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WinOrLose

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Posts posted by WinOrLose

  1. That would be true if the game or the player was smart enough to know when to shoot and when not to shoot.  The problem before the max range was implemented was that the Tac AI would fire at the max range regardless as to how effective it was.  Therefore, having a weapon that has no hard coded max range with a rapidly declining accuracy just means a lot of wasted ammo as the unit fires off all its ammo before the ideal time to use it comes up since the game only knows 'enemy there.  I shoot there'.  Then when the enemy is close your guns are all dry.  So you see, it is a game problem not a reality problem.  That's what the max range is supposed to ensure.  A max range is in the game to ensure that the game only tells the unit to fire at an enemy when the enemy is at a range where firing at them can achieve an effect.  However, having a rapidly declining effectiveness would serve to decrease calls for eliminating the hard coded max range because if the weapon wasn't effective at the hard coded max range then the player shouldn't see any value in eliminating it.. 

    So the hardcode is there to stop the AI firing at longer ranges. Wouldn't it be easier to set a % of max range that the AI will fire at? Anyway its not the max range of SMG's that overly concerns me - its just the accuracy. I cant confess to having fired an SMG but I don't believe you would hit anything with a burst at 150 to 200m in RL combat conditions (ie not on a range).

  2. So you feel that even the 200m range hardcode is too generous and that the hardcode should be even shorter.  I am actually in this camp, although I have to admit that I find the Soviet manuals indicating that SMGs can be effective against aircraft to be a very compelling counterargument (not).

    My view is that if accuracy was erm, more accurately portrayed, you wouldn't need an artificial max range.........

  3. I'm no expert but I am finding SMG's in RT so ridiculous that I'm probably going to just stick with BN until they fix it.

    My observation is they are far too accurate and spoils the fun of any infantry combat. With a semi useful knowledge of terrain its fairly easy to get within 200m at which point the firefight is only ever going to go one way.

    PS not a German fanboy

  4. So updated to the latest version including the vehicle pack.

    Continued playing an ongoing CMBN (Brits v Krauts) game no problem.

    Tried the same with a CMMG (Brit Paras v Krauts) game and crashed at the 34% load stage. Only way I could get it to work was to remove the Z folder with all my mods.

    Rather than go through them one at a time anyone have any ideas what sort of MOD it is likely to be? Its obviously only something that affects the MG module.

  5. ok, ok

    As for the units, it is a real toss up as to who has the advantage at range.

    I did a test battle at 1300 meters with all the armed units in the game, just 4 times to see what would happen. There is (15) T34-85 against (8) Pv4 with some misc. other equip. The results

    game 1 kills: 8 German tanks to 1 Russian tank in 2 minutes

    game 2 kills: 4 German tanks to 13 Russian tank in 4 minutes

    game 3 kills: 4 German tanks to 15 Russian tank in 3.5 minutes

    game 4 kills: 8 German tanks to 8 Russian tank in 3 minutes

    So in just 4 test I had the battle swing both ways twice in just a few minutes

    I selected 1300 in that it was the distance approx. of the duel in the game I played.

    From memory the range is more like 2000m. Played it twice HTH (the second as a test game) the germans got slaughtered both times.....

  6. I'm just wondering how much concealment trees are meant to give? From my limited experience not a lot.

    On quite a few occasions I have been unable to see anything through trees using the camera but tanks have been able to spot and fire through them almost as they were not there.

  7. Added an air strike to a QB for a bit of fun but I am having trouble using it.

    We are 15 minutes in and the planes status has just changed from "enroute" to "preparing".

    I have a FO and can select the tab but cant give it a mission.

    Is there just a time delay or am I doing something wrong?

  8. Two tanks is not a very viable force. With the greatest respect, you probably didn't play to their strengths. You really need at least 4 of any tank type to be effective.

    I strongly suggest not seeking out opinions as to the historic performance of the Tiger and attempting to apply that to the game. What I would suggest is knocking up some firing ranges and seeing how the Tiger actually performs in the game, both as concerns weapons and armour. From that, all good things follow.

    .....and beware the Tamiya and Airfix version of tank history, pumped by the plastic modellers!!

    It was only a medium sized battle. I had a panzergrenadier company and a pair of tigers. The map was fairly open so I plonked them on overwatch in hull/partial hull down positions. Both got taken out at 500 - 600m frontally by 76 shermans.

  9. Recently played a QB where I bought a couple of tigers as I had not used them before. I have to say I wasn't overly impressed with their performance.

    Both tigers lost HTH duels with 76 shermans at between 500 to 650m.

    The tigers were spotted first, even with one of the shermans buttoned.

    I was thinking that panthers with their sloped (and slightly thicker?) front armour would have been a better choice.

    What is the in game experience of others?

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