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Chibot Mk IX

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Everything posted by Chibot Mk IX

  1. Thank you Kohlenklau Just finished BARB The Double Zug Hug. What a fight ! I achieved a total victory in the end but to be honest I just come out as the lucky one on the battlefield. However the cost is still very high. 2 Panzers lost (one unrecoverable lost, ammo cook off, all hands lost. One lost gun and 3 crewmembers), 1 Panzer heavily damaged.
  2. yes, US' PGM are GPS guided RUS/UKR's PGM are Laser guided so they need FO's LOS (to deploy the laser designator)
  3. Where is the third team member? I have seen some very weird bug before that could trigger this problem. One of the squad member either stuck somewhere then cannot move or teleport to hundreds meter away from the rest of the squad .
  4. IMHO, these are all good measure to counter ATGM. First of all, put yourself into the defender's shoe. Study their defense position, ask yourself a question if you are the defender where you want to put your ATGM at? Then ID 3~4 likely ATGM fire position (man ,I hope the future CM can support put a marker on the map!) If you have enough time, hide the main body behind good cover. Send out infantry, fanout them into good observation post. Then send out one or two APC as a sacrificial lamb, lure the ATGM fire and expose them. If time is not on your side, use fire and maneuver . The fire section should be put into a good hull down overwatch position. The maneuver section use well planned cover route to move forward. Be liberal on area fire.
  5. I just upload a tiny scenario "direction found(?)" on PBEM++ without any password. I am taking Soviets side. If you are interested in please just go ahead and accept the challange
  6. Sorry to hijack this topic. a recent game made me to re-think long distance engagement. I would add if you put your tank in woods , sometime it is better to keep it buttoned even in a >1000m tank duel. In CM the armor piercing rounds have remarkable anti-personal effects. I have seen an AP missed my tank but the splash on the ground killed an infantry 30m away from the impact point. Another AP missed it's armored target, hit a tree and kills 3 infantrymen instead. In a long distance engagement , some of the AP will overshoot, hit trees overhead and is likely cause casualty to an unbuttoned TC nearby.
  7. Yes, I put pause for 10s and target briefly for 30s ( I just like to double click target order and pretend that will double the firepower ) Regarding lock on time, I thought it is fixed at 15s in CMBS and 30s in CMSF (at least in original CMSF 1) . I did a test a couple days ago. it's no longer a fix value but seems to related to experience level with latest steam version. In CMSF 2 , a regular took 22s and an elite took 15s. In CMBS, a regular took 18s and an elite took 12s. Might need a couple more tests to confirm this finding.
  8. Reverse/forward + Target + Pause + reverse/forward to origin position should do the trick Here is a BMP-3 bombing a detected Javelin ATGM Position
  9. Here it is scenario file https://www.dropbox.com/s/rz4us04wsayom4v/a weapon recovery test.btt?dl=0 save file https://www.dropbox.com/s/jf868tl4ofun7i6/a weapon recovery test 001 pickup .bts?dl=0 https://www.dropbox.com/s/s3zrns98v50twqv/a weapon recovery test 001 pickup 001.bts?dl=0 https://www.dropbox.com/s/g5dl788aadk77k2/a weapon recovery test 001 pickup 002.bts?dl=0 https://www.dropbox.com/s/xiigc664t8mhwss/a weapon recovery test 001 pickup 003.bts?dl=0
  10. Yes, I am aware of ammo sharing feature. That is a very handy feature in modern title when you need to rapidly move Javelin team from one fire position to another , or in case it is too dangerous to bring supply truck forward to replenish your forward deployed ATGM team ( in both case, let HQ commander team carry extra missiles , lol) So in this test I acquired all 16 rockets from the truck. As you can see from the movement panel. They are not be able to "Fast" or "Quick".
