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Dadekster88

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Posts posted by Dadekster88

  1. I think instead of Broken it should be changed to Brittle which to me describes their state of mind better. They'll follow orders but don't expect 100% committment to what you told them to do, as a matter of fact I don't even consider them combat capable anymore and will generally only assign them holding movements and overwatch details.

    Panic is a much more temporary thing from what I have seen but your milage will vary depending on the experience of the unit. Panicked units need to be babysat because if they continue to experience whatever is making them Panic then Broken isn't far away if you are not careful.

    ** to clarify the Broken/Brittle comment. Broken is what they should be while they are running around willy nilly out of control but once you get them back under control I'd like to see it as Brittle. I'd also like an Enzo and not have to ever work again for the rest of my life. ;)

  2. I see them as a 'spare' in the chain of command. If for whatever reason you need someone with some authority around, but can't spare any other HQs - the XO is there. Sometimes he directs light mortars left behind in the advance, sometimes guarding a lonely ATG, other times he might be found following attacking troops playing the 'beater' - trying to encourage cowering sections to rally; etc.

    Not sure just how much they make up for the absence of a unit's direct-superior, but I play like they make a difference anyway.

    Pretty much how I use mine as well. That and as a triage/buddy aid medic if it is safe to do so.

    In a related topic, I'm gonna have to throw my vote down as one of the people who'd love to see a true medic unit in the game. Make them unarmed but give them the ability to actually cut down on your KIA's or perhaps give them a higher chance of making moderately injured soldiers into the light injured category. This would reflect their higher training in treating injuries and keeping more combat capable GI's in the fight. We don't need strechers and vehicles to reflect any of this but having a medic unit that you can attach to either a front line unit or HQ I think would be a really useful feature and just add that much more immersion. Whether that's doable/codeable I have no idea, I just play the game. :)

  3. I've had Panthers knocked out at all sorts of ranges but I'd say most of the time it's to M10's although the Sherman with 76mm will light them up every now and then. If possible I do try to avoid taking them on frontally and at long range but a Panther in a denial position in commanding terrain is a tough egg to crack. Better hope you have smoke. :)

  4. Depending on the terrain I also leave the guns limbered to vehicles and as the situation develops I will move the AT guns to where they are most effective which works pretty well so far imo. Iirc the Pak40 does not have a horrible limber/unlimber time so it works pretty good for things like this and having an AT gun in the right spot can be hell for both enemy armor and infantry.

  5. I always felt that the troops in CMBN either exposed themselves to much or for some odd reason just died a lot at walls and I've been leery of using walls as cover as a result. Certain buildings also seem to be KIA/MIA death traps as well but I'm not sure what is going on there... I just chalk it up to me being an idiot. :)

    Most though wanted to say thanks for the hard core players for looking into this and other bugs and also to BF for being responsive to it and stating that they are looking into it. What I take away from all of this is that BF has a great community and in the end it just makes for a game that just gets better and better. Try bringing up a gameplay issue to EA and see where that gets you :rolleyes: (EA comment strictly imo, I still lub my NHL series) :)

  6. I agree. I can see taking that pot shot or even a long rip at some TC bobbing about but once that chance goes bye bye I wish they'd stop engaging and just either select a better target or even wait till the potential threat to their existance goes away. I can see the last part not happening as that kind of AI/probable decision making just doesn't exist yet but better target selection (assuming all other conditions to allow targeting are met) would be great. I spend to much time babysitting units such as the mentioned MG crew plunking rounds off of armour they have no hope of defeating. Shermans/Panzers should not be mistaken for HT's I think so not sure what the issue is.

  7. 1) As the photos early in the thread show, digging-in was a well-practiced skill for the Germans and, for that matter, the Americans. My father, who lead a 81-mm mortar platoon in Normandy (117th Inf Rgt, 30th Inf Division) confirmed the importance of digging-in plus the inherent protective value of the bocage. The little folding shovels were there for more than digging latrines.

    2) He also said that, while mortars were not accurate, they were popular for clearing tree lines, particularly by using WP smoke as a makeshift incendiary.

    Ah yes, the e-tool. The legs best friend and a great thing to have in hand to hand combat as well.

    You can only do so much digging in with an e-tool. From what I understand in the Pacific the industrious Japanese got to the point gophers were impressed with their work. The took digging in to a whole new level. :)

  8. For frontline soldiers the 'desertion' would be taking your wounded buddy over to the aid station and then just hanging out there 'looking after him' for a while. Generally these soldiers will return to the unit after they think the combat has ended, but not all. Once you are at the aid station then you are surrounded by troops that don't necessarily know you or what unit you belong to and you can wander off from there.

    For more info on this the link expains it in more detail. I am sure there was a fair amount of malingering going on as well. :)

    http://usmilitary.about.com/od/punitivearticles/a/mcm85.htm

  9. I think the ability to be able to control your squads is one of the coolest and most realistic features in CMBN. If you are a Sergent in charge of a 10-12 man infantry squad with german MG in the opposite hedrow what are you going to do? --- Keep the entire squad together and rush?? ... or split the squad into 2 or 3 groups so some guys can lay down suppression and other guys can flank and shoot the bastard.

    If there is a German tank rumbling down the road a little ways off, are you going to send you entire squad in?? Or are going to keep the majority of the squad on the line and break off and AT detail?

    "Boy serg, that field seems awfully quite in front of us." ... what are you going to do?? Walk your entire team across it like any other day in the park?? Or send out a scout team while the rest of the squad lays prone with hair-triggers on anything that moves??

