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Bulletpoint

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Everything posted by Bulletpoint

  1. I think the minimum is 200 or 250 rounds actually. But we agree it's much too cumbersome to acquire ammo.
  2. I think that as you gain more experience with the game, you will come to the opposite conclusion. Since there is no AI in this game, the enemy only does what the scenario designer has told them to do. The game can be very challenging when attacking against a fixed defence, but that's because the scenario designer has made a challenging map and enemy force deployment. To truly see what this game is about, you need to find a human opponent. Then you will have a true challenge
  3. There is no AI in this game to make enemy troops move (apart from fleeing when under heavy fire). When you see enemy troops move, it's because the human scenario designer has chosen that the unit should move to some determined point at some determined time.
  4. Just thought he has a funny way of pronouncing that. The video series is well done tough.
  5. Ah, too bad it requires the Market Garden module. I only have the Commonwealth Forces. Looks very interesting and ambitious though
  6. Would be nice if mortars could just fire off a couple of spotting rounds and then 3 shells on target, then stop until given another target order. I think this is how they were often used historically (and maybe still are?). It seems like the current in-game mortar targeting system is meant to be used in real time play, where you can just cancel the order when you feel the target has been saturated. In WeGo mode, it often leads to either no shells on target or pounding the rubble needlessly, eating up ammunition.
  7. We completely agree. I did not share this gamey tactic because I like that it's there. The opposite actually. I was playing a difficult scenario when I discovered it, and after I realised this trick, I was able to win with ease by placing my panther in the right spot - to my somewhat disappointment.
  8. I completed the campaign, but if I remember correctly I did not win the final mission. Still, the campaign ended in a win overall. I don't save/load all the time; if i screw up I stick with it or restart the mission completely (loading a save before the mission starts so that there's a chance the enemy will deploy differently if there are different AI plans included). I highly recommend this playstyle, as I really feel it made me a better player. Especially for H2H where there's no save/load to fall back on. School of Hard Knocks was a mission I also struggled with, but later I came back to it and to my surprise won it without too much trouble, once I realised how to go about it.
  9. I beg to differ. I found that if you're in Panther, you should avoid hull down at ranges up to 500m, since the hull armour is stronger than the mantlet. Against basic Shermans, a Panther is nearly invulnerable as long as it is not hull down, but if it is, it will often quickly be taken out by a turret hit, usually disabling the main gun. At ranges longer than 500m there's an increasing chance that the enemy tank will not hit the turret, but at closer ranges it's nearly assured. Rule of thumb: At close range, only go hull down if your turret is stronger than the hull, or if you are at long range (at least 500m plus).
  10. I'm fine with how it works currently, but an idea would be allowing you to switch crews around as long as it was between the same type and model of vehicle. So you could buy two tigers, one green and one veteran, and switch the crews around as you pleased, but the end result to you would be the same. This would also represent crews not necesarily being familiar with the different controls of a different tank.
  11. I don't doubt your design decisions, because I'm sure you know more about this than I do, but just out of curiosity - I thought VGs were often basically conscripts?
  12. What experience level are the Volksgrenadiere set at in this campaign?
  13. Thanks for your thoughts on this. You're usually very sensible, so I'll take it into consideration. I do actually. Both my scenarios have quite a lot of AI work, but most of it is never noticed by the player The new retreat order is definitely something that would come in handy.
  14. This is currently what's keeping me from upgrading. I think such behaviour should only be seen with conscript troops. Even lowly motivated regular og green troops should prefer to hide into their foxholes when under shellfire, rather than to try to run away. Unless they completely panic of course, but I don't think that's the issue here.
  15. Try cycling the graphics settings by using the hotkeys while inside the game. Does that help?
  16. For attack/defend missions, it's part of the challenge that you don't know exactly where the defender's setup zone will be. It forces you to play more cautiously, buying more time for the defender and counterbalancing that you have more points than he has. Also, remember that against a human opponent, setup zones are just where he starts out. After a couple of turns he could be in a very different position. However, if I have played a particular mission several times as both attacker and defender, I will inform my opponent of this before the game, so he can take a look at setup zones and forces on both sides if he wants. This is rare though. Usually I play scenarios that are new to both myself and my opponent, and we don't do any peeking beforehand.
  17. I don't know how long it should take. Just sharing my findings. My example was testing how much would be needed to suppress the building in 60 seconds. Good point about sustained fire. I think suppression is basically about the balance between how much suppression pours in, minus how much continually drains out (due to leadership etc). So in some cases, you might have just a small surplus of suppression, and it takes several minutes to build up.
  18. Yes, that's what I personally would like to see. We already have this: the Target command. This would be the "Target Light" command. I did some casual testing and found that I needed two light machineguns (M8 scout cars) and one heavy machinegun (M1917) to suppress a building enough that my assault team could approach with total impunity. But of course these results vary with a lot of different factors.
  19. I think it's a misconception that elite and fanatical units shouldn't go to ground when fired upon or when artillery is incoming. Actually I would expect elite troops to get down much faster than regular troops. Fanatics are not necessarily stupid either, they just never surrender and never pull back. They should still take cover, unless given a direct firing order. Or unless we're talking about religious fanatics who actually want to die.
  20. I believe so. I've also seen the same happen with infantry that should be in C2, they are stationary, in good morale state, healthy and happy, all radio operators full fat and in good point.. but radio contact will sometimes just be lost. I think it's part of the game design.
  21. Sometimes, radio contact just breaks, then comes back a bit later. I think it's to simulate unreliable WW2 era radios.
  22. Ok, interesting. Always just assumed the burning bit was recessed a bit into the bullet, shielding the light so as to not give the position of the shooter away.
  23. I haven't seen them in real life. But I'm curious if the tracer is visible from all directions, or only from the back? I suppose the burning phosphor would only be visible to the shooter, not to guys standing off the side of the fire lane, or enemies seeing the shots come towards them.
  24. It looks good, but one thing I was wondering about is how the trees in your first screenshots are either totally brown or completely green. It would be really nice to have also the green trees start to show some yellowing of the leaves. Just an idea.
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