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mbarbaric

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Everything posted by mbarbaric

  1. i only have 2WW titles and the difference is staggering.
  2. soviet training missions are great way to understand how they operate. Reading the briefing is one thing, but seeing it unfold (if executed well) is real eye opener. i was used to ww2 titles and only western front which always used limited artillery. however, in soviet doctrine, artillery is absolutely crucial and used in ungodly amounts compared to anything I've experienced previously (i'd say, soviets use the arty as it should be used). the downside (from gameplay perspective) is inherent need to fire from all vehicles during the advance. This is very laburous if you have whole batallion of troops but also crucial to success as you need all that firepower to allow for relatively quick attack.
  3. I am baffled how much stick soviets get for their approach. I appreciate it even more now that I've learned more and saw how the all combined arms fit together. although, soviets really miss helicopters in this game. hope new engine reslves air units.
  4. Whoever tried Soviet training missions from scenarios knows how potent that can be if well executed (well, under ideal circumstances). Here's a short US Army educational video on Soviet Breakthrough tactics. I am sure there is some guy in the US Army Education branch slapping his forehead thinking "I wish I had Combat Mission Cold War" 4 decades ago. Side question. This video, nor Soviet training scenarios, mention it but hear me out: The Infantry company follows behind the tanks and shouldn't deploy if not forced. However, once they have to deploy to take over some key terrain, is the second wave supposed to wait or they just run over positions the first company is attacking? To complicate further, infantry company is expected to lose some vehicles so how do they follow the advance? When is the batallion supposed to reorganize?
  5. russian artillery is really the key. It might be hard for people who only played WW2 titles, but now you finally get more than enough of artilery. So, really use it on highest firerate and maximum length you will still have 15 minutes of continuous downpour. Just make sure to have good observation spot and roll and adjust that artillery around the battlefield like it is fishing pole in a pond. It does wonders.
  6. I am also not clear on this. My understanding is that about 300-400m from the objective, the infantry dismounts their trollies and procedes providing close support for tanks on foot. Their vehicles remain behind laying area fire on known, or asusmed, enemy positions. The training missions offer really nice playground to see that in action. It is quite a sight having a tank company supported with mechanized infantry running down the hill with the artillery barrage in the distance and smoke on the flanks.
  7. Battlefront should create a tool that automatically reads the terrain from the map and creates a simplified sketch-up of key terrain, hamlets, woods, roads, hills, valleys...
  8. love your improvement ideas. I'd like to add another one, though. When I am in the mission, scouting terrain (especially in CW with many beautifully huge maps) I can't count how many times I wished I had topographic overlay. How much easier would be to read possible routs of advance, defensive positions, covered approaches... Really wish it would be standard to add a topographic map either in the briefing, or even better, as an overlay on the terrain that can be toggled on and off.
  9. meh, stop bragging like that is some kind of achievement. let's face it, we have all been there.
  10. yesterday I watched US training video about T64/72 and how US are supposed to deal with it. As some in this thread already mentioned, the video said the commander is buttoned down due to chemical threat. so that is that I guess. Will link the video if I can find it again. found the video, quality is quite poor but it is interesting.
  11. great to hear that was a technical issue and being worked on already.
  12. actually, you can check the distance where the detail disappears if you use target command. For me, the grass disappears at about 100m from the point of view at about ground level. didn't check other details (trees, roads) nor considered how the height might influence the LoD.
  13. i am by no means expert but, judging by their gung-ho doctrine, i'd assume commander is most likely expected/ordered to be unbuttoned at least up to 300-400m from the enemy line when the tanks get close support from infantry. this is me only guessing though, hipefully someone with actual knowledge chips in.
  14. thanks for this. then nothing can be done and I can stop obsessing about it and keep playing the game as is.
  15. indeed. all ww2 titles have smaller maps and, while visible, it is not nearly as prominent as here. It seems the ground detail (grass) disappears 100m in distance and everything after that looks like those poker tables. really breaks immersion. sometimes games have a file where you can edit technical details and make custom settings for these things.
  16. is that a fact? can someone confirm this? seems really strange that on 2080 the game looks like it is missing half of the map.
  17. hello, i find it quite restrictive how the level of detail disappears as you zoom out of the battlefield. and frankly, it looks quite ugly not having trees or ground detail on the far side of the map. I have all the details on max but i find this still not enough. I wonder if someone knows if there is a way to force the game to use more generous levels of detail? Thanks!
  18. thanks for explanation, you're probably right. certainly I have no understanding of that equipment and your description explains why it wouldn't shoot. will make sure to keep that thing in the open.
  19. I'm in the same tank with you only advice I can give is to, in general, position the tanks on the flanks and not in the center so they get angled shots. in 2 fahrbans scenario, perhaps one tank in some keyhole position in the center where the tank is protected with buildings. I've tried to push one m113 into the woods to the right flank but that got toasted while travelling. the rest of the infantry and their transport in the forward buildings in the center but on the cover arcs to engage any infantry. tows/laws outside of the buildings, especially to cover the road on the right flank that can't be seen from your initial position due to that woods on the right. APCs in key holes behind those advanced buildings in the center. those, as their infantry, on cover arcs (not longer than 200/300 meters) to protect the open terrain if the enemy manages to slip tank protection and gets that far.
  20. refering to old politicians and power they have, a famous singer of ours said, "I wouldn't give my 80 yrs old granny to mess with nuclear bombs"... from that angle, a 23 yrs old with a missile command is a valid choice
  21. hmm ok, mine shilka was too cleverly placed in the woods on the reverse slope of a hill so maybe that was the problem. hones question, why does it have that radar dish if it can't see through the trunks and leaves?
  22. what??? I just lost all of my APCs to helicopters while my shilka was idly sitting on the hill with the commander sightseeing the landscape. at least now i know why. can't blame the manual as I haven't read that...
  23. rarely annoying after all the fuss you've created. btw, maps are quite a delicate thing containing a lot of info. it isn't a deliberate attempt to keep them out of other games, it is just fiddly. battlefront explained this specific map problem in a podcast here:
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