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Bulletpoint

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Everything posted by Bulletpoint

  1. It's now 2018, I'm playing CMFB on 4.0. Mortar crews still firing rifles while doing a TARGET LIGHT order. At 458m distance. Any chance of seeing this fixed?
  2. I have been very critical of the 4.0 problems, and I still hope for a patch sooner rather than later. But there are also some positive things about 4.0 that I hope they manage to keep. For example, it used to be that you didn't really need bigger calibre HE to kill infantry in a building. Because you could just pop away with a 37mm gun, and eventually all the troops in the building would be dead. Smaller calibre guns also fire faster, and usually carry more ammo, so it wasn't a problem. Now, if you start firing with a small gun, it's most likely that the defenders will run away before you can wipe them out. So, this gives more purpose to bigger assault guns. Anyway, yeah, I'm also looking forward to the patch, or at least some news about it. I don't want a rushed patch, but a "sorry guys, still working on this, taking longer than expected" would be nice. Or if they can't fix it, then maybe just roll back this particular part of the 4.0 patch while keeping the infantry spacing improvements.
  3. You're welcome. Also, if you can't target the actual building, you can sometimes target just in front of it. If you fire from a good distance, the bullets will hit the building anyway. If you're too close, the bullets hit the ground.
  4. Yep, there's a suppressive effect, but it's a bit less than if you're able to target the actual floor.
  5. I'd like to find a mod that removes the sound of thunder when it's raining. After all, this game is taking place in the late autumn/winter. Anyone knows if such a mod has been made ?
  6. This might be it... I don't neccesarely feel that movement to the top floor of a building should be entirely prohibited because of a damaged roof. Many of the maps have buildings with just 2 or 3 floors... This 'rule' might limit the options for troop placement a bit to hard...IRL i belive that troops would in many cases be able to get into those places and find good fighting possitions... Funny thing is, some houses actually allow you to enter all the floors even if the roof is destroyed. This happens in the houses where where you can usually place troops in the actual roof (they have little windows to fire from). When the roof goes, you can still place guys in all the lower levels.
  7. I think it would be nice to have some way to auto-distribute ammo and bazookas from trucks/halftracks during the setup phase. Manually splitting teams, clicking into and out of vehicles, and acquiring takes a while.
  8. I think it's pretty obvious that the rubble was intended to stay at the upper floor where it starts out. Then it drops down for some reason. But yeah, it's not an end of the world bug. Just an immersion thing. Thought I'd flag it.
  9. Plot thickens: I noticed that after playing some time on the second scenario, all rubble is now on the bottom floor again. It seems the rubble starts on the upper floor on first load of the scenario, but then drops down to ground level when the mission is played a bit, saved, then loaded again. @IanL Because the rubble comes from the collapsed roof and thus shouldn't drop all the way down through the building, through the intact floors. Also, it's a helpful aid to the player to be able to see that the uppermost floor can't be entered.
  10. Update: This issue only seems to happen in some scenarios. In the first mission of the battle for Aachen campaign, all buildings have this problem, but in the second mission of the same campaign, all rubble is on the top floor where it should be.
  11. When a building has a ruined roof, the uppermost floor is inaccessible. To represent this, there is rubble. But this rubble appears on the ground floor, which is not inaccessible. The rubble should appear on the top floor, to show the player that he cannot enter.
  12. Great run down and explanation, Ian. Seems so obvious now in hindsight. Like turning the last page of a murder mystery. It was the butler all along!
  13. When playing the Scottish Corridor campaign, I started thinking of the Bren Carrier as the "Queen of the Battlefield"
  14. Not saying it's impossible, I'm just curious what the real-life "PI 90" and "PI 99" would be for the various shells.
  15. I wonder what the "certain death" ranges are for the various shells against prone infantry. I'm playing a game right now where I had two guys prone - one took a nearly direct hit from what seemed to be a 105mm... he died but the other guy was fine 2 metres away from the crater.
  16. Yeah I think it matches pretty well too. At least for a basic guide to stick to. Seems the game got the max distances pretty much right.. I'm quite surprised to see there's still a tiny risk of getting hit at 175m though, for the 60m mortar. I'd assume any fragment would be stopped by air resistance at that range. Not doubting the army findings of course. I'm pretty sure they know what they're talking about - I'm just surprised.
  17. My rule of thumb was just based on what I see in the game. I'm not an expert or even a military man, but here's a quote from a guy who says he was:
  18. I completely agree. Only posted this thread to make sure there wasn't any historical reason why I got the results that I got in this particular scenario. Usually, I'm more concerned with tactics than weapons/optics trivia.
  19. There's a distance limit. From what I've seen, the maximum casualty distance from an explosion in metres is roughly equivalent to the size of the shell in millimetres. 75mm HE = 75m danger range. (actually a bit more, but it's a useful rule of thumb)
  20. Yeah it's one of the great things about the game. Totally unexpected things happening, sometimes spoiling the best laid plans..
  21. Legit or not, it was fixed recently http://www.battlefront.com/index.php?option=com_content&task=blogcategory&id=350&Itemid=612 "* APHE ricochets should not explode when they hit the ground again."
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