Jump to content

Bulletpoint

Members
  • Posts

    6,889
  • Joined

  • Last visited

  • Days Won

    20

Everything posted by Bulletpoint

  1. I believe infantry guns were used actively to move up and bombard with direct fire, which is so much more accurate than indirect fire. But at the time of WW2, I think that tactic was becoming obsolete, and self propelled assault guns (StuGs etc.) were taking over that role. In Mius Front, infantry guns are often used actively in an attack, and they do well at 1000m+, with the crew well protected behind the gun shield. Not saying that proves anything, but just to contrast the CM game design choice where infantry guns are next to useless in an attack.
  2. I believe they were deliberately made extremely inaccurate, to reflect their role as artillery, not assault guns. If you make them fire indirectly, you will see an interesting thing - they will fire very slowly but extremely accurately. All on-map artillery seem to suffer from a bug that make them fire at the same slow speed and with nearly pinpoint accuracy.
  3. Sounds odd. You should definitely be able to "Grille" the town from that hill.
  4. I'd suggest letting the player decide which route to take. I don't like scenarios that force me into a meatgrinder.
  5. In the game, the range for the bazooka is about 160m, and for the Panzerschreck it's 200m. I was surprised to read on the Wikipedia that the effective range for the Schreck was actually 150m. Googling around a bit, I found that the Encyclopedia Britannica agrees that the range for the Schreck was 150m, and 110m for the Bazooka. https://www.britannica.com/technology/bazooka https://www.britannica.com/technology/Panzerschreck I guess a lot comes down to what one considers an "effective" range. But in the game at least, the PzSchreck quite often hits at the maximum of 200m. The Bazooka also scores some hits at 160m, but seems less accurate at its max range. So maybe the game is actually a bit generous with these weapons and their ranges?
  6. Wait, which is it - too fragile or too powerful. It's very possible for tanks to be both too strong at a distance and too weak up close. I'm not saying they are, but we cannot conclude that it is an example of the stereotypical "stupid customers don't even know what they want".
  7. They become less accurate at longer ranges.
  8. The problem is that the guys start firing at the tank crew before they actually exit the tank, so they waste bullets and sometimes get caught in mid-reload. Also, the tank crews are too able to rapidly spot enemy infantry outside the tank and engage them effectively. In reality, bailing out of a wrecked tank is a panic affair, with crewmembers often dazed and confused. Also, they go straight from the darkness inside the tank to bright outside conditions. They should get a massive spotting penalty for the first five seconds at the very least. Same problem goes with bunker crews.
  9. Yes, I prefer an infantry focus too. It's pretty obvious that GT was built on a tank simulation, with the infantry added mostly so that tanks have something to shoot HE at.
  10. Haha, I had to look it up. I think there might be a reason. Prinsens vineri...
  11. It's quite interesting to contrast the CM way of doing this compared to Graviteam Tactics. In CM, if you can get infantry close to a tank, there's a good chance they will take it out. I've even lost King Tigers this way. In GT, infantry is often completely powerless against tanks rampaging through them. Even scout cars can drive straight up to trenches and gun down the defenders. I think CM mainly makes infantry stronger against tanks for gameplay balance purposes - CM can be played against a human opponent, GT cannot.
  12. +1 to the rest of your post, but this part is not my experience, I must say. I find I have to click on every single bend of the road. And I find I have to click exactly in the middle of the bend, or the vehicle will drive halfway off the road, which increases bogging risk a lot. By the way, I started playing Mius Front recently, and in a recent battle, I put my StuGs on the left flank, and then the enemy tanks appeared on the right flank. I was able to just select my AFVs and then click to redeploy them all, using the "move by road" command. I kind of expected something to go wrong, but they all moved perfectly by road to their new destination. Such a relief.
  13. Problem is, if your guys even see 1 bullet hit close to them while on the MOVE, they will start charging ahead towards next waypoint using FAST, which will get them killed or at least tire them out more than HUNT will. I think the only people who use MOVE are the veterans of CM1. There's hardly ever any reason to use it in CM2.
  14. Also, they are usually dug into the side of the hill, so the spot you can actually hit is very small. But not to worry. In the game, 2-3 HE shells will take care of that concrete pillbox
  15. @BluecherForward Let me know if you manage to cause casualties by WP. I've never seen it happen, but haven't used smoke that much either.
  16. I don't see why tanks with sloped armour would be any more difficult to transport by ship...
  17. Unfortunately, the game does seem to treat "hunting" soldiers as basically just walking forward slowly. They don't get much extra chance to avoid getting shot.
  18. This is a very good point, and one that is often overlooked. During war, lots of chances are taken, usually based on incomplete information. Some generals are brilliant, most are at least decently competent, but the ones that we praise the most are the lucky ones.
  19. The problem is that it's not the game labelling the sizes - it's the map maker. So various map makers have different ideas what constitutes a "medium" or "huge" map. It would be better if the game just automatically calculated the area ofthe map and classified the sizes based on that.
  20. I notice my 2-man scout teams often spot enemies way off in the distance, even while the scouts are running through forest. That seems off.
  21. All those get readily damaged by HE in the game. If anything, those subsystems are modelled as being too vulnerable. And not only talking about large HE going off nearby. Radio and optics seem to degrade quite quickly when relatively small metal slugs bounce off the front hull. It seems to be based on a simplified hitpoints system, rather than a point of impact model.
  22. I think they are supposed to suffer from that. It's part of what makes them different to play I guess.
  23. One unit cannot spot for another unit, even if they are very close. I had tank riders spot an enemy tank, but the tank they were riding on could not spot the enemy, even though it was unbuttoned. One would think the tank riders would just point and say "it's over there". However, units will of course share a contact marker with their buddies close by. This increases the chance the other unit will also get a spot, but it has to do the job by itself.
  24. Interesting. That should be impossible unless something changed in a recent patch, as SMGs in this game are supposed to be range capped at around 200m. Anyway, I completely understand, and I would like to know, too.
×
×
  • Create New...