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stikkypixie

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Posts posted by stikkypixie

  1. Right, didn't bother me in CM or CM Shock Force and propably not in CM Normandy either. I guess that in 2011 with all the communication widgets 'n' stuff a tank leader get's real-time information about hits on opposing forces fast and they are accurate. In WW2 it was more depending on visual feedback.

    It was probably possible to see whether a round bounced or not, if you hear war accounts of tanks crews complaining their tank rounds bounced enemy tanks.

  2. Mmmmmkay... But how do you hear, inside a tank with engines running, that your round penetrates (usually) a Syrian tank that's 1,5 kilometres away? And doesn't AP-ammo go throug a tank quite "neatly" without to much smoke & bang?

    I don't know, I can imagine you in certain cases see the round bounce off. I find it hard to imagine that an AP goes through "cleanly", all that metal that gets perforated has to go *somewhere*.

    I guess all I'm saying is, that if it didn't bother you in CMSF, then it won't bother you in CMBN. Besides you can turn if off. There are so many things that are "unrealistic" or not possible in CM, like roaming the map at your free will, knowing the location of every door in every house, etc...

  3. I've got mixed feelings about the hit boxes. Never thought they were "gamey" in the CM-series. In Shock Force I thought it was cool not to know what damage I've done so better to shoot until a tank exploded. Now when they seem to back in Normandy I don't know what to think. A FoW solution would be the way to go, my vote for that too.

    In CMSF you could hear whether a round penetrated or not. Besides the "Knocked out" label will only appear when your guys are sure that the target is actually KO.

  4. I was wondering the same thing. Even with a small sample size the overperformance of the gun means that the odds are really stretched in favour of the Sherman. It would be nice if Bil could explain a bit more about where these rounds were impacting.

    There are two possible ways of making an angle with armor. Vertically, which was the angles in penetration charts list, but this assumes that the second angle, the horizontal angle, is at 0°. Like ShakyJake says, if the round start deviating from that angle as well the round will "see" more armor so to speak. In other words the penetration values listed are optimal values and even small deviation in flight pass horizontally, will results in less optimal performance. This probably why the field isn't littered with burning Shermans yet.

  5. But as LLF mentioned, the case for this information being available to the player is quite weak in itself.

    At least the decals are visually pleasing, not so in your face yet still provides the information to those that really want to know where it landed, and does so in greater detail.

    Kudos for listening to the community but you shouldn't have. ;)

    I mean, if ugly isn't a bar to inclusion in CMBN I want my shockwaves!

    As long as I can toggle them off :P.

  6. What a lot of excitement for some text.

    Never quite understood this community's love affair with hit text. IMO it is a clunky and old fashioned immersion breaker and I cannot wait for it to be replaced by hit decals.

    I think they're fun. Hit decals are cool when the battle is over, but they convey less information and are less eye-catching (or immersion breaking if you will :)).

  7. Ok, Im going to bump this.

    I have another question.

    Ive been playing a lot, but I cant seem to figure out the exact role of the HQ squad. I can only guess that they are there for command and control stuff, but Ive been looking through the manual and I cant find their exact use. I searched through the forum and I cant find it either.

    Units in contact with the HQ squad will also be able to pass information through to the rest of the forces the HQ is in contact with. For example:

    Squad 1 spots something and reports this to its platoon HQ; the HQ will then (with some delay depending on how well the communication links are)

    a) the rest of the platoon and

    B) to the commanding unit of the HQ (Company HQ, Battalion HQ, etc...).

    The Company HQ will then pass the information further to the other platoons and so on.

    So you will get situations a unit "knows" there are enemy units, without ever spotting or have LOS to the enemy unit! You can see this if you click on the unit and see <?>.

    Keep in mind that this information will not always be up to date.

    If the <?> are dark (not faded) the unit will have better chances of spotting that <?> when it moves into LOS of the <?>.

  8. This scenario is in the campaign. The map is long and narrow and wide open. My forces are two Hummers with the optics on the roof, 1 Hummer w/M2 a HQ unit and a Bradly initially. A Striker platoon shows up shortly.

    My problem was that in the previous scenario the Hummers with the optics were spotting stuff that nobody else was, so I thought that maybe they were good for something. I think maybe the difference was that the first time it was dark and the Hummers could scoot around without being spotted, this time it is broad daylight they can't get far enough away for their optics to be an advantage.

    They are *better* at spotting but they have their limitations. I think you just come across one.

  9. I'm sure Steve will be along to discuss more in depth, but I just wanted to chuck in.

    There is no balancing to be done. You guys are still thinking through the filter of "design for effect". That's not how CMx2 is designed. Things are modeled from the ground up, not the other way around. Most things of any importance are explicitly modeled based on hard data.

    There's no need to worry about whether BFC is choosing the right set of die rolls or "balancing" one side's tanks against another - Sherman models of varying types will perform as they actually did. PzIVs of various types will do the same. The trick here is reconciling the preconceptions that I think many of us (including me!) have, against the hard data.

    So how do you choose what is of importance? That's the balancing part.

  10. Stikkypixe, I'm not a "Deutschland uber alles" panzer nut, but their use of the mils system, incorporated in their sighting systems and their wider fields of view allowed quicker and more accurate shooting than the allies rather basic sytems. Combat reports, from a variety of theatres, seem to agree, German tankers shot quickly and well, often achieving first round hits, a feat most Allied gunners struggled with. If the allies had compensatory factors then why not include them, CM2 seems to be a far more versatile system.

    Talking of PZ IV's, having been in the one, at the Parola? tank museum in Finland I always laugh at people who trot out the, German tanks were well designed!

    Not saying that you are :). Just saying it's a hard balancing act. I guess some of these factors are hard to quantify. How much more stable were the Allied guns for example? Hard to put a number on that. And you can go into absurd detail as well such as gun droop, or temperature changes. I guess there is a point of diminishing returns.

    As far as I understand though each tank has it's own "field of vision" so with any luck the wider vision of the PzIV should already be in.

  11. Hope you are right Rocky, as for the posters stating the armour deficiencies of the PzIV, I agree completely. I found out the hard way playing CMBB, when mine lost a 2 v's 3 engagement playing "At the Zoo". I never questioned the barely adequate protection of the Pz IV, just its seemingly weak main armament, as Ghostrider stated, the German crews thought it had a great gun, no caveats. I just wonder why they thought this if it could struggle to take out the Western Allies most common tank, at short range.

    Still, time will tell and I will see how the thrilling AAR unfolds, think the splitting of the first platoons combat power (HQ scouting alone) is a mistake but we shall see.

    What about my other queries to do with optimum ranges for the PzIV and the modeling of different optics?

    I remember a discussion about the optics a while ago. Seems you have to be careful because other factors are equally important and only modelling better optics for German tanks might skew results unrealistically, unless the other factors are also taken into account (such as better stabilisation for the Allied tanks, etc...). I have no experience in this, but it seems like a hard balancing act.

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