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bruno2016

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Posts posted by bruno2016

  1. 14 hours ago, Vacillator said:

    And the next question I asked about ammo was what ammo is pre-loaded in my tank prior to spotting an enemy tank, AT gun, infantry etc.?  The answer was that it is abstracted such that the tank can always fire the correct round (assuming there is a correct round for every target). Abstract yes, but understandable in game terms.

    good abstraction lol. just imagine a tank crew cowering and firing smoke in haste, instead of AP, when facing another tank .... 

  2. CMBN: is it possible to move the "game files" folder from the C:\ install directory to a D:\ directory without reinstalling the game? for some reason I forgot, all the other CM modules I have installed have their game files in a specific D:\ directory and the .exe  in the default C:\ install directory

  3. so, in WW2, to counter hidden ATGs which pop up and fire at your moving tank(s), the best approach, if i understand correctly, is to move with not less than a platoon (4-5 tanks), maybe 2 of them moving, the other 2-3 covering and static, and u have to accept to get one or two of them knocked out before u can write off the gun? The moving tanks shld be in fast mode to reach their destination AQAP, right?

  4. 22 hours ago, Monty's Mighty Moustache said:

    I don’t really use Hunt at all with tanks, to me they should be moving full speed between bounds with over watching forces ready to obliterate anything that dares open fire on them, or infantry should be screening any suspected enemy positions before I move my tanks an inch out of good cover. 

    what will u do then if a hidden gun opens fire - during - your move as your tank wont stop to shoot back unless it is in Hunt mode. 

  5. 7 hours ago, Monty's Mighty Moustache said:

    I don’t think I have ever used them with hunt as I only tend to use hunt in very specific scenarios.

    I use the hunt mode very often as  it allows the moving tank to fire if some bad guys or crates show up on the way unexpectedly.  Once I used the fast mode in open ground and a hidden russian tank killer team destroyed my Panther. I re-did the move  in U mode and the Panther managed to see them, reverse a bit and fire, from a safe distance.

     

  6. how to set up the target type for a gun or an AFV (in defensive mode or hunting) so that, for instance, it fires first on enemy vehicles and/or guns and ignore the enemy infantry units as long as they are not an immediate threat? Many times, for instance in hunting mode to fire at an enemy tank after moving, my AFV stopped on the way or at the end of its movement to fire instead on some infantry popping up in the distance. And I do not want to use the Fast or Quick move command so my tank can immediately stop and fire when the enemy tank or gun is in its LOS.

  7. On 11/1/2020 at 1:10 AM, John1966 said:

    Strangely, IIRC, in ASL (or at least classic SL), you had to be inside a building or woods to use the infantry "defensive fire method" (or whatever it was called) on an AFV. Think you could only get an immobilisation with it too.

    Talking about ASL (which i know very well), what happens when an AFV overruns some infantry position in the open: Is there a sequence where first the infantry close assaults the AFV (the way it is described in this thread) and the tanks only fires back if unscathed? Also, how does a tank overrun a manned ATG position to destroy it: move command?

  8. 32 minutes ago, George MC said:

    I'm not sure where the 8mm reference comes from? 

    The V-shaped MG shield on the bog standard 251 was 12mm thick and slightly sloped.

    The gun shield on the 251/17 was sloped 10mm thick armour plate - so proof against bullets/shell splinters and all round protection - maybe less ATR rounds. The later versions of the 251/9 has a higher all round armoured shield that again protected the gunner/loader and commander from small arms fire (can't find detail re thickness but from images the armour plate looks to be around 10-12mm thick). So both vehicles give all round protection to the gun crews manning the weapon. Hence I'd expect better protection (although they are not immune especially at close range) to small arms fire.

    Yes my bad  10-12 mm. and the late superstructure added on top of the 251/9 as i said was a good protection from the side. 
    and yes none of them were immune to small arms when using the weapon.

    my point actually was, in the front CA, all 3 shields give an equivalent protection. Why then make the MG gunner more vulnerable?

