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LemoN

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Posts posted by LemoN

  1. 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 :D). 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.

  2. I'm not sure what you mean here. So are grenades being dropped into the open turret with no result?

    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 do you mean by 'handled the same way as infantry'?

    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?

  3. 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)?

  4. 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. :P

    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. :P

  5. Seriously, though... could it be that perhaps the Tiger wasn't "destroyed" but the crew just panicked and bailed out?

    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. :P

    Also note, I'm not complaining about it since really weird things can happen in RL.

  6. 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.

  7. 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.

  8. One thing I do to help large columns is very the speed. Use the move command with small pauses for the first platoon. Use the slow command for the second platoon with small pauses. then as distance grows between the 2 platoons you can change the slow commands to move or hunt commands. Its a pain but it works pretty well.

    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. :-/

  9. Accept the game limitations imo. I learned it the hard way just like you. George MC gave some usefull tips. Create temporary objectives between your main objective and your starting position. When a platoon arrives at the temporary objective plot new moves. This game is not a RTS it’s a tactical game with a RT option

    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.

    • short movement plans from decision point to decision point.

    • longer time delays min 10s; 20s better

    • keep speeds slow when roads are not straight.

    Hope this helps :)

    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.

  10. 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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