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Bulletpoint

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Everything posted by Bulletpoint

  1. He popped off three shots before the tank shot back, with predictable results. Why the TacAI thinks a pistol is a good weapon of choice against a Panther tank I don't know. Either it's a stupid bug or a very clever feature where panicked troops will sometimes do nonsensical things. And I honestly don't know which version it is. But pistols are not that bad actually. In the same game, I later assaulted and took out an AT gun position with a tank crew in a forest; three guys with lugers pack a lot of firepower at point blank range.
  2. So here we are, six years later, and it seems this problem is still around. At least as of version 3.12. Was it fixed in 4.0 or did you give up trying to solve it ?
  3. Seems the obvious thing would be to follow your suggestion but then once the firing unit is spotted, move the sound source to that location. While playing from the "generic" location, the sound volume could be determined by the distance from the firing unit to the closest friendly unit. This would give you a hint about the distance, just like in real life, but not give away the location.
  4. You mean the reason why they can be visible in the game is because the game is representing that troops are hearing the shell and therefore able to deduce its origin and trajectory? I'm not a military man, so I am not to say if this is possible in real life.
  5. Try pressing Alt+S and see if that toggles the sound back on.
  6. Not sure why you're talking about the noise they make - my point was about them being visible like fireworks.
  7. I have a savegame showing some that do .. if you or anyone else is interested. But it seems people are fine with spotting mortar rounds in flight, so maybe it's just me who thinks it's odd. After all, we can also spot rifle bullets and incoming AT gun shells, but I always assumed they were not visibly spotted, more that their presence was felt or heard as they whizz by.
  8. I mean that I see some mortar shells from the moment they are fired, through their whole trajectory, until they hit. I haven't even spotted the firing unit. Not all enemy shells are visible though. I'm pretty sure it used to be that you could only see your own shells.
  9. I noticed that since patch 3.12 I'm starting to spot enemy mortar bombs in flight, just like my own mortars are visible to me. Is this working as designed? (I haven't upgraded to version 4.0, so not sure if this has been changed/solved since)
  10. Range mostly. At least 300m+ to get outside of rifle effective range, but ideally 800m+. Sometimes it's difficult or impossible, especially on bocage maps.
  11. I thought the same thing actually. It was a big roll of the dice and it worked out. Sometimes in this game, we need to take chances, but I always ponder how I can minimise the influence of luck on the result. Maybe you could have used smoke to advance down that street? I haven't played the scenario myself, so it's easy to give advice
  12. I always try to aid the wounded, mostly because it feels like the right thing to do. However, there's one extra benefit of sending in the medic that I haven't seen people discuss: It helps you keep your opponent in the dark, because casualties are removed from the game once they've had buddy aid. In a recent game, I took quite a lot of casualties from an initial mortar barrage. My platoon leader went down, and I decided to evacuate that forward position before the enemy arrived, and let the stragglers from that platoon report to the company commander instead. I managed to aid all the casualties before my opponent arrived, so he did not know that his barrage had been very succesful. Later, he capitulated at a point where it seemed to me he could still have won. I think it might be partially because he assumed his mortars had caused no damage, so he overestimated the number of troops I still had left.
  13. Here you go: https://www.dropbox.com/sh/0shb0yze693vi8s/AADvXQf3pwT5Lvlis5Ps57zDa?dl=0
  14. If they wanted to deemphasise aircraft, wouldn't it be more logical to make AA guns stronger rather than weaker?
  15. This issue is currently my number one reason not to upgrade.
  16. Currently, it's quite difficult for the player to actually benefit from having a tank with a turret, in that there is no dedicated turret facing command. This means that if you want your tank to drive forward while facing the turret towards a threat on the right, you need to do a covered arc command. This makes the tank turn the turret, but it also forbids it from firing at anything outside the arc. So if you mis-estimate where the enemy tank is, just by a tiny amount, then it could end up outside the arc, which means your tank is just going to sit there for up to one minute without firing at an obvious target. Even if you get it right and you destroy the enemy tank, there might be an AT equipped infantry squad close by (but outside the target arc), which makes it likely that your tank will not engage them. In short, I think the reason the Panzer IV is cheaper than the Stug because it has worse armour, higher profile, and because its turret is not a major advantage (in this game).
  17. I like this feature, and discovered it only after playing for years ! Unfortunately, the crew still need to crawl about for some time before setting up the gun, so a bit of the rapid move advantage is lost..
  18. I have been thinking about the exact same thing - would be interesting to try to recreate it. I thought I was the only one crazy enough to consider it. Actually I did some google maps searching for the locations, but eventually I felt it would just be too weird having Polish voices for Danish soldiers Also, I don't think the famous Madsen machinegun is included in the game?
  19. I believe it does require that action - but the pack up / redeploy phases are just nearly instantaneous for short distances. Outside of buildings that is. Inside buildings, the 4 minute penalty is still applied.
  20. Did you play the Scottish Corridor campaign? In that one, if you lose scenarios you get much more time in the following ones (3 hours for each battle I think). The campaign is tough though.
  21. I think the problem is that when you get the MG to deploy in a building, issuing a facing command makes the team pack up the MG, change team facing, then start to deploy again. And since it takes several minutes to deploy a MG in a building, by repeated facing commands you might never see the gun deploy. Also, a related problem is that sometimes, the team will decide to change facing on their own. Usually to engage a new target. Since the LOF from the gun is calculated from the exact window it's deplyed at, it seems if the team spots an enemy that the gun cannot target, they pack up to relocate to another window. Which means that your carefully placed MG is out of action for about 4 minutes, and when it finally redeploys, it won't have LOF to where you originally intended.
  22. All good questions that I have been wondering, myself.
  23. Just did some testing, and it seems it depends on how much ammo is in the vehicle to begin with. With a regular US jeep, the minimum number of .30cal I get to acquire is 50 rounds. For .45cal, I can acquire a minimum of 10. But when I acquire from a halftrack that has almost 4000 rounds, the minimum I get to take is 1000, as @Erwin says. Never noticed this before. After grabbing 2000 rounds off the halftrack, I then try to acquire again, and this time I am allowed to take just 250 rounds. I grab 1000, and next time I am allowed to take just 100. Eventually. There's just 7 rounds left, and I am allowed to take 1
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