    Dividing squads lets people make real-life decisions. .... sure, I agree, there are going to be people that make "Bad" decisions and have 2 or 3 man teams roaming over the entire map without regard to C2 ... but that has its disadvantages too aside from moral effects of being out of C2. ... As a defender, it's a lot easier to take out a lone scout team that it is to take out a well-coordinated squad.

    So I say great job BF with the squad control! Personally, I think it's one of the stronger and bolder features in this game.

    Completely agree with this. Making the decisions the jetset used plus all the others in a game like this is what sets this game apart from anything else I've every played. This game is all about decisions and the consequences/rewards of those decisions.

    As others have also said I agree that you can do gamey things using some of the features available but I don't see that being BF's fault. Police yourself in how you play and/or play with others of like mind and it's not a problem. I'd rather have the ability to be flexibile in how I use my squads and how they tackle battlefield situations then be stuck doing the same thing over and over because I don't have a choice about how to solve the problem. I might as well timewarp and be some Prussian soldier in 1750 in that case. :)

  10. Bunkers -- in the sense of 2-man hole roofed over with logs/branches/planks and a layer or two of sandbags -- are completely appropriate to Normandy, or anywhere else where infantry have an hour, a spade and a hatchet. They should give good protection against nearly any mortar stonk short of a direct hit. Not that the boys inside won't be impacted by the overpressure or stray fragments...

    I agree, but you left out one thing regarding the hour, a spade and a hatchet. You forgot motivation, as in they are pretty sure in about an hour they are gonna get steamrolled and/or bombarded unless they have a decent fighting position built. :P

    In regards to the OP the thing I've learned to do is to listen to the tell tale sound of mortars firing or impacting. I immediately pause and go to find where the *#$@ it's coming from. If they are just spotting rounds I tell the boys to run like he77 if they are clear. If they are engaged I drop everything I am doing and try to give them supporting fire and still tell them to run like he77 because ime everytime I try to just ride it out they end up taking it pretty bad. If cover is nearby such as a stone wall or a building I'll try to get them to the other side if possible as others have mentioned as having something solid between them and the area of impact is best. Turtling is deadly from what I have seen though especially if the mortar team itself has los. It comes in quick and on the spot.

  11. I can't comment on the tanks firing on the move and being too accurate as I have in about 8 games or so seen it done only once and the tank missed what it was aiming for by a country mile. I am not sure about this but I could have swore I read something about crews firing off whatever they had loaded in order to load something more appropriate for their target? So maybe they had HE loaded, lost the target, began to move and while moving came across another tank and instead of unloading etc they just fired off what they had in order to load an AP round? No idea if the game would model something like that but I've had plenty of tanks moving and with targets present and have seen exactly one fire while on the move.

    In regards to- Does the greater concentration - on either sound or vision actually improve someones performance for the very short-term objective.

    I am sure it does. I don't see why giving all your attention to whatever task you are doing would not be useful but most people don't get what would be properly termed tunnel vision when they are working on a crossword puzzle. :) Same thing with your drive home example. Day dreaming or your brain being in cruise control/distracted is not the same thing as tunnel vision. You'd have to be a cop and chasing a suspect at 100+ to get the correct tunnel vision we are talking about. Also tunnel vision is something you can train to overcome. A cop or soldier who has been in many tense moments such as pursuits or combat situations will to a large degree be better able to deal with tunnel vision and preventing that from happening.

    In game terms I would think that veteran units or higher would be better at spotting and getting hits simply based on the fact that their hands aren't shaking like leaves and have heart rates going through the roof. They are more calm and collected and can do their jobs more effectively which translates into better spotting and hits. I am also pretty confident that BF took this into consideration and I myself haven't seen anything that would cause me to think something is amiss. Have I seen wierd stuff happen? Sure. In every game I have played I've re-played something several times because I just couldn't believe it happened but that's what makes this game so much fun to play. :)

  12. This article is pretty interesting as it has some study work done in it.

    http://www.policeone.com/officer-shootings/articles/1247087-New-findings-expand-understanding-of-tunnel-vision-auditory-blocking-and-lag-time

    While tunnel vision is great if you need to focus on one thing and one thing only, in a fluid battlefield situation tunnel vision sooner or later will get you killed I'd think. This is whether the situation is close and in your face or some tank duel at 1000's of meters. If you don't know what's going on around you sooner or later your distraction is going to get you killed when someone takes advantage of it. The article talks about how people can't recall things very well after the incident such as statements made, number of rounds fired who was standing where and so forth. Now keep in mind these are statements made by people who survived these encounters. What do you think happens to a squad heavily engaging enemy forces in front of them and they get flanked? I'd easily see half of the squad being killed before someone even notices perhaps. I think in game this is reflected by you screaming at your screen when your squad is getting mowed down and they don't seem to react at all or they do in a very delayed manner.

    I have yet to come across any training either while in the military or law enforcement where having tunnel vision is something they wanted you to have.

  13. Actually I was impressed the other day when I played a huge map with a battalion sized force per side. I learned two lessons on that map.

    1. The AI WILL use feints or small probes on one side of the map while throwing its bulk somewhere else.

    2. The AI loves lots of armour if allowed.

    The other thing I re-discovered is that as mentioned by Steve in a thread regarding accuracy of armour the Germans really do have an edge once engagments run out to over 1,000 meters. I lost 1 Tiger (had 1 Tiger and 4 panthers/late to start and picked infantry heavy) to I don't know how many Shermans. 1 panther had 13 kills alone though. I also had 2 88's and 2 pak43's? and while the 88's got picked off right off the bat (they are kinda hard to hide) the pak's has a field day as well. AI never did seem to find them as it was all sorts of distracted by my armour. Very loopsided battle but fun and a good learning experience. :)

    Also the AI spread its armour out pretty well it seemed. No bunching up for me. They just were outclassed at range is all.

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