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Posts
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Posts posted by bangers
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I have been noticing a high frequency of gun damage through mantlet penetration with Panthers, has anyone else noticed this ?
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4 hours ago, Holman said:
Look into the hotkeys.
Alt-B toggles between dark and artificially bright night lighting.
Wow, what an excellent new feature, thanks Holman
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I am playing a scenario that starts at 06:30, and it's very dark, which makes it very difficult to play.
One way round this is to create oversized target circles around every unit, so the map is bathed in a ghostly yellow light when a unit is selected, but this is not ideal.
Is there a way of increasing the light, other than changing the start time ? -
There is a video on YouTube called "Inside the Chieftans Hatch: Panther - Part2", in which the narrator, at 3:15, demonstrates the "open protected" position.
This position allows the TC an intermediate position for the hatch, giving the TC better visibilty than being buttoned up, but without the danger of being completely unbuttoned.
Could this be modelled in CM ?
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I ordered a T34/85 in a column to delay it's move fast order for 45 seconds, but when I came to watch the movie turn, the time jumped from 45 to 6 seconds, and the tank moved off, messing up the whole columns movement.
Anyone else experience this ?
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Thanks for the feedback guys, now at least I cannot say I wasn't warned
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5 minutes ago, IanL said:
Some people make that claim. Some do it frequently. I disagree. It is possible that there are tweaks that can be made for small arms fire but there is no better place to be than hiding in a fox hole or trench when artillery is dropping on you. None.
Ok, I don't really have the time to test it, so I guess I will have to find out the hard way
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4 hours ago, Bulletpoint said:
Maybe that's the intention, but trenches and foxholes are pretty useless in this game
That's a worry, is this something other players have noticed ?
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8 hours ago, Michael Emrys said:
And don't forget, you can manually increase or diminish the attacker's force ratio in QBs.
Michael
Thanks for that information, I never noticed the force adjustment menu.
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Thanks for your reply.
What you say makes sense, especially given the fact that the defender will undoubtedly have to spend some points on trenches, foxholes, etc. So one could regard the extra point allocation as a "bunker bonus"However, I am curious to see how a 2:1 ratio att / def QB would work out against another human, so watch this space.
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I was messing around with the quick battle function, and I discovered that the point allocation in assault / defence, attack / defence battles was approximately 3.5 / 2, and 3 / 2 respectively.
I was expecting 3 / 1, and 2 / 1.
Is there any specific reason why the defender gets more than half the attackers point allocation in both modes ?
Panther gun damage
in Combat Mission Red Thunder
Posted · Edited by bangers
I understand that, I'm just wondering if the mantlet is penetrated too easily, as I don't see it happening as frequently to other vehicles.