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Edon

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Everything posted by Edon

  1. One more to the list. My cc, which I rarely use, was compromised after it was used to buy SF2. Fortunately my bank caught it early and new card is on the way. Still sucks though.
  2. Decided to make a new little test because why not. CMBN 3.12 this time. This time range is 360 (closest squad)-400 (farthest squad) metres and US infantry platoon without bazookas are against a stug (all reg, 0/0). Infantry is spaced along 400 meter wide flat map. 3 scout teams are detached and ordered run laterally. Stug is again buttoned and no orders given but driven back at 360m when reversing after loader dies . And here are the results for 10 runs: Run 1: Turn 5 loader and commander died Run 2 Turn 6 loader died. Scout teams died, end of the run, commander survived Run 3: Turn 4 loader died, turn 6 commander died Run 4: Turn 3 loader died, turn 7 commander died Run 5: Turn 4 loader died, turn 9 commander died Run 6: Turn 11 loader died, Turn 16 run out of HE, end of the run, commander survived Run 7: Turn 7 loader died, turn 9 commander died Run 8: Turn 5 loader died, turn 10 commander died Run 9: Turn 5 loader died, turn 6 commander died Run 10: Turn 5 loader died turn 6 commander died Even at around 400 metres stug is eventually knocked out of combat (loses ability to fire after 2 crew losses) by small arms fire. I can understand loader popping out and firing at the enemy close range. But at 350-400m despite player given buttoned order?
  3. I made a quick test in CMRT to the stug roof mg behavior. A flat map with a single buttoned stug (mid) and 4 soviet maxims in trenches. Range is 260m and the mgs are placed in front right and left of the stug (little less than 45 angle). First I gave no orders and nothing interesting happened. The stug took some time to detect the maxims and then opened up with main gun. Then I decided to wake the stug with some movement. I gave lateral quick order to two teams from left to right and vice versa. Two maxims are going stay in trenches. Now the stug spots the moving teams and engage. I noticed that if the traverse of stug's main gun runs out due the enemy movement, loader will use mg. And then at these ranges he'll take a bullet the from maxims in the trenches. I ran the test around ten times and two times in a single turn the stug lost both loader and commander to the maxims. A couple of times the stug managed to kill the running teams but most of the time it did lose the both crew members in a few turns. This was a very quick test and it would be interesting to test different ranges for example. The decision to use stug's mg seems to be logical as it seems to happen when the main gun traverse reach its limits. But I feel that the range to open up with the mg when buttoned could be looked at. A very gamey plan to kill a stug would be running a scout team laterally and then take it out with small arms fire.
  4. Just tried the demo scenario. I find the stug behaviour frustrating too. I lined up stugs 300m from the town and ordered them to button down. A little later instead of safely engaging solely with main gun, loaders pop up with mg and get greeted by a hail of bullets (and casulties). I quit the scenario. I believe this suicide stug thing was introduced with 3.0. engine. Before that they obeyed button orders better.
  5. Regarding the screenshots, they look great, but I've noticed that some of the models (i.e. king tiger) are missing radio aerials. They look a bit naked when sided with a vehicle with aerials .
  6. I'm curious about the patch status as well. The game has been on hold for a while because of the 'troops can't go inside bug' . I just tested the demo and the same bug still exists.
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