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Wego McPbem
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Posts posted by Wego McPbem
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One downside to taking this out is that you wouldn't be able to attach target commands to individual waypoints anymore. Don't think I'd like to lose that ability.
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One thing to bear in mind is that this function can be unreliable, it doesn't take into account height for one thing. I've had quite a few occasions where relying on it has hurt more than helped.
edit: beaten by stikkypixie
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They do have a lower profile-that's true-thus are harder to spot,i assume. I do believe,though,the advantages of the Pz 4 (turret &higher ammo count) outweighs the marginal spotting advantages of the stug. I for one would take -even at equal costs- a Pz 4 over a stug any time.
The only advantage-in game terms-of the stug would be the lower cost which is not the case at the moment. That's why,i guess,i haven't seen-and i played quite a few pbem games-anyone purchasing stugs.
Only time I would take a pz iv over a stug is when I know I'm going to have to do a lot of fighting on the move. The turret is an advantage in some ways but it's also a liability. Going hull down in a pziv is usually just inviting a shot through the thin turret, put a stug hull down and its hard to hit and has a better chance of surviving frontal hits from 75's. Maybe its just a playstyle thing though, I am more of an overwatch and sniping guy when it comes to afvs.
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Making them disappear wouldn't work because you need to be able to re-crew bailed out vehicles sometimes.
They do seem a bit too aggressive sometimes though, like your panther example. It does make me wonder if their ai is still in some way acting like they were in a tank.
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Honestly so far I've found stugs more useful than pz iv's. They seem to survive more frontal hits than my pz iv's have and they seem harder to hit with their lower profile. Sure they aren't great vs infantry but thats why you bring along one of the 105mm howitzer variants
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Whoa, its out, good stuff. Whats the deal with pbem games in progress? Should I wait until I've finished them to apply the patch?
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A screen would be nice.
Check out this thread:
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Cool, will check it out. I played the original last night and all I've got to say is that you are a cruel man.
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Off the top of my head it takes somewhere around 3 to 4 minutes of packing up before they move. Thats on the warrior setting, not sure if its different on others. Movement speed is about the same as the "move" order for infantry iirc, maybe a bit slower.
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Yes they can, it just takes a very long time to get it ready to move. The crew should have packing up as their status. And yes, it's automatic when you give them a move order.
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Wouldn't Target light do this? Not sure how many it'd go through exactly but it makes the mortar fire at a reduced rate.
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Why do people use Steam? It's awful....
To name a few reasons: Valve games, great sales, convenience factor and friends list functionality.
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Is it possible to adjust pre-planned arty? I've been assuming not, but it would handy if you can. I suppose that if you adjust it, it is no longer automatically on target, but the usual conditions of accuracy apply once again.
Michael
Yeah thats right. You can adjust it but for that you need los and have to go through the spotting rounds process to get it on target.
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Co signed. I do love this game, been playing it every day since release. It's actually saved me a lot of money too because I haven't been buying any other games. Perfectly content to just play cmbn all the time now and with all the scenarios and modules coming in the future that will probably continue for a long time
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Did the first hit come from a threat the panther hadn't seen? I think tanks\infantry are more shaken up if the fire takes them by surprise.
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Agreed Vark. CM has always been a game where luck and random factors play a big part just like the combat it attempts to simulate. Wouldn't be the same if everything played out exactly the same every time. And I would have thought that the high hit probability in the game at the moment makes tank tactics more important if anything.
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Yeah, broken infantry will follow commands but as soon as they start taking moderate fire they go into panic really fast.
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It's preplanned artillery. Set up the strike in the deployment phase and you can land it anywhere on the map in the first turn, no line of sight required. When I play people we generally agree not to do it on certain types of battle but I guess you can't do that vs the ai.
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I've definitely seen rattled tanks recover. A jadgpanzer in my current game was rattled after taking a hit but went back to normal after a turn or so.
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Executive officer team. They take over from the company commander if they're killed. Most people (myself included) tend to use them as medics. They can also call in artillery if they're radio equipped.
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Heh, the ai shermans came down that map edge on barkmanns corner when I played it.
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Why would you want to face a limbered gun?
They want to get a good look at their impending doom?
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Welcome to the forum and game! About the demo, it's a completely separate install to the full game, it's possible to have them both installed at the same time.
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Wow, I honestly didn't know that. So if I kill a whole company, for example (wishful thinking on my part perhaps), that entire company will not be available further down the line to the AI - but certain core units will always be available? So in theory, this could mean you face a much smaller enemy the better you do?
Honestly I'm not sure but I'm guessing that certain units are carried over and others are fresh for that mission so you're always facing someone. Wiping out an element would just make that mission a bit easier. Or maybe its just a case of enemy units getting replenished between missions? Anyway I'm sure someone else will know better than me how it works.
edit- and there we have it
MG gunner animation problem-1.01 patch
in Combat Mission Battle for Normandy
Posted
lol. Maybe someone told him to check his fire and he got the wrong end of the stick.