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LemoN

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Everything posted by LemoN

  1. Can't you just put it up on mediafire? I can't find it on GaJ's website.
  2. I've noticed this with all tanks, they'll depress their guns well below their RL capabilities.
  3. Simple, code it in a way that only allows the emergency move if the gun team is rested or ready (maybe tiring?) and simply make it unavailable once the team is tired. Similar to how fast works, just with more stamina drainage.
  4. The really frustrating part is when you want your gun to deploy on a specific spot... Didn't really have many problems with getting them to move yet.
  5. I've had German Panzergrenadier squads with 180+ enemy casualties against the PC. Give them a great position (reverse slope or in front of a heavy forest) and enough ammo and they're literally impossible to overcome unless with artillery.
  6. I agree that low bocage should be crossable for all tanks, but for track damage and a severe danger of becoming bogged down.
  7. Med battle, Large map, CPU + 100% points, normal rarity
  8. Funny, I did a couple of tests @ 2000m without platoon commanders, regular crews, no modifiers. Shermans generally spotted the Pz.IV's first and had superior accuracy compared to the Pz.IV's. The Shermans were hitting the Pz.IV's with the second or third shot, while the Pz.IV's needed at last 3 shots to hit anything. After that the Pz.IV's showed a more consistent accuracy though and came out with 3-4 losses as opposed to 5.
  9. Good luck Blücher! I was just surprised that the CM:BN community seems quite US centric, especially coming from a more German centric community like CM:BB. I also was quite disappointed with the German campaign included in CM:BN, the extremely short time-limits, while maybe accurate for an all-out desperate offensive, really bummed the fun I had with it (in addition to the terrain and the difficulty of the missions).
  10. I've had 20mm AC's open up on Shermans (front, hatches closed) at 600m+ range on their own. Since then I treat the light AC's similar to infantry, short cover arc and only let them shoot at things they can actually kill.
  11. Well, just wanted to ask if there are any usermade German campaigns finished yet?
  12. I think that's a pretty cheap shot. We have suppression (which already covers your entire point), individual LOS, RT bullet tracking, etc; all designed for 1-1 representation, yet there is an abstracted system in place that dictates the basic placement of the units. Sure, I can live with it and it's not bugging me too much, but it does get slightly annoying from time to time, especially with fortifications and other natural cover. Ever ordered a squad of infantry into a trench only to find that half of the guys aren't sitting inside the trench but actually outside - on the side that's facing the enemy, just to get slaughtered? Ever tried to place a squad that occupies 3 tiles in a way that the game simply doesn't like and you have to split the squad in order to properly place them? Ever had a 3 tile squad down to 3-4 men and they still spread out over 2-3 tiles? What I'm pointing out is nothing too big, and I can cope with it just fine, but often times I simply wish for either a less or more abstracted way of doing it. Either let me place the squad without limitations, or abstract it, this 50-50 stuff that's abstracted in an environment with 95% non-abstracted mechanics is often times a bit frustrating, especially if there are diagonal tiles of terrain. All this boils down to is to see why some (many) people dislike the new engine. I nearly stopped playing CMx1 games, but many others haven't and I'm well aware of the downsides the CMx2 engine has from a player's POV, and anyone that disregards it's downsides and applies the usual "Yes, that graphical artifact and the CTD are the game's way of simulating the fog of war!" or the "Yes, the inability to drop acquired equipment is simulating the Nazi roboclaw 5000... without batteries.".
  13. Actually, no. All I was pointing out that with the generally more abstracted approach the CMx1 engine simply worked better in some aspects. In others, not so much. For me it's pretty much a 50-50 fun and smoothness wise. Overall I consider the CMx2 engine the better on its own, but it IMO requires more work in order to be truly trashing the CMx1 engine. Mainly fortifications, lack of TCP/IP WEGO and some of the TacAI behaviour.
  14. CMx1 games are superior for the same reason as they are inferior to CMx2 games. The amount of abstraction. There is no doubt that the Cmx1 engine has more abstraction, but certain things also worked better in that regard. Less reliance on the TacAI for instance, path-finding issues of single soldiers, etc. On the other hand, the tile system is often times very annoying for me, especially with fortifications. Heck, the way the tile system is set up is a bit strange anyway. The LOS is drawn from a single soldier, yet you have no say over the way the squads set up in the selected tiles, often making it a fiddly action to get them all perfectly set up only to find out that only a few guys have LOS to the interesting area and the rest are never firing a single shot. Basically, the approach of "90% engineered design instead of design for effect" in CMx2 presents a whole boatload of new, often times more obvious, problems than the original abstraction.
  15. Two on-map mortars and one battery of off-map mortars with two tubes.
  16. Regarding the theoretical turret turn speed of a Panther and how practical it really was... Think of this, in which situations would you need maximum turn-speed for your turret? Only when your tank is engaged, in which case noise only plays a very minor role. I have yet to hear a story where any tank had to turn it's turret by 90° as fast as possible while lying in an ambush, unless they got detected and engaged by enemy forces from a location they didn't expect, in which case, again, noise and smoke only play a minor role.
  17. I'd rather have a Franco-Prussian war or a Napoleonic war game.
  18. Judging by #2 you definitely have a problem with casualties! You could arrange a slideshow. Before: #3 After: #2
  19. I reported this issue back when the demo was released. It's confirmed and looked into afaik.
  20. Another thing is that traditionally European buildings have far thicker walls than American buildings, especially old ones. The house I'm living in was built in 1936-1940 (slightly damaged by US bombings in 1944) has solid outer brick walls at last 40-50 cm thick. Interior brick walls range from somewhere between 10cm and 30cm. There's also a bomb shelter in the cellar with roughly 2m thick interior walls (don't know about the shell). You'll also have a hard time finding a single piece of wood in the wall of a building built after 1900.
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