as in the range is exactly 600 yards, Controlled as in the target is directly in front of you. Controlled as in you take the shot at your time, within the allotted time window. SFJaykey, Whilst I do not counter her tales or her bravery and would take what she says as true, especially having not read them, they do need to be put into prospective. They would firstly be biased and the memory of such events may be affected by time. That aside, does she recount the many failures she would have experienced? Treeburst155, Yes properly adjusted sights to the EXACT distance to the target, no chance of getting killed etc. In a battle, and especially this one, the distances vary by 200 to 300 metres from 400 metres upwards. The distances can only be generally estimated to within 20 metres (to much scope, too generous), and as mentioned above, the wind is across the shot. dragonwagon, The two marksmen in question are only regular. SFJaykey, He may not be able to kill an entire crew but as mentioned above he can easily take out a SDKF2 7/2 Flack Truck.
  4. Monty, I can say that as far as CAS goes, it is not best to play the Axis. As the Germans on the recieving end in 'The Creek', the spitfire as been legendary. Every pass always results in dead armour. Armour which is not out in the open, but sitting for example inbetween the trees, on the road hard up against the church etc. In this scenario that I have played many times, I have never seen the CAS fail, every pass has always resulted in dead armour, always. I question the ability of the CAS to firstly spot the targets, and then to nail them.
  5. dugfromthearth, I am playing 'The Creek' and I have seen consitantly the marksman take out my commander when at the start of the turn he was buttoned up, pops his head up during the turn and 15 seconds later he is dead. At distances from 350+ to 500+ in this game. I am not countering infantry with my tanks etc, I have had the infantry 100 metres in front of the tanks etc I order the tanks etc to button, but as described above, they keep unbottoning in turn. sgtgoody (esq), yes but scopes and rifles are better now. Elmar Bijlsma, that being the case the commander should button up after the 1st shot. 30ot6, that is in a very controlled invironment, with modern weapons. Either the commander needs to stay buttoned when ordered or the commander AI needs to react better when marksmen are known to be in the area. How dows he know, maybe the single shot, a dead commander in the tank next to him....
  6. Surely the marksmen are over modelled? They can consistently take out my tank & halftrack crew at 300+ metres with ease. It appears to me that they have an 80% success rate. This over modelling is made worse by the tank & halftrack crew's insistence of not staying buttoned.
  7. I tested the visibilty of the wooden pillar box. I have serious concerns at what occured. Firstly I tested it with a mad tank rush to get there and in quick time.... The tanks were no more than 10 metres of the bunker could not see it as it had not fired. There is no way known you can hid a bunker that well. Once I got a tank within 9 metres they destroyed the bunker. Once destroyed, I moved the tanks out of site, about 100 metres around the corner, the bunker for 30+ turns appeared as a bunker icon. Second test involved not wanting to kill the bunker, so I sent the HQ's. Once seen I then moved the men away from the line of site of the bunker, istantly (well in less than 2 minutes) it was a last seen icon. The two instances mean that the time of day does not count. Yes the last seen icon was there. Whilst the last seen icon is appropriate for troops, I feel that large unmovable objects such bunkers should not 'disappear' with a last seen icon. It is not going anywhere! The visibilty of first spotting a bunker also need to be addressed.
  8. My troops were within 100m of the Wooden Pill box. It was 'A Mountain Retreat' and the pill box on the left hand side of the map as you enter the town/city. I had my men move from the trees around into the vineyard. I had a sherman and an machine gun on the ridge near the road. There were some exchanges, then it all went quit. Then the pill box eventually disappeard. Even though not in direct line of site for most of the chaps, the sherman was minus the leader, the chaps are not going to forget that it is there. So whilst they are within the vicinity, the pill box should not disappear, like such items as road blocks and as far as I know trenches. Do destroyed pill box's disappear?
  9. I play with extreme fog of war. I noticed that Wooden Pill Box's disappear! Whilst I can undertsand this for troops, a pill box is there to stay and should not disapear from view, or at least whilst you have troops in the area that do know that it is there. As it is now, even with troops in the arear who have fire upon it, been shot at from it, it still can disappear from view within 1-2 minutes.