  11. It doesn't look like the total weight plays a role in weapon recovery. A soviet inf sqd depleted their ammunition sent to first aid a squad of fallen sub-machine gunner , two riflemen provide first aid they refuse to pick up any SMG , they didn't even bother with to pickup 7.62mm x 25 ammo. Only 8 hand grenade recovered Here is different story, a German Panzerschreck team provided first aid to a sturm squad. They have total 22 rounds rocket on their back, it's so heavy that they can barely walk. But in the end, they picked up two MP44 plus enough clips I will do some test in CMSF2/CMBS/CMCW later. But I think in modern title pixeltruppen will refuse to take 7.62mm LMG. Their pickup priority are Javelin , RPG and LAWs *********************************************** BTW, I would love to see more unauthorized weapon in pixeltruppen's hand. BFC has already given extra BAR to US Inf Sqd and Beretta SMG to Germany sqd in CMFI. Wish one day we will see MP40 carried by regular Soviet infantry squad and PPSh in Germany pixeltruppen's hand
  12. I would be more worry about 57mm Zis-2. 76mm Zis-3 pose a great threat to infantry but it is a meh against late period Panzers. It cannot even penetrate StuG III's front. Flank shot is a different story, that's why put a Tiger at front helps , (82mm side armor should make it immune to Zis-3)
  13. I guess this brings up another problem , SMG in CMx2 is a little bit of OP, too accurate , too lethal hum, interesting. Never heard this before Yes, but as the battle goes on, you will have less and less SMG firepower. Ivan rifleman just don't want to pickup those PPSh
  14. Another question is who carries smoke grenades and how many they carry? For a very long time I thought the Squad Leader carries one smoke grenades. But I just realized it’s not the case in recent gameplay, I was surprised to see the two man scout team carries smoke grenades. Then I checked couple scenarios in CMBN and CMRT. Yes, if you hit split team button, smoke grenades will be carried by team A lead by SL. But if you split the squad by scout team, then here is the tricky part : US and UK infantry squad , they have 3 sections. After you hit split scout team twice the smoke grenades will be on second scout team’s hand (Detachment C) , the Detachment A which has SL in do not have smoke grenades. German infantry squad, hit split scout team once then the smoke grenades goes to the two men scout team B. Team A’s pop smoke option is grey out. German 8 men PzG squad (Sdkfz 251) , hit the split 2-men scout team will create two teams both have smoke grenades. So who is carrying the smoke grenades?
  15. CM’s weapon recovery puzzles me. In WWII title almost everyone can recovery a LMG, Panzerschreck/Bazooka or a StG44 through first aid (I am happy with that), and I can understand pixeltruppen refuse to pickup an ATR or a SLR like G43 or SVT, guess they are heavy, hard to maintenance. But I don’t understand why a rifleman refuse to recovery a SMG, do they trust their bolt action rifle more than a sub machinegun?
  16. Can you please increase the distance to 500m then run a couple more tests?
  17. CMBS : Task Force Spartan Resolve CMBS Task Force Spartan Resolve v3.0 (thefewgoodmen.com)
  18. I am wondering if a recon by fire will provide a better result. Setting up a fire base to over-watch that direction, get a two men scout team to randomly fire in any suspicious spot, hopefully it will trigger return fire. I haven't played this scenario yet. But from description on weather , the visibility should be between Mit Karacho and Vengance. An effective spotting range on moving infantry units should be less than 100~150m, but if someone is firing, the muzzle flash will reveal his position to 300m away. Maybe you should get the Camera close. Hopefully there is a surprise waiting for you. In CM WWII Games, LMG can be picked up by anyone except another LMG gunner, flamethrower , bazooka / Panzerschreck. Sometime the weapon UI won't show the LMG has been picked up. But if you get the camera close, you will noticed that the LMG is on the first aider's back. He will switch to LMG in an intense fire fight.
  19. Soviets doctrine has its own reason. Here is why. An ITOW barely scratched T64B's paint, but the TC got killed
  20. Did the Tank commander turn out? If it is, some hits on the TC Hatch will count as "hit opening"
  21. I think in CM the "IR optics" covers a very broad gunner sight equipment , from gunner's near infrared sight to thermal sight that works at far infrared spectra. For example BMP-2 and T-64BV they do have "IR Optics" in their subsystems panel. I don't expect these two have same spotting capability as a M1A1. Also, since IR Optics covers only gunner sight. unbutton should help to improve commander's spotting capability. Many of the 80's AFV's commander don't have a commander's thermal sight. Some can use Gunner's Primary Sight Extension to see what the gunner can see but that means the commander cannot preform scanning. So keep commander unbutton should help. But for anything that has CITV, Cmdr Video, I will definitely keep the vehicle buttoned
  22. Regarding if this scenario is balanced, I would say if both players play this blind then it is moderate pro-Soviets. German side has too many things to worry about, too much uncertainty to bear with. But if both sides know the map/setup zone well, then it is a balanced or even slightly pro-axis.
  23. Inf teams assault tanks with grenades and here are two more video on what happened on pervious turn https://youtu.be/lYCw1GuQLPQ
  24. Not sure if this has been discussed . I noticed that withdraw order doesn't work if the unit is on the roof or in first floor of the building.
  25. The muzzle flash will reveal the shooter so it is always a risk. But play it smart it could benefit the player I remember there is a user made scenario in CMRT (probably it's AD Farmyard Skirmish ) , a German Straggler co. attack a village. The weather is Heavy rain, visibility is very low. Soviet defender scatter in the village however you could run into a deadly SMG gunfire trap because effective spotting range is less than 80m (but muzzle flash can draw return fire 300m away). So here is the trick to break Soviet's defense. Make the whole Co. get into a fire support position 150-200m away from the village, send a two men scout team forward, then area fire any suspicious position. it will trigger Soviet's return fire and it is very likely they won't survive very long under the firepower of your whole company.
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