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JoMac

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  1. Steve, I also remember reading that 2/3 of all hits were to the Turret ( the other 1/3 to the upper & lower Hull...mostly upper ). This was because armor crews overestimating ranges as standard practice. In regards to the PZIV H/J ( and other armor ), it may have a 50mm Turret face ( about 50% turret front ), but a 80mm curved Turret Mantlet ( other 50% turret front ). This means you will have a higher survivability chance in CM:BN then you do in CMx1, and especially so if you go hull down. Joe
  2. Three questions, two comments and a minor correction...and a partridge in a pear tree :-)
  3. Edit #2 Ok, after further investigation it looks like there were only a couple scenarios ( aftermarket ) that had this problem as all others had normal commonewealth helmets. It now seems apparent that those scenarios must have been corrupt during download ( original CMAK scenarios and most of the aftermarket scenarios all show commonwealth helmets ). Schrullenhaft, thanks again for all your help. Joe
  4. EDIT: A point of interest. I can use the Scenario Editor to make a New Battle, and the Commonwealth forces do have the proper helmets. However, when using the Scenario Editor to modify a scenario by deleting all the old commonwealth units then adding them back, the helmets are still wrong
  5. Hey Schrullenhaft, Yes, if I install 1.03 for the Battlefront version ( it says 1.03 at bottom right of screen ) I have that problem...The CDV is 2005 release so I assume its fully patched. This only happens with post '43 Italy scenarios...Desert, Crete, etc, are ok for both Scenarios & QBs Its just strange that the problem is with the scenarios and not with the QBs...You would think both are affected. I wonder if downloading some Uniform Mods from the website Combat Mission Mods Warehouse would help any.
  6. Hello, I have both the Battlefront 1.03 and the CDV Anthology ( CDV that includes CMBO, CMBB, CMAK, I bought few yrs ago ). The Battlefront version is installed in my Dell D810 Laptop using Win XP. I Noticed a problem when playing British that I havent noticed in years. In the Battlefront version, anytime after Desert scenarios ( Italy ), the British have round helmets ( almost like the paras ) instead of the traditional normal wide-rimed helmet, However, If I play a QB, the helmets are normal. This only appears if I dont use the 1.03 patch ( Out of curiosity, I reinstalled CMAK w/out patch to see what it would look like, and the British helmets were normal for both scenarios and QBs ). The CDV version, the problem is the same ( the CDV is already fully patched ), the British helmets anytime after desert scenarios are round, except when playing a QB where they are normal. Is this an issue that others have had, and if so, what is the fix. While on the subject, is there any other BMP issues that I should be aware of. Any info would be appreciated. Joe
  7. In general, camo schemes didnt appear until spring/summer 42' with many units still in transition by end of 42'. Joe
  8. Yeah, I guess RO2 its ultimately just another game and not a combat simulator to my liking, However, I will still end up getting it as its close enough.
  9. Hmmm, I have also noticed what appears to be an MP43/44 in the top picture showing a Conveyer Belt. I just hope they dont add this weapons in RO2 HoS ( June 42/Feb 43 ) as it hasen’t been introduced until Spring 44 ( under developement in mid 43 ). On the other hand, it actually may be a good idea to include all weapons & most armor introduced in Eastfront 41-45 into RO2, this because, Modders ( weapons & uniforms ) & Scenario makers can now play any battles ( maps ) in Ostfront 41 to 45 ( just like in RO ). This can be ultimately included in future patches, mods, etc…Just a thought.
  10. Casualties in most WWII skirmish battles were relatively low ( both sides firing and moving in cover at moderate to close ranges ), and added up when time went by. However, there were times when an attempt was made to clear a room or charge an enemy position, then casualites would double or triple quickly. To put it in perspective, on average it took 1,000 rounds of automatic small arms ( most of it used for suppression fire ), or 100rounds of bolt-rifle to KO one person. Basically, a person in a combat situation might be lucky to hit one person using half or all his ammo before the battle has ended. Ex 1; A german Infantry Squad on defense is held up in a building, and attacked by a Platoon of Russian Infantry. In a quick 5 minute encounter, the Germans loose half their squad ( 1 man lost per minute of combat ), and the Russians half their Platoon ( 2 to 3 men per Minute ) before falling back and attacking again 15 minutes to an hour later ( Campaign in RO2 ? ). Ex 2; A Meeting Engagement between a German and Russian Infantry Platoon. In a quick 15 minute combat, both sides take about 50% casualties ( 2 men lost per side per minute of combat ) before one side or the other takes the objective. I always thought casualties in RO were very high ( about 10x higher compared to RL ), and have figured out some of the reasons why below. - Players do what they want, whenever they want in a hurry to beat the clock. Also, players figure when they die they will just re-spawn over and over again, and think nothing of it. - The game engine makes for unnatural movement, especially when troops are making slight adjustments even when stationary, along with bright uniforms ( w/ faces and hands ) making it easier to be seen. - There is no Moral System or Suppression for individual Players and up to Platoon. Players are not forced to make a decision to either fall back or advance when under heavy suppression fire, or taking heavy casualties ( this also goes back to the first one above ). - Its far to easy to hit with small arms, ( and especially with MGs ), because how the game engine handles small arms combat. - I wont even touch how Armor and the ballistics were handled. I always thought it was stupid when an JS2 hits a halftrack and just bounces off, or when an armored car rams a tank in attempt to tip it over and is successful. - There are people that simply cheat with Code breaking, Aim-bots, etc all in an attempt to live longer while killing the enemy with one shot one hit kills. I just hope many of the above have been addressed in RO2 ( including the newer engine )making it more of a Realistic WWII FPS Simulation rather then just another shoot-em up click fest game. However, in saying the above I predict RO2 to be only 50% realistic as opposed to the original RO being about 25% realistic. Joe
  11. I also still play RO for the fun of it. However, I hope they find a way to reduce the casuaties ( by 10x ) a bit, and make RO2 more of a realistic WWII FPS simulation rather then another face-paced killing game. Joe
  12. Yes, and you are exactly correct...Riding into a position is done before tactical combat begins. So, it doesnt bother that there are no Infantry riders on Tanks, but if they add it in future modules then thats great too. Joe
  13. Sounds like a Good idea to me, and interested in finding out more. Joe
  14. Can someone PM me their email addy so I can send over some 'Red Orchestra' Pics for you to post here. Thanks, Joe
  15. Besides German Regulars and Fallshimjager, will there be any other German units persent in this first 'Normandy' module ? I was thinking of the Luftwaffe Infantry ( usually all dark-grey uniforms ) that defend around towns of an Airbase, as well as Mountain Infantry ( dark-grey trousers w/Field-Grau tunics ). However, I am not of these two different units involved during 'Normandy'.