  10. Speaking of stone walls and other terrain/man made items, where can I find how much protection each offers, and how to use that protection. That is, a wall, do I put my men in the open behind it, ot 'in' (not on?) it as it appears to be from my understanding. Thanks
  11. I strongly suggest that you start with the really small battles. It takes time to get a good idea on how to move your men, when and to get used to observing the battle, if you start too large you will loose the plot, well some of us did anyway Only play the side suggested.
  12. So is that we hide our heads in the sand? Or did I miss something again!
  13. Yes you are right. I played the yanks in the 'another hill' and at the end of the battle there was the MG42 and the panzer duds still tucked away in their car at the top of the map, as well as another set of soldiers. I am quit disheartend with the AI, has it always been this way?
  14. I have seen several instances where the AI leaves a substaincial portion of it's resources sitting at the starting line. Two case in points are 'another hill' and 'the tutorial'. In 'another hill' as the Germans the allies left ALL of the jeeps and men at the starting line. The only three units to move forward were the Sherman and the two empty jeeps (side gripe here; the lack of a 2nd person in the jeep is very decieving, and an issue when using extreme fog of war. When this jeep is less than 50 metres away, even in extreme surely I should be able to see if there is 1 or 2 guys?!). Playing the tutorial as the Itailians :cool: the Allies repeatedly left halve of thier resources at the start. I have what I see as other issues with the AI but these are for another thread. Any advice and information appreciated.
  15. I have not been having fun with this order for 2 reasons. Playing 'Clash of Titans' tank battle, Italian's versus British. First is that with the deert terrain it can be very hard to tell how far to go forward before you get too far forward, and thus nailed. Secondly, the enemy AI instantly zoom in on your tank. I will need to test this further to see if it is the amount of dust been thrown up or..... The amount of dust that gets thrown up for the 10 metre dash is quit large, and seems unrealistic for the short run up phase. I would like to suggest, that the 'shoot n scoot' order should embrace the 'engage enemy' order, so 'shoot n scoot' to point a unless you encounter the enemy then shoot from there and then scoot. Help, advice, input all appreciated.
  16. A lot good that does me when the tank has moved out of site, so I can't target him. I also would say that would only be a relevant statement when you haven't been spooted by his borg mate from accross the paddock. [ December 14, 2003, 05:23 AM: Message edited by: Blah Blah Blah ]
  17. Unfortunately, when using 'key' holes to ambush or when a tank stops just inside the view zone it only seems to have the effect of warning the enemy and allowing them to escape. I have seen many chances missed because the enemy has reversed out of site before the main gun could come to bear. In my opinion this needs correcting. If they could get the machine gun not fire until the main gun come to bear and was ready to fire or maybe if using a armour arc then no machine, or an ambush arc.
  18. I have noticed that often the tank fires the machine well before it fires the main gun. This gives the target a warning something bigger is coming. I would not have thought that this was normal practice. Is this a feature or a bug?
  19. Is there any way that the American (and other?) Jeep crew can be made to be 2 men, and one when the 2nd guy is dead. Got nailed yesterday by one as I thought, no guy on the gun.... only the driver.
  20. I can attest to the power of the demo to both sell and to kill a sale. The CMAK demmo convinced me to buy even after the CMBB demo convinced me not to buy and made me very wary regarding purchasing future CM games. But here I am with the game in my hot little hands.
  21. Whilst we are at it, why only 10 rounds of ammo?
  22. He is modest I too noticed this and had presumed he was useless. Yet when I played the Yanks (still got a sore neck from that 10 gallon hat) I got the impression that he could take the core out of an apple at 500m.
  23. Evening all. I had a early class sherman that got gun damage, so not 75 or 37 mm. BUT this also took away the machine guns :mad: Is this a bug or a 'feature'?
  24. I had a situation that after setting up my various men I had a 'spare' commander with some impressive credentials. So can I put him near/with another commander and get extra bonus's?
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