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Bulletpoint

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Everything posted by Bulletpoint

  1. I'm genuinely wondering if WW2 was really like that, especially for the Germans, or if your line of thought is influenced by modern American warfare with hot showers and cheeseburgers and guided missiles and video games and lots of time to polish your boots and do things by the book?
  2. The engine upgrade would probably just be a copy/paste job of the Red Thunder code, but then each and every tank model would have to be manually customised to include the spots where infantry would attach, and that process would take some time to do and test.
  3. Tank rotation speed is also (deliberately) slower than in real life, so maybe they just wanted to balance things?
  4. I never had anyone set off any marked mines, as long as I used either of those three slow movement orders, but I haven't played that many missions with mines either. So it's possible you're right. After all, I think HUNT is a bit faster than MOVE. I always assumed that the risk of stepping on mines was hard-coded to correspond to the type of movement, but if the game uses the actual speed of the moving team, then it could be that HUNT is more likely to trigger mines, despite being a very careful way to advance.
  5. Marked minefields are never 100 pct. safe, but moving by HUNT, MOVE, or SLOW just makes it safer. Yes, there's a pretty big risk your enginers won't find the mines and may either walk through the minefield without realising it or may step on mines. I think it depends on engineer experience level too. One thing I don't know: Is it possible to detect a minefield while being in the adjacent square, or must the engineers be inside the mine infected square?
  6. Hoping very much for this patch to be back-ported to CMBN...
  7. Clever gits. The old trick of having someone pay for rounds with the promise to pay it back after the war, then get killed in battle...
  8. What difficulty level did you do these tests at? On Iron mode, troops need to spot friendlies, so maybe they wouldn't be so affected by their mates getting into trouble, if they don't see it happening? Just a thought.
  9. You could try setting a manual resolution that's smaller than the resolution of your TV. Then the TV would scale it up to fit the screen, making the info panel bigger. Will make the graphics a little bit blurry though.
  10. In real life, you wouldn't need to move all the ammo in one go, just the first couple of rounds, then the ammo carriers could run back and forth to the ammo pile to feed the gun while the rest of the team fired. I guess the in-game performance is more to discourage gamey behaviour than to reflect reality. A good way to balance this might be to make it possible to move deployed AT guns quite rapidly, but make it _massively_ tiring for the crew. That way, you could roll out the gun to surprise fire, but not keep it rolling around for more than maybe 4 squares before it would need to stop and rest (representing the time needed to move the ammo etc.)
  11. Well it makes sense to keep yelling for covering fire all through the day, so that, when you finally decide to make your move, your buddies will be well aware and ready to support you Or maybe it was intended to have a campaign with US troops fighting alongside the Brits, so that they could take turns yelling COVER ME and LET'S GET SOME NOISE DISCIPLINE OVER HERE
  12. I noticed the British troops sometimes yell COVER ME while stationary in position. The Americans only yell that when they are quick moving (which makes more sense)...
  13. I somehow misread the thread as being about panthers Must have been tired when I posted. But ok, Stuart 37mm is stronger than I thought then, against PzIV at 500m.
  14. As seen previously with halftrack passengers, this guy is hovering over his seat, making him more vulnerable. Maybe also impairing his spotting, if he has to look through the optics or the hole in the gun shield...
  15. Strange way to fix the problem.. Surely when you actively give the order to fire, you want the gunner to actually man the machinegun, accepting the associated risks? People were not complaining that their gunners were dying in general, they were complaining that they were hit too quickly and too easily. No matter if that complaint was justified or not, I'm not sure what this change does to address it.
  16. It was in reply to the rest of his post too, where he wrote that things are pretty good as they are, but then still expecting them to improve. I thought that was interesting.
  17. If it gets better, it will be because customers ask for it to improve, I think. That's the nature of business.
  18. I think it would be nice to have small guns be more mobile, not only AT guns but also the little infantry guns for example. Right now, it just seems the small guns are generally considered inferior to the bigger ones, because we get all the drawbacks and none of the advantages of the smaller guns. (mobility, concealment, ability to use cover like buildings and foxholes where bigger guns won't fit)
  19. Well, that's the thing, your tank spotted my guys in the hedge, but they didn't spot your tank. At 10m range, regular unsuppressed, in C2, looking in the right direction, having a big fat sound contact marker... The tank just rolled up to them from the front. The only way I can explain it was the tiny thin bit of smoke in the air, but just so much more impressive that the tank spotted the infantry then. That has a logical explanation though. They were on the second floor, but there was a tall bocage blocking your LOS, so the only way you could have spotted them was to move forward into Panzerfaust range.
  20. Maybe not even that extreme, since AP mines would do very limited damage to the tank (mainly just the track, a routine thing to change). AT mines would be worse, but I think they generally just severely immobilised the tank, calling for extensive repairs. Definitely worth it to keep the offensive rolling, I would say.
  21. Another trick "of mine": If you have a couple of tanks or spare vehicles and you're short on time or have no engineers, you can run the vehicles back and forth over the mined spot to detonate the mines. Just make sure you don't continue long enough to immobilise the vehicle. At some point, the mine signpost will turn green to show there are no more mines in the ground. Your vehicles will take damage to the tracks or wheels, but if you can spread the damage out on several vehicles, it doesn't hurt to have their tracks on yellow damage state. Also, minefields are very rarely deep, usually only one square in depth.
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