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General Liederkranz

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Everything posted by General Liederkranz

  1. I think the magic number for magazine size is somewhere between 31 and 47. In my observations, BARs (20 rounds), Brens (30 rounds), and Bredas (20 rounds) do the single-shot thing, while MG34s/42s (50 rounds), DPs (47 rounds), and SAWs (I think 200 rounds?) are still firing bursts at longer ranges. I suspect they're now governed by the same logic the TacAI uses for assault rifles, since the MP44, AK-74, and M4A1 have 30-round magazines and they revert to single shots at longer ranges. I'd argue this makes sense for the assault rifles, but not for LMGs, even the ones handicapped by small magazines.
  2. If you find a way please post it! I would love that feature.
  3. I've seen that above the infantry unit's next waypoint, but not the vehicle's. It's new to Upgrade 4: "EXPANDED WAYPOINT DESCRIPTIVE TEXT: More special unit commands (such as Hide and Deploy Weapon) will now be marked with white floating text above the waypoint they are assigned to." http://www.battlefront.com/index.php?page=shop.product_details&category_id=37&flypage=shop.flypage_bfc&product_id=610&option=com_virtuemart&Itemid=26&vmcchk=1&Itemid=26
  4. In general I agree that the reduced morale under upgrade 4, in most other circumstances, does seem to make "stand and die" situations realisitcally less common. But for the specific situation of artillery against entrenched defenders I'm dubious--one main purpose of digging trenches is to survive sporadic 81mm mortar and light artillery fire. Concentrated 155mm fire would perhaps be different. But as I understand it, even heavy preparatory artillery before an attack against entrenched defenders wasn't intended to make them run away, but to pin them down, break them up, and suppress them in their entrenchments while the attackers closed. (And in any case, I've frequently heard it said that CM scenarios typically pick up just after longer preliminary bombardments have finished. Why would entrenched defenders stay put under rocket and heavy artillery fire for hours, only to pick up and run when the attacking battalion's mortars throw a few rounds their way?)
  5. That's been my sense, that this behavior persists for juicy targets of opportunity as well as for Target commands, and I'm glad to hear confirmation. This makes me see this more as a problem than as just a different behavior. I can maybe understand single shots for Target commands, but if Brens and BARs won't fire bursts at moving enemy infantry in the open say 250m away, it seems to cripple them as defensive weapons.
  6. They're good against bunkers. And they can be great at reducing casualties when you already have enemy infantry pinned down inside a trench or a building and large-caliber HE isn't an option. Rather than sending in an assault team to root out the enemy in this situation, a flamethrower can often kill or rout them without losses. Much less chance of one guy shaking off suppression and massacring your assault team as it closes in. So I'm not sure there's a whole lot flamethrowers can do that nothing else can, but in these situations they're a much less risky alternative to SMGs and grenades at point-blank range.
  7. I haven't systematically tested, but anecdotally, in CMBN under Upgrade 4 I've seen at least one Bren continue shooting single shots at moving infantry a bit over 200m away. Curious if others have seen the same?
  8. I'm now also seeing this with the Italian Breda M30 LMG in the CMFI update. I think JoMc67 is right that it has to do with small magazine size, since that's what the BAR, Bren, and Breda have in common. These weapons effectively behave like SMGs under 150m and like rifles over 150m.
  9. A CMBS Battle Pack would be like CMBN's "The Great Swan," wouldn't it? I assume it would have more scenarios and campaigns, but no new formations, equipment, or nationalities.
  10. The Russians and Ukrainians in CMRT and CMBS have green tracers, while the western Allies in CMFI, CMBN, and CMFB all have red. The Germans in all WW2 games have yellow.
  11. Hm. I'm seeing the same date on other sites as well. But this scenario is set in Sicily, on August 3 1943. If not a bug, maybe new research for the TOE.
  12. I just noticed that in CMFI v4.0, in particular the third scenario of the Troina campaign, an ordinary line infantry company has M1919A6s in both of its MMG teams. I don't recall seeing that even in CMBN, let alone earlier in CMFI--part of the TO&E changes?
  13. Is this for a Vickers MG platoon? I've seen that in CMBN before, under v4.0. The 2IC team had 3 Stens but still had an MG symbol.
