Jump to content

General Liederkranz

Members
  • Posts

    246
  • Joined

  • Last visited

  • Days Won

    1

Posts 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. 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

  3. 1 hour ago, Erwin said:

    Am all about the fun of the game, so agree with your frustration.  However, the above behavior seems very "realistic". 

    Generally, there were only a few nasty "stand and die" battles when there was defensive terrain that absolutely had to be held at all costs.  In those cases it's perhaps better for the designer to use more highly motivated defenders.

    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?)

  4. 4 minutes ago, mjkerner said:

    I've seen it in all my games, both against the AI and against humans in pbems  after v4 release (about 7 games so far). Brens and BARs consistently fire one shot at a time over about 150 meters, and in bursts under 150. I can't decide if I like it or not...less ammo wastage I would think over 150, but there are times when a sweet target like a team or whole squad shows itself at some range over 150 and they still just plug away with single shots.

    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. 

  5. 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.

  6. 5 minutes ago, Aragorn2002 said:

    Thank you. Yes, I've missed that post apparently. Steve said that CMRT might make it into 2017, or the beginning of 2018. I would like to see some more details, especially about CMRT, like will the Waffen SS be included and so on. CMSF is welcome and deserves more attention. CMBS Battle Pack, hopefully including some interesting NATO armies. Second Module for CMFI, very nice but not thrilled. But CMRT is my cup of tea and I hope it will be a BIG expansion on what we have now. Good news is that there is still a lot of time to work on it. Bad news, well, I guess we've learned that patience is a virtue by now and waiting will be rewarded.

    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. 

  7. 11 minutes ago, weta_nz said:

    Small bug maybe? I haven't checked what it was like before in engine 3.0 but I noticed a NZ 2IC squad had a machine gun symbol (of course it did not actually have a bren or vickers gun)

    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.

  8. 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. 

  9. 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.

  10. 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?

  11. 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. 

  12. 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

  13. 39 minutes ago, IanL said:

    Care to share? :) You can post a drop box link here. Send me a PM for other ways to share. Whatever works. If it needs a password don't for get to say so.

    There have been and probably still are ways to get a team member to wonder off. Many of these bugs have been squashed as they have been found but they still come up from time to time. When that happens along with a embark or dismount order it will hang up the vehicle as well as the squad and remove the ability to cancel or adjust orders to boot. Yuck.

    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

  14. 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?

  15. 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.

×
×
  • Create New...