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Fizou

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Everything posted by Fizou

  1. I find it best to split squads and have individual teams take up position in the foxholes.
  2. I have heard them both in reality but does that mean I want them to sound like that in game.. another story
  3. But will they actually sound different in game because of the ROF when they use the same sound file? Just downloaded all your latest mods to try them out. Been a fan since CMBB
  4. Thanks a bunch man! Really love all the options you have put together! Thaks to TH too
  5. Especially since changes were made in BN after this issue was raised. Strange to move back to fewer options in RT IMHO. Now this is just blasphemy Oddball
  6. We have it good in Sweden for several reasons but one thing that I am pretty disturbed about is our justice apparatus. The average sentence for a man who murders his wife/girlfriend is only 6-12 years in prison.
  7. My best guess would be that the 3.0 update will include everything we've seen in CMRT except for flame and flame units, the 3.0 upgrade will however be needed to buy the first pack for CMBN and first pack/second module for CMFI that will include flame units for all sides (along with other things, such as the Grille and R-35 for BN). Think Steves first estimate for 3.0 was june/july so we will see. Very much looking forward to it
  8. To your right, a 9mm. Middel 5,56mm and left 7,62mm (which is close to the 7.92mm). Just as a comparison and the differens of size, shape etc.
  9. Fingers crossed! Looking forward to some news about the first pack to be released (guess it will be for CMBN).
  10. Thanks for the update saferight.. no rush, just wanted to check in on the situation
  11. Any more progress on the russian voices saferight?
  12. We the people demand these be released to the public! Your stuff is works of art man..
  13. This is what I take with me also. So happy this was changed. But there might still be some room for tweeks for the HMG overall. Fatehunter, I believe Oddball was referring to Stein.. ehr I mean Volksgrenadier. Who is a obviously just out to glorify every axis weaponsystem. I think Kauz is conducting a civilizes discussion. He might have some points too.
  14. Would you consider releasing the SS as is right now?
  15. Great news. Thanks to all of you for doing this.
  16. Oh that would be wonderful!
  17. Returns after some more tests. Had a look at just the distance of 30 meters, and it does look a bit long. I cant recall seing nade attacks vs tanks at these distances in any of my games (since release of CMSF). So I set up 6 tigers vs 6 us teams with only regular nades as their AT. Inf with good concealment and tanks facing away with arcs. Runt the test scenario two times til all nades where expended. Tanks where typical, the inf of various quality and leadership etc, varied from green -1 to elite fanatical +2. 30 meters.. several minutes no action from the inf, no matter if i target my self or not. In both runs for several minutes. 20-29 meters... nothing. Just as above. Below 20 meters and stuff starts to happen. As the inf is positioned within the AS the actual "assaults" happen within 1 or 2 AS. I couldn't produce one attack with 3 or 4 AS distance. Testing wasn't extensive but I think the conclusion is that things works as expected and attacks beyond 20 meters are outliers and extreme cases. I don't see a problem.
  18. Closer to 3 AS if calculated from center of own AS, and with the bunching of inf I don't think the range is a problem. Cover by fire etc so no inf get within 30 meters of said tank. Getting within 30 meters of inf is not a good idea nor good tactics. That inf might as well have fausts, zooks or other ranged AT. The reduced flexibility of inf in the simulation needs to be mitigated by this abstraction in IMHO. Keeping own infantry with tank will help handle this as they will spot within 30 meters in most cases. Well the inf are not as flexible and agile as they are in real life. Hence the abstraction of this added range. And I also hope that range, quality of the unit, morale etc all are covered in the success rate. Making the 30m kill hard to achieve. I see what your saying. IMHO the tank is already at an advantage compared to real life so giving the inf this added "immortal" range is more realistic than not being able to shoot them as they move these 30 meters. In a perfect world all this would be simulated 1:1 but what we have is damned good as is.
  19. Units always sit upright in a vehicle as an example when the might actually be lying on the floor as it takes fire. Units running upright, everyone in the same way, one animation, when at times they would be running at a crouch when at the risk of being shot at. Etc. Abstracted micro movement. Abstracted macro movement then . You will never achieve perfect/natural behavior/movement of inf in such a complex environment as CM depicts. To portray the capabilities of inf in a good way, there is need for some abstraction. Such as the close assault of an enemy tank and infantry initiative to do this as a situation presents itself. I think its perfectly reasonable that inf are able to move out a couple guys to close assault. Max distance 30 meters. Success < increased range as well as to lower quality troops. To remove this abstraction and to add controls for the player to have full control of it would be really hard, especially in WEGO. Add to that the animations etc.
  20. But then you lose the flexibility of real infantry / micro movement. The abstraction also simulates a close assault, not only throwing stuff from a disstance. I think its good and works as intended right now. 30 meters is pretty close with the micro movement in mind. Succesrate decreses with distance (havent tested this extensively ala Vanir but seems to be this way). My only suggestion would be more true tracking/simulation of AT weapons (like the introduction of the Russian RPG-43) for future modules/families/upgrades. Then "ordinary" grenades could be nerfed but there should still be some chance for grenades and other improvised AT not tracked in the abstraction.
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