  14. This sounds like the same thing I've seen. I've done some more testing and I'm not sure it's about v4. I don't have CMFB but I have seen the single-shot phenomenon in the CMFB Demo, which is at v3. I don't see it in CMFI (still at v3), where they fire bursts at longer ranges. So I wonder if it's about changes between base games, not about v4? Maybe this is a change introduced in CMFB at v3, and then v4 brought it into CMBN. When I have more time I'll set up more formal tests in the different base games.
  15. I'm glad you've seen it too. I hadn't noticed it with the BAR but I just checked a saved game and I see that BARs with fire orders beyond 140m or so are also firing single shots. I know Brens were accurate and firing single shots sometimes is fine, but I'd like to be able to make them fire full auto when needed. Automatic suppressive beyond 150m or so is a niche that no other weapon in the section can fill--if you want close-range automatic fire, you already have the Sten, and for long-range aimed fire, you have the rifles. Maybe this is realistic and intended, but it seems surprising.
  16. I'm playing the CMBN scenario "Keep Calm and Carry On" and seeing something that seems odd. When I give Bren gunners area fire orders at ranges of 200-300m, they're firing single shots, pausing to aim again after each one. This makes their effective rate of fire not much higher than the riflemen with them. I'd expected them to fire short bursts, like MG42s or DPs do, and I'm not sure they're inflicting much suppression. They only fire in bursts when the range is within 140m or so. It doesn't seem to make much difference whether I set them on Target or Target Light. Is this normal? Is there a way I can make them increase their rate of fire?
  17. The rounds aren't actually exploding like HE, are they? I believe the way offmap artillery rounds are counted, the top-line number (listed as HE) is really the *total* number of rounds available, and the next number (listed as Smoke) is the number *of those* that can be fired as Smoke. But anything you fire, whether HE or Smoke, counts against the top-line number of total rounds available. So if it lists 140 HE and 40 Smoke, that doesn't mean you have 180 total rounds--it means you can only fire 140 total, and of that, only up to 40 can be Smoke.
  18. If you mean fire called not on the TRP itself but within 50m of it, yes, you can still use the "Personnel" setting which will give you (mostly) airbursts. It was very useful for me in the CMFI Troina Campaign second mission!
  19. I thought flamethrowers could hurt them. In the first mission of the Soviet campaign in CMRT my flamethrower fired at a wood pillbox, the animations showed flame on the roof, and then it showed up as knocked out with the infantry bailing out.
  20. It might be the diameter of the grenade itself, which to me looks a little larger than the fins. That would make sense if the UI is trying to give us some idea of the explosive impact the grenade will make, which is at least somewhat related to the size of the warhead. The "22mm" could refer to the base tube that fits over the barrel of the rifle, which apparently was 22mm: https://en.wikipedia.org/wiki/22_mm_grenade
  21. Thanks for taking a look! The tank in question is 1st Platoon HQ, 1st Company, and the squad is 1st Squad, 1st Platoon, 6th Squadron. https://www.dropbox.com/s/gt7sfzlnw8o4ljg/Baranovichi 3 1451.bts?dl=0
  22. I have a save of the turn when this happened to me, and I just went back to it. Evade doesn't do anything for the squad; it doesn't even get a Fast waypoint--just nothing happens. The squad is showing up as Rattled, but its icon is also faded out so I can't give it any normal commands. I also tried dismounting and remounting the vehicle crew and it didn't help--but it did generate another odd glitch where after the crew remounted, they kept a separate icon from the tank itself. now if I click on the tank icon, it shows as dismounted, but if I click on the crew's icon, it shows them occupying the tank. They can even fire the weapons, but if I give them a movement command, they bail out of the tank instead of driving it away. Warts 'n' all, did this happen to you? Does it sound like the same glitch?
  23. I had something like that happen playing the CMRT scenario "Baranovichi" under v 4.0 a few weeks ago. A squad dismounted from a T-34 and then spent the rest of the game under it, with their icon faded out like they were in the midst of dismounting. The tank was able to fire but neither it nor the squad could move. I assumed it was a one-off bug.
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