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Flanker15

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Posts posted by Flanker15

  1. That would certainly explain why I haven't been able to find the MWMIK sporting the auto grenade launcher. The light infantry recce platoon sure would benefit from the firepower.

    Is this going to be corrected - perhaps in v1.21 or as some flavor of "quick fix" download?

    The MWMIK with the GMG is definatly in I've used them several times.

    edit: Or maybe not..... I can't find them now!

    They're in the manual though.

  2. Second.

    If I understand correctly, that will be the second family.

    After Market-Garden. I.e., that is the planned third family.

    Michael

    What's the first modual for Normandy? We've got US and then something and then Commonwealth, what's coming in between? (Unless you're refering to the US as the first modual).

    So if Market Garden and Battle of the Buldge are their own families (with their own moduals I assume), how long until we get to the Russian front?

    Combined with the NATO modual and then CM:SF2 this is allot of games in a short time period isn't BFC worried about over saturation?

  3. Combined rate of fire for the Gepard is 1100 rpm. Projectile weight is 550g. 10,833 g/sec.

    M168 rate of fire is 3,000 rpm. Projectile weight is 101g. 5,050 g/sec.

    Combined rate of fire for the Tunguska is 4000-5000 RPM. Projectile weight 389g. Up to 32,000 g/sec.

    Does Russian doctrine call for a SPAA to be attached to the HQ unit of every tank battalian?

  4. Yeah they've got some new screenshots (it runs on UE3 so it has that same look as the other UE3 games).

    Some alpha build vids are out aswell, it looks great except for the aforementioned hud aids and GUI.

    Right now they're going to have 2 types of server realism: relaxed and full, there is a general opinion on the forums that all the hud aids (such as hit indicators and minimap) should be removed from the full servers (instead of just some like squad mate markers).

    Another thing people are jumping on a little is they want FOV zoom when aiming, one of the devs who stated he was against it is now fore it though as it's was actaully more realistic (things are 2x bigger in real life than with normal FOV on a small screen.)

  5. I'm in a discussion at the RO:HOS forum about the decision to add a fire direction indicator for shots that pass by close to you.

    The devs argue that you can tell the general direction a bullet came from as it passes by you, people on the forum disagree with the decsion.

    Can anyone with first hand experience say which is more correct?

    (We're just talking about information from the bullets themselves not the noise or flash from the gun).

  6. An interesting thing I noted about the BMPs in CM:SF is the crew is made up of a driver and gunner (just 2 blue dots). The BMP1/2 has a commander aswell and he seems to be drawn from the passengers in CM:SF, why is mystery (perhapse it's like that in reality).

    Anyway the BMP1 just has the gunner in the turret, when you unbutton he pops out, but the BMP 2 has a the commander in the turret too and he's the one that pops out when unbuttoned. No passengers means no commander so no guy to pop out! The gunner will pop out to reload and aim the ATGM though.

  7. That's a SABOT "explosion" in your shots Chelco, I noticed that they get quite big explosions when hitting things (looks better and is needed for the smoke/dust to be generated as it seems to be tied to explosions).

    I remember that old thread C3k made, it was maninly focused on de-forestation with explosive weapons. My main problem is 1 tree can block a SABOT shell that is able to go through several buildings and vehicles normally.

  8. I noticed that "tree armor" is still a problem in 1.20.

    Tanks that sit just inside the tree line are partially protected from SABOT shells which are stopped dead by the tree. The .5 bullets are going straight through but to actually hit the tank with a SABOT you need to chew the tree up first.

    I've doulbe checked that the tank definatly isn't using HEAT or HESH.

  9. Yeah that frontline did do some weird stuff sometimes.

    Good to here persistent terrain is being looked at, that was one of the best things about operations. Hopfully you can get it up to the same level as CMx1 with immobile vehicles and wrecks carrying over to the next scenario (had a good operation once where my immobile priest was able to provide heavy fire for 3 senarios after it was hit).

  10. Been think'n

    Maybe an advancement would be a combination of the operation system which everyone liked and the new campagne system?

    Each mission is written like an operation, you don't advance to the next map until the operation is complete.

    You can complete an operation in one "day" if you're able to (through skill or just the design of the scenario). But it can end with the enemy still controlling part of the map and then the front line shifts and a new scenario takes place just like CMx1 operations instead of: mission failed game over. This would work for both attacking and defending operations, with persistant terrain damage, disabled/wrecked vehicles, re-enforcments and anything else.

    After x days if neither side has lost the battle will be decided the normal Cmx1 operation way, desirably the units and re-enforcements would be set up in a way that one side will almost definatly get a total victory in the end.

    Allot of fighting in WW2 did feature days of combat over the same area.

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