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gnarly

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Posts posted by gnarly

  1. 15 hours ago, Rafterman said:

    Thx for your responses guys. I was in quite a hurry to get some gametime in before my wife soon gives birth again so I went and spent a lot of time modding the game myself in the end. @Erwin that is not a bad idea at all! I am sure a lot of people will be interested. As soon as I have time i will help look into the matter.

    Good luck with the game time after bub #2!  

  2. 5 hours ago, IanL said:

    In this example I would have set the end way point just on my side of the ridge. Basically at a point just on my side of the ridge with a clear LOS to the target. It is a subtle difference and one that usually will not matter - because the hull down position is found before getting over the ridge. But I do it just in case. Keeping the way point on my side of the ridge if things go wrong the worst that can happen is my tank ends up in a partial hull down position as opposed to being totally over the ridge line.

    Good pic &  post @domfluff

    I'll agree with @IanL's approach as well; I always put my hull-down point on my side of the ridge (but past where I expect the full hull-down position to be), because as Ian indicates, at least if something goes wrong (you inadvertently forget to put in the target command, or target the wrong spot), your tank will always still stop on your side of the ridge, in some level of partial hull-down.

  3. Agreed, I've been seeing in v4.0 infantry fleeing foxholes under HE fire far too easily (when they wouldn't previously), only to be cut down metres away by that same HE fire.

    Considering foxholes are 'relatively' easy to spot, their benefit currently (in V4.0) is highly debatable: enemy spots them rapidly, drops some HE and voila; a moving shooting gallery of men appears (likely rapidly mowed down by the same HE barrage).  

     

    It's one thing for men in the open to flee under a HE barrage, but it seems foxholes/fortifications need to add a significantly bigger morale boost to offset the v4.0 changes in AI behaviour under HE fire.  Note that i am seeing this in both CM: BS and CM: FB.

  4. The T-80 narrative in particular has me in absolute stitches.....

     

    Though this T-72 caption is worth a chuckle...

     

    Engine exhaust (1) is located on the left spectrum of political views side of the tank, with air intakes (2) sucking air to keep capitalist-hating engine alive to propel Soviet army into bourgeois army and crush them with mighty rollers with rubber bands to increase comfort of the crews and those, who are crushed. Used air is pushed out of the tank via grills (3), to warm up atmosphere and to make green Euroweaklings cry.
  5. I too am confused now by @Ivanov's  post. My understanding of the APS system's modelled in game, was that they would only stop missiles, not main gun rounds?

     

    Pages 12 and 13 of the BS User Manual:

    Quote

    APS systems currently modeled include Trophy, Zaslon, and Arena.

    APS detect incoming missiles or rockets, calculate an intercept vector, and then shoot projectiles to destroy or deflect the warhead before it can strike the vehicle. A fire control radar covers a specific arc around the vehicle, and is set to detect only projectiles moving at a certain speed such as missiles or rockets. In this way, faster and harmless projectiles such as bullets are ignored by the system.

    and

    Quote

    Most APS only protects against rockets, missiles, and large HEAT warheads.

    Other threats, such as tank sabot or autocannon rounds, artillery shells, small arms, or grenades, are not intercepted. The Javelin missile is also immune to Arena, as the diving profile is too steep for it to intercept.

     

  6. 27 minutes ago, Douglas Mac said:

    or is this the great un-spoken topic of the forum because I guess if everyone admitted to it no one would want to play the Russians...

     

    Actually I think it's the opposite: it is (or was?) the greatly spoken topic.

     

    I think the general consensus in terms of relative superiority is US > RUS > UKR.  I think you will find it very rare that any experienced players participating in a  US vs RUS PBEM game, will not add a number of house rules to even/balance things out somewhat for the Russians (particularly versus the massive force multiplier that is the javelin). From as simple as adding 5 or 10+% purchase points to the Russians, to removing drones, etc. 

     

    But you are correct, certainly I believe in a straight out (unaltered) US vs RUS PBEM game, not many players will go the Russians. Exception would be the player @Sublime : do a search for his posts, and you will get some great info on how to play better as the Russkies in the face of the US.

     

    Note the same US vs RUS 'imbalance' can been seen to a lesser extent in RUS vs UKR, specifically T-90s vs Oplots.  But the saving grace of the UKR are their man portable ATGM Corsars.... which are almost Javelins....

     

    Edit:  For these reasons, I myself have only ever played one US vs RUS PBEM game (my first game ever...).  My other dozen+ PBEMs in Black Sea have all been RUS vs UKR, which have been very enjoyable affairs, outside some issues with Oplots... And even in these, we've always house-ruled out drones, since the UKR's don't have any in game (how quickly reality superseded that! ! )  ;D

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