Jump to content

Wengart

Members
  • Posts

    431
  • Joined

  • Last visited

Posts posted by Wengart

  1. Currently the lack of dedicated AT teams for the Army really damages the the AI's AT capability. Unlike the Marines and Syrians Javelins must be acquired, which is no problem for players, however this means that the AI has no capable squad level AT assets.

    So, any chance that the AI will ever be able to acquire ammo/weapons. If not, would it be possible to have the AI always acquire Javelins, at least in Quick Battles?

  2. I've only had this happen to me while attempting to clear buildings, on occasion. The first guy in will get shot and everyone outside hits the deck. However one guy will rush in to provide buddy aid and gets shot too.

    Perhaps if the game could remember what happened to the last guy that attempted buddy aid the chain problem could be prevented, not that I have run into it. so If someone in a squad goes out to provide buddy aid, and gets shot the rest of the squad could use that info to choose not to give aid.

    But it seems to be a minor problem with the buddy aid system. So no need to completely change it around, I wouldn't think.

  3. Well I did a few more tests of an ambush situation, and the results seem to suggest that Pandur is correct. Not once did I see a gunner button up when he had a target. However, they would often button up when no targets were available. Furthermore this seems like the correct behavior for CM:SF, as gunners have a very high mortality rate.

  4. So I was bored an ran a couple of test ambushes with Humvees. I'm just going to give you a quick summary of my tests, and I will do more extensive ones tomorrow. Anyway, I found that in a multi-angle ambush where the road does a Z (with the middle line being straight vertically) the following:

    1. at high speeds the gunners position does not matter, as they are usually killed before finding a target. (although in one test a lone gunner managed to route or kill all enemy forces, unfortunately he was killed by a grenade, from a fleeing fighter)

    2. buttoned up the number of RPG kills increased from 1 Humvee, while the others had there operators shot, to 3.

    3. while moving at normal speed gunners have time to select targets, without being fired on from all directions, and this greatly increased survivability. Although the convoy was still largely destroyed, a single humvee survived with crew. The convoy lasted longer, and killed a larger portion of the attackers.

    The ambushers were made up of fighters

    For some reason a single crew in the test was conscript while another was crack, all the rest were veterans. There were 4 humvees in the ambush.

  5. I was recently playing Battle for the Tennis Court. And about 50 minutes into the game I was holding onto Hospital Ridge with a Company CO, 2nd Platoon Co, and some random guy with no ammo. Somehow they held on long enough for two Apaches and what was left of my mortars to paste the ridge, knocking out possibly two platoons of infantry.

  6. Actually, CMSF does not model AT grenades, but generic grenades are possibly over modeled and can usually score a mobilization kill, if your men are lucky enough to live that long.

    I would also like to point out, this is with my limited experiences assaulting armor with hand grenades. Which I have done a total of maybe three times, with the most outstanding result being an uncon getting a mobilization kill on an Abrams.

  7. including realistic gun elevations is most likely too harsh. It not only creates problems for wegoers, but will require some extensive work on the A.I However, if some very generalized limitations were included it could work. For example, the main gun's are prevented from firing at the fourth floor of a building if its in the street in front of the building. I'm not sure on what this angle would be, but it would help. Furthermore, the main gun could have a minimum range of perhaps just a few meters in front of it.

    But, honestly, I believe infantry have enough of an advantage currently with the initiative they get from being in a building.

  8. I don't see a problem with switching tank crews. Not only are you taking a risk by sending the crews out on foot, but you are in effect disabling two tanks for a turn or possibly two. Also, we currently have several vehicles in which crews can be switched; therefore, it should be pretty easy to extend that to all vehicles. Also, gamey exploiting of the ability seems minimal, and would not present a large advantage, if any, to the exploiting player.

    Furthermore, although your average rifleman may not be skilled in the use of an HMG he could at least wield it with the skill of a conscript if the situation demanded it.

    Oh, will AT gun crews be able to recrew AT guns?

  9. I have recently finished reading A Bridge Too Far, and the Brits fixed bayonets and cleared landing fields in HtH. Also, Frost's men engaged German troops in some fierce HtH combat in the buildings surrounding the bridge several times, especially during infiltration attempts by the Germans.

    However, the ability to re-crew enemy and friendly weapons is not a deal breaker in any way for me, but I would love to see it especially AT guns.

×
×
  • Create New...