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kulik

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Everything posted by kulik

  1. Autopause realtime is a feature which would have tremendous positive impact on multiplayer. I may actually prefer it over tcp/ip wego. It takes the best of both worlds. And the ratio of work needed for its implementation and the effect it would make is making it imho a feature which brings the most bang for a buck.
  2. These infantry animations seems awesome in this vid.
  3. I was one of those who demanded it, and im proud of it. God damn, i shouted so hard i almost passed out.
  4. Me too. But i somehow can enjoy realtime if the scenario is troop-wise small enough. I play it without pause, because every time i start to use it, i end up pausing like every 10 seconds (as the guy in this AAR vids ) Still my dream is realtime with forced pause every minute. ...best of both worlds.
  5. I think that there would be no special positioning needed, the driver just could break with one track split second earlier to end with some lateral angle. I admit that while i read about this stuff in some manual i never read that it was common tactics. BTW since CMBN isn't "design for effect" it may be possible to just run a test and see if angled tank has a better survivability chance.
  6. "Russian Tank Tactics Against German Tanks" from Tactical and Technical Trends The following U.S. military intelligence report on Russian tank tactics against German panzers was originally published in Tactical and Technical Trends, No. 16, Jan. 14, 1943. cit.: "(2) In order to decrease the angle of impact of enemy shells, thereby decreasing their power of penetration, we should try to place our tanks at an angle to the enemy." link- http://www.lonesentry.com/articles/ttt08/russian-tank-tactics-wwii.html Im sure i saw a historic picture of a tank positioned at an angle to impacting round even with the formula where lateral angle was part of the equation for armor penetration. The text suggested to not face the threat frontally. I suspect it was a russian manual though (that's why i instantly thought of t-34 ).
  7. Are you sure? I always thought this was the proper way to position to position a panzer in WW2: HAND ME THE T-34 MANUAL!!! Im pretty sure i can dig out the historical version of this sketch.
  8. And in terms of the explosion effect itself? Since the squad is somehow bunched up for the action spot spotting reason, isn't it also prone to get wiped out easily with HE? Does the abstracted cover system providing enough (or additional) cover from explosions to make up for the lack of formations/dispersion?
  9. Does the game count the horizontal slope of armor? I mean if the vehicle stands diagonally the armor becomes more slope than if the round hits it from the front.
  10. I recommend to chose some of the overclocked version of 560Ti. Like Asus GTX560 Ti DirectCU II or Gigabyte GTX 560 Ti SOC. More info: http://www.tomshardware.com/reviews/geforce-gtx-560-ti-roundup-asus-engtx560-graphics-card-overclocking,2858.html
  11. For me lack of TCP/IP wego in CMSF was an absolute killer. I tried really hard to adapt, but the file sharing was too distracting and dragged the game down. There was only handful of games i actually finished. Then i went for realtime...oh god i was clumsy at it. And the worst thing was i didn't enjoy it, i couldn't stop to watch my troops fight and couldn't enjoy those small details the game had to offer. It got better with time, i got used to enjoy the stressful kind of gameplay CMSF offers in RT. Company level battle is the max i can handle and that's a shame cause the best battles i remember from CMx1 was battalion level. So to sum it up im looking forward to CMBN, but much more im looking forward to what CMBN will become over time when autopauserealtime or similar stuff will be added so i can have my big battles.
  12. Im not talking about concealment. Its just when your target is on a meadow without objects near it, its hard to judge its speed and distance thus correctly adjust the lead and drop for the round. And im not implying something is wrong here nor drawing any conclusion, it just catched my attention as a helluva shot. As i remember in CMx1 the unmoved guns and mortars had bonus for shooting on targets on or near TRPs. Did this stay for CMx2?
  13. I was curious, that PAK which shoot and hit with first shot the moving truck. It seems like it was moving in tall grassfield (hard to guess the distance when you can't align the target with objects near it) from what it seems to be pretty far away. Astonishing gunner skills, luck, bug?
  14. What about the multiplayer feature? More players on the same side? (Didn't wanted to start a new topic for it.)
  15. Me too, this may be related the type of formation movement of the infantry. In reality their would advance through the forest in a skirmish line so if they encounter enemy contact they may bring most of theirs firepower on it. If the TAC AI chooses to advance in a straight line the moment the first men get engaged the rest of the squad can't shoot cause they don't see the enemy. Second thing is that you can order target area only on places you see, so in forests you can't provide advancing squad with cover fire on suspected enemy positions.
  16. I'm not making any conclusions, nor do i talk about any "hero code", im just talking about individuality. And how much immersion adds the fact that soldiers aren't robots and can act differently under same circumstances.
  17. Every action involving humans should involve a variable. Like in latest part of JonS DAR. He came up with a decent plan of disposing of enemy's sherman. He managed to bring his badly beaten men with a panzerfaust close to its flank. They morale was so bad, that they didn't dare to attack even if they were in a great position. Perfectly fine and believable if you ask me but that shouldn't mean that someone else wouldn't take the shot even in such bad shape. Having hard coded that unit with such low morale in such position always wouldn't shoot is bad IMO.
  18. btw I read somewhere that in CM:SF the load-out of infantry doesn't affect theirs stamina and speed. True/false? And what about CM:BN? Are those overloaded ammo bearers sprinting like scout teams?
  19. So when the tombstones are in rows, and the fire comes perpendicularly on the rows the men hiding behind them are getting a decent cover while if the fire would come parallel to the rows they would only get limited cover?
  20. A question: Gravestones are a flavor objects, right? Flavor objects provide concealment but no cover, right? In reality wouldn't such stone plate provide cover? Thanks
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