     

     

  9. 42 minutes ago, George MC said:

    251/9s and 251/17 are reasonably bullet resistance i.e. crew less likely to be KOd. MG armed SPW need to stay back around 500m,

    Interesting. The only difference i see between the 75mm or 20 mm gun shield with the fromt MG shield is the side (to some extent) or all around protection. The thickness is still 8 mm or so, at keast not more than the MG shield. 
    so why, thru the front covered arc, wld MG gunners be more vulnerable? i really question the design behind the AI

  10. 4 minutes ago, George MC said:

    I suffer in silence. I have a work around which is HTs stay buttoned down with cover arc. Just recently in my current PBEM forgot to do that with one vehicle... Ach weel, daft sodjers gettin themsels kilt!

    Btw Georges, u mention pbem. Am looking for an opponent in any of the CM games. Wld u be interested?

  11. Just now, George MC said:

    I suffer in silence. I have a work around which is HTs stay buttoned down with cover arc. Just recently in my current PBEM forgot to do that with one vehicle... Ach weel, daft sodjers gettin themsels kilt!

    It works really. I thought of that but cldnt see really how this gave protection. At which distance do u put them from threat?

  12. 2 minutes ago, George MC said:

    Personally I'm ok with it as is. Its a simulation so my troops doing weird stuff is for me at any rate, all part of the chaos. I'm ok with not knowing everything :)

    I'm more vexed by halftrack crews popping up to man MGs where they guy before has been KIA and doing so in rotation until the whole crew has been popped! But that's another issue entirely...

    Hehe yes, we can cope with that. Probably as a vet of ASL for decades i am too much influenced by the omniscience of the player materialuzed by endless dice roll to know if the guy got a flu and then does he sneeze or not lol.

    HT: dont bring that frustration here plz. I am so annoyed myself. I didnt experience this death rotating craziness u describe but the vulnerability of passengers to small arm fire (their heads arent assumed to be exposed in BU position). A whole debate with a thread opened by others already

  13. 5 minutes ago, Bulletpoint said:

    I think the misunderstanding here is that Bruno didn't see any red "penetration" message, so he assumed the tank had not been damaged, so the crew should not bail. But when the tank cannon is hit and damaged, the game only shows "Hit: Weapon" in white letters, so it's easy to assume the hit did no damage.

    Thanks for pointing thos out. Like i just replied to Georges, i think par of this misunderstanding comes from maybe incomplete feedback from the AI on wht really happens with a hit.

    this is the same with another thread i joined a few years ago about the very strange vulnerability of halftrack or SPW passengers to small arm fires at level angle. I waz replied many times rifle caliber cld penetrate the 8 mm or so armor and therefore wound people ibside. Whereas there was no AI msg about penetration or spalling

  14. 7 minutes ago, George MC said:

    These are from Will Fey's book 'Armour Battles of the Waffen SS' - aye lot's of first person account in that one.

    In my experience in CM crews bailing from tanks tend to have good reason (in their pixel minds) if experienced e.g. system damage; crew member(s) WIA or KIA; spalling/penetrating hit and good chance threat will put another shot into their tank; or they newbies who this is their first time having their ride hit!

    As is aid bailing crews tend to have their morale state disrupted as if the tank is hit during an infantry close assault e.g. AT grenades, panzerfaust etc the crew used to come out 'hot' all guns blazing and take out their ambushers. Now the crew bails and its morale state to a certain extent precludes them coming out all guns firing or at least makes it less likely.

    I can see we share some common sources 😉

    I agree on wht u said. In the cases i faced which prompted me, after several frustrating experiences, to open this thread, often there was no more damage to the tank than just being hit without penetration or spalling or anything like that (unless sthg else happens that the AI does not share with the player, like sparkles, or paint flakes or crew anxiety in the heat of battle). Would be probably beneficial to have more feedback from the AI in the game to avoid assumptions and prejudices...

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