  16. And its not just the loading time thats taking into account, but the sighting & targeting that takes time in regards to ROF. Ofcourse, in Jason C statement, then all Weapons would have that higher ROF anyways in those few minutes of fire, and the outcome would still be the same just at a faster rate.
  17. Hey Trav, Jason C is correct on the best way to handle Russian vs German Armor in CMBB. However, Rune is also correct in the ROF of the JS2 being close to 2 rounds a minute which is fairly represented in CMBB. Trav, if interested in some Platoon upto Reinforced Company size games just let me know, and we can do some PBEM or TCP. I tried to PM or Email regarding this, but you don't have it setup yet.
  18. Yes, and for an Engineer Squad I would expect upto 2x Grenadiers in addition to a couple of charges.
  19. Yes, a better clarification is indeed required: 1x Grenadier with Grenade adapter to fire 3x Anti-Tank or Anti Personal Grenades.
  20. Steve, You may use the following below as a rough but fairly good guideline, to 44' Normandy and Beyond. This is ofcourse similar to CMBO and the CMAK Mod. U.S. In 44' Normandy Jun/Aug The Squad would include 1xBAR, 1xSMG, 8 or 9x M1, 1x Bolt This may change to 2x Bar per Squad ( in place of the M1 ) in the 44' Sept Module, but for sure in the 44'-45' Dec/Jan+ Module. In these later Modules I would also replace one of the M1s with an SMG ( Grease gun ). The Squad will now include: 2xBar, 2x SMG ( one Thompson, one Grease ), 7x Rifle, 1x Bolt. General allotment of 1x Zoosk per Platoon is giving by the CHQ ( CHQ has around 4, one for each Inf Platoon including the Weapons Platoon ). However, I am not sure if the Armored Inf Squads increased their Bar allotment to 2x per Squad, or changed one of their M1s to SMG ( Grease Gun ) after 44' Sept. All Infantry Squads would have a dedicated Grenadier with say upto 3x AT Rifles. I do recall that there were 2x Zoosk in the M3 HT Platoon ( I believe one is in the PHQ M3 HT, and the other in the Weapons M3 HT ). German, In 44' Normandy give the Infantry Divisions 1xLMG, 2xSMG, and say 6 rifle per Squad, give the Motorized Inf Div 2xLMG, 2xSMG, and say 5 or 6 rifle per Squad. For all Squads, around 2x Faust. In later Modules you can have one of the rifles in the Motorised Inf Squad replaced with an MP44. This would roughly give the Squad: 2xLMG 1xSMG 1x MP44, 5x Rifle. Infantry Squads would still look similar to 44' Normandy. If using less common weapons, then you could add things like 1x G-43 Semi-Rifle in the Infantry Platoon. All Infantry Squads would have around 3x Faust. I would also give 1x Shreck per Inf Platoon, or 2x Shreck per Inf Company 44' Normandy and beyond. Ofcourse all the above is assuming no Casualties or reduced battlefield TO&E. I would reduce 1x LMG ( only if the squad has more then one LMG ), and or 1x SMG ( only if squad has more then one LMG ) if Infantry Squads start the game at 70-80%.
  21. Ok, how about up to a Reinforeced Company Size, Combined Arms, Meeting, I play Axis. I live in the U.S. Virginia, and available Tue ( tomorrow ) at around 10 pm Eastern time. Joe
  22. Wow, sounds like the Rifle-Grenade is alittle overmodeled for sure.
  23. Steve is right. At this level of gaming ( upto reinforced Company size engagments ), Just represent forward HQs & Support, and not rear HQs and their Support. We dont see this in CMx1, and so no need to see it in CMx2.
  24. Steve, Yeah, I think its best to keep that blueish-grey colored uniforms for Luftwaffe Divisions, and Greenish-Grey ( field-grau ) uniforms for the typical German Infantry ( excluding camo variants ofcourse ). Joe
  25. Yeah I know, there are alot of other anomilies that occur in RO due to the old unreal game engine. I just hope that RO: HoS with its newer unreal engine addresses many of these issues, and make this game closer to a realistic simulation.
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