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akd

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Everything posted by akd

  1. Turret turning is not physically blocked, but close restricted terrain can have significant effects on LOS/LOF.
  2. Georgie, I've looked closer at this and your tank is parked with a tree clipping deep inside it. I think the initial fire order is traced from the center of the tank, but when the turret turns, the tree trunk blocks the gunners sight and you no longer have LOF. Turning the hull causes the tank to change position in relation to the tree. If you move tank back just a bit, it has no problem firing into that area. One instance of this problem was identified as a bug and fixed, but that was specific to targeting buildings.
  3. That's what would be expected, but seems we are seeing the opposite (troops with a wall just behind them are suffering fewer casualties than troops without a wall behind them).
  4. At least as far as I know, none of the vehicles in game confer any special benefits to forward observing beyond what is provided in general to any mounted unit, which might include enhanced spotting in specific circumstances.
  5. % killed is partially a measure of terminal performance and can't really be used to draw conclusions about accuracy. For example, if I pit moving M5 Stuarts against Tigers and they achieve zero kills, I would not conclude that the there is no problem with accuracy while moving for M5s. The number of hits, however, is directly relevant, but would be more useful compared to the total shots. Tracking the sequence of misses and hits would also be useful to help separate range errors from errors induced solely by movement. That said I believe accuracy while on the move (and firing on the move in general) is a known issue; the problem is finding a solution that doesn't cripple the TacAI.
  6. I believe that unscoped rifles, SMGs, M1 carbines and MP44s are all "tagged" as standard rifleman weapons, not specialist weapons, so the troops see no need to switch swap one for the other. In CMSF terms, it would be like swapping an M16 for an M4 (which I don't recall ever happening).
  7. I really don't think it makes any different, nor is "elite" barbed wire more "barby" than conscript barbed wire.
  8. I believe RoF does drop when ammo gets very low. As far as having RoF vary constantly based on current ammo levels, I'm not so sure I buy this as realistic. I don't think a soldier in battle is going to reduce his RoF by 25% because ammo levels have dropped to 75%. Other than running very low, I think the other factors are much more likely to dominate.
  9. I asked specifically awhile back and was told there was no concealment penalty for units "skylined" on terrain in relation to the enemy. I am having a hard time visually the setup you are describing. Can you post a screen?
  10. Pretty sure they either surrender or run. I don't think rapturing is in CMBN.
  11. Check your friendly map edge directions, and make sure the map edge behind the troops is set back some distance (the AI wants to move a minimum distance when it flees, so a close map edge can cause them to go other directions than back). To eliminate rifle grenades, why not set it up as Fusiliers facing Fusiliers? That said, I don't really feel this is a valid test of anything in particular as it does not control well for all factors ("let's see who wins" tests tend to be problematic for providing useful data). Regardless, the cover provided by a low wall is highly situational, not absolute, and the absolute conclusion that behind a low wall is a worse position than prone in open ground is flat out wrong.
  12. I did not mean that they will provide the same cover, but that both will have exposure for unhidden troops reduced to be more in line with the real world exposure rather than the 3D representation in the game. Trenches will continue to provide better overall protection than foxholes. Plus placement in foxholes will also be improved, which is currently less of a problem with trenches, so you will definitely see a more substantial improvement with foxholes compared to trenches.
  13. "1 Training - Roadblock" in the release version is the same scenario.
  14. Same change is happening with trenches in v1.01. There is no known bug with windows, and it is debatable whether or not they should offer more cover than they currently provide.
  15. There are not different rules. I tested in both v100 (previous were from latest beta) and on lower difficulty settings. Same outcome: friendly rifle-caliber (and smaller) fire causes suppression. MG and Rifle Squad target light on own HQ in v1.00, "veteran" difficulty:
  16. You are confusing "hiding" (which is a unit order) with cowering/going prone (which is an AI reaction to fire). At 25:32 you will see one soldier go from "hiding/spotting" to "moving". This is the moment the unit stops hiding because of the targets in the cover arc. Of course this doesn't work out well for them because their morale is already being affected before the approaching guys ever take a shot, so they mostly end up cowering.
  17. 10-15 seconds of coax fire from a friendly tank: Casualty from ricochet from friendly tank coax:
  18. Friendly fire of all calibers can cause suppression. Friendly fire ricochets of all calibers can cause casualties. Do not fire into or near the same action spot a friendly unit is located in. Use cover arcs to restrain AI from doing the same.
  19. The unit stops hiding within 3 seconds of spotting the approaching enemy, before the enemy fires at them. A German, in fact, fires first but misses. Seriously, are there multiple versions of this video? I feel like I must be watching some other video...
  20. They are partially suppressed before the closing US team takes a shot. This is mostly an example of the role bad luck can play. Think how differently it might have gone if that first shot from one of the German riflemen had connected with the approaching team. But please do send the save so I can take a closer look.
  21. Looks to me like they are taking quite a bit of fire from other locations. The MG42 is suppressed and cowering before the approaching guys even take a shot, then he gets whacked first, leaving only 3 riflemen taking a lot of fire. Pretty hopeless situation without supporting fire. That said, exposure for unhidden troops in foxholes has been reduced for the patch.
  22. When infantry attack tanks with grenades and satchels, it is partially an abstraction of close assaulting the tank. You'll note they only attack with grenades at very short range, not normal grenade range.
  23. If you give the passengers a movement order, they will unload and carry out the order when the vehicle reaches its last waypoint.
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