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LemoN

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Everything posted by LemoN

  1. You really should turn on AA, that makes the game so much better looking.
  2. It was realtime. Anyway, I had two entire companies in a "line" of multi-story buildings (3-6 stories) which got rushed by ~10 M10's which all drove up and stopped ~5-10m away from the buildings (I really don't know what the AI was thinking there ). I had probably 2-5 squads and HMG's shoot into each turret with only very little effect, after 5 minutes of engagement and constant shooting (the street was FULL of tracers with literally hundreds of bullets hitting the M10's from above) only two M10 had sustained crew casualties and bailed, which I suspect was actually down to rifle grenades.
  3. Didn't see grenades dropped at all but I saw lot's of small arms fire going through the individual crewmembers and also saw loads of "Top blabla hit >PENETRATION<" text. What I mean is if the crew of a vehicle are hit by small arms fire in the same way that infantry/ATG crews are hit?
  4. He's talking about the TacAI which is the AI of the individual units, not the AI of your computer opponent.
  5. Well, I just had a city fight where the AI attacked me with quite a lot of M10's and infantry. One thing I noticed was that the M10's took an immense amount of hits into the open topped turret, sometimes visually going through the crew models, yet, despite literally hundreds of hits into the open turret, they only seldom lost a crewmember. They usually bailed due to morale drop and not from having the turret crew killed. I've experienced a similar thing with Marders. So my question is, are crewmembers of AFV's handled in the same way as infantry are? And if yes, why is it that they're so incredibly hard to kill from above (behind for the Marder)?
  6. I'm not really worried about the spotting capability of tanks as it is, remember that while they have very limited view they also have some incredible optics that will enable them to detect movement far easier in a spot they just happen to look at. The one thing I'm quite worried about is infantry spotting of tanks at 10m and closer. I've repeatedly had the issue that unsuppressed unhurt (veteran) infantry failed to spot a tank just a couple of meters away in their direct view only to be annihilated by the tank a few seconds later. I know that the "eyes" of each guy are modeled in CMx2, the question is is sound, smell and vibrations modelled taken into account? You know, the stuff that lets you know that there's a tank just behind that wall even if you can't see it. Or the stuff that lets you know there's a tank in plain vew 5 meters in front of you.
  7. I'd guess one of the two HQ's doesn't have a radio and are out of contact from each other.
  8. Nope, the tank was officially destroyed and the crew didn't panic at all. They bailed out (none harmed) and sat down next to the tiger. Also they were fanatic elites, soooo. Also note, I'm not complaining about it since really weird things can happen in RL.
  9. I too have the feeling that all HMG's except the M2 are a bit too conservative with their ammo.
  10. The only problem I have with tress is that they "set off" APHE and even regular AP (which doesn't have an explosive filler). The chance of setting off an APHE charge should be nearly non-existant as the resistance offered by even solid wood isn't really enough. AP rounds should mostly stay unaffected by trees, except if they directly hit the trunk in which case they should get a slight deflection that could possibly mess up the impact area and could even send them tumbling, greatly reducing their AP capability.
  11. Just defended with an understrength battalion with two 6 pounders against "Mixed". Battle size was set to large. Despite the heroic efforts of the one ATG left (the other one got taken out by arty immediately) killing 12 Pz.4's and 1PSW it wasn't enough to stop the 20+ Pz IV's and the platoon of Marders rushing me. Without any infantry. So there's definitely something broken.
  12. Another chance for natural selection!
  13. I sometimes have trouble getting infantry to spot a tank just 5m away from them. Does that count?
  14. I actually lost a tiger at 1200m to one single shot from a 75mm Sherman. Armour spalling and then destroyed.
  15. That actually is a good idea! I've toyed with it before but didn't go all the way, I only varied the first half of the movement speeds, nothing in-between. Now, this is what I'm going to try: "-" is Normal, "." is slow First one: --------------- Second one: .----.----.---- Third one: .---..---..---- I have to try that again, although it makes plotting moves even more complicated than it already is. :-/
  16. So, any suggestions on what to do with the dozens of HT's in the German campaign that continue to spawn and jam up your deployment zone? In some maps I have found that dismounting the infantry and having them move somewhere (normal speed) is just way too slow for for the time-limit.
  17. Especially if 20 *nice persons* jump in and spam the thread with useless crap, deliberately misread posts and build up baseless accusations, right?
  18. Funny, because in the last thread everyone reacted as if there were no limitations and as if I just made everything up or was too stupid to plot movement. Also, I don't accept the reasoning behind "this is a tactical game" as everything that is easy in real life should be easy in a game like this. IRL the commander would simply tell the column which roads to take and where to turn, and this easily worked unless a vehicle bogged/broke down. As it stands now getting from point A to point B halfway across a map often takes up more time than the fighting itself. I play this game because it's a combat simulation, not because it's a traffic simulator. Anyway, thanks for the help guys, looks like I'll simply have to put up with it and stop playing Bocage maps with loads of vehicles.
  19. Well, I've started doing No.1, although that means it's consuming even more time. IE. I spend even more time plotting movements. No.2, I adjust the pause according to terrain. If there's a load of twists and turns in a road I go with at last 10 seconds. I thought that 5-8 would be enough for these long and straight roads. No.3, I've tried using slow on turns but it didn't change the outcome. It actually somehow increased the risk of vehicles bunching up in corners. @ Fredrock1957 I'm aware that the halftrack got immobilised and I wrote as much. I didn't interfere with the whole movement in any way trying to showcase how the units react when moving down a couple of straight roads with some (wide) turns thrown into the mix if you don't babysit them through. I sometimes spend 20+ minutes setting up the movement paths for all units in a convoy and getting them ready with pause and then letting them loose in succession only to have them clog up a in a straight road because one HT decided it just has to go ramming speed and crash into the bocage randomly. Which is exactly my problem with the pathfinding as it consumes most of my play-time as it stands now. Which isn't exactly desirable for me.
  20. The result is that I need to be really careful about plotting movement and need to constantly monitor the moving forces and be ready to pause any following units every single second they drive. I simply can't rely upon them even moving down a straight road (let alone turns) without clogging up. Note that this scenario here doesn't even roughly resemble the extremely confined roads and spaces of the German campaign missions 4 and 6, which quite increases the amounts of traffic jams and of course the amount of micromanaging and babysitting the units along a road. Also note that it took more than 12 minutes to get to the target area, in the realm of a normal scenario with more confined spaces moving up to my staging area consumes almost 50-60% of my entire mission time... it even went as far as 80%.
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