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Artkin

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Everything posted by Artkin

  1. It wasn't directed at you. Don't play like a cheeseball in general. But what's funny is that you did abuse this mechanic against me in the PBEM we are currently playing. So yeah, you abuse it. Your opponent could buy all javelin teams and wipe the field of your troops, or he could buy a balanced force and have a decent game with you. Be decent unless your opponent is indecent.
  2. I'd advise you to watch combat footage and see just how blind modern day equipment is. Vehicles are not able to see muzzle flashes like a human eye can. CM already has a mechanic if a vehicle spots an enemy. The turret will turn and the entire vehicle will rotate toward the threat IF it gets a partial, a sound, or a full contact. Or even if it gets hit and can determine where the gunfire is coming from. That's not even what I'm talking about. I never said that "Vehicles should just stand still and get shot without response". Don't put words in my mouth. Don't abuse CM's interface like a cheese ball either. It's not how the game is meant to be played.
  3. Sure but the vehicle in question usually isnt getting the partial spot. And it makes no difference to a player who plays this way.
  4. Not very unrealistic. Also my opponents have no problems with the rule. I also rarely play with regulars or higher veterancies who instantly stop shooting the millesecond enemies die.. especially in houses/buildings.
  5. No lol in no universe is a running vehicle getting an accurate sound location and pinpointong the exact location of the enemy. Similarly c2 is no excuse for this unless youre playing CMBS as the Americans who have a battle managment system in their vehicles. Area fire would be fine if people use it logically. You can maybe determine the angle of the fire within a certain few degrees but thats only one of three axises covered. You also have distance and height. Over a long distance that shootet could be absolutely anywhere. If the vehicle had a spot, they would engage the target. It's that simple. Otherwise you might as well go play Wargame or Armored Brigade.
  6. As I said it's the lesser of two evils imo. The exploit I mentioned is applicable in almost every situation whereas your example is very limited in scope (Thickly hedgerowed maps). You similarly can't possibly tell me that the area target command is more often used realistically in PBEM than not. In just about every PBEM experience I've had people use it to laser target my infantry teams with vehicles that have no buisness in that engagement.
  7. It's not possible in real life lol. Tanks instantly sniping infantry the second an infantryman sees them 1km away? A t-72 sniping the exact position your hidden atgm is in? Lol, come on man. It defies reality and puts CM on a worse level than armored brigade.
  8. It's raining here too, same area as you. Brille already explained it but yeah using your tanks to kill things without seeing them. For instance you have a tank with red optics, but you still use it to area target known infantry locatioms across the map. I'm sure you can imagine other situations where this is abused. Theres no way to allow area fire but prevent people from snipinging infantry this way, so a hard rule - removing the feature for MP- would be the way to go. It's the lesser of two evils.
  9. Dont area target your enemies infantry with vehicles that dont have a spot. Remove the area target command for MP.
  10. Top road had two waypoints, bottom only one. It's not even close! Keep in mind the vehicles on the top are keeping their speed so the difference is larger than the pictures show (Except for the last vehicles in the last picture). I used CMPE because the vehicles have very fast movement speeds.
  11. I just checked it, big difference for me. Vehicles which are approaching a single waypoint corner seem to slow down more first.
  12. I never place waypoints directly on road corners, only before and after them. IMO the units drive smoother around corners this way, and dont lose as much speed.
  13. I understand and have already mentioned the deviations in tiles that arent visibly represented. In a wheat field this should be almost impossible to distinguish. In a grass field this should be exceedingly obvious. Even experienced tank crew have found themselves surprised in combat conditions... i.e. excerpts from Cairus' Tigers In The Mud. This is why I set my crews to lower veterancies, so they perform closer to what I've read. Tanks are definitely hard to see out of, and I dont think being highly experienced makes that big of a difference insided an armored box with little windows.
  14. The steel beasts players are probably using vehicles that have completely different tracks too. An abrams/leopard 2 tracks are flat padded and are better for road surfaces. These tanks have more aggressive treads which are better for offroading - including t-90a's tracks. Also the ground conditions were set to very dry. The center of CM fields are not going to be more wet than the exterior.
  15. Notice how I didnt post a screenshot of a forested area. You wouldnt even be able to distinguish divets or holes in a wheatfield/tall grass like this.
  16. Could be, but thats some serious grasping at straws, and probably shouldnt be in the game. What differentiates regulars from elites in that regard? Elites cleaning their tracks with toothpicks? Doesnt make enough sense honestly.
  17. No, it's not about expectations vs reality. The fact is if you set the crew to a higher veterancy they wont bog much at all. Somehow magically green or conscript troops will bog doing the same thing. That can be driving through mud - more understandable - or driving on a dry surface at a slow speed in a straight line - less understandable. I am doubtful there is much to be skilled at when driving in a straight line. Considering that terrain deviations are done in 1m intervals that means at most the random abstracted terrain devations must be less than 1m. Dirt underneath that is pretty much going to be squished flat unless it's totally bone dry, and even still, it shouldnt be causing total track failure at slower speeds.
  18. @MarkEzra CMRT, I already said the scenario in the picture was CMPE. But a similar issue happens in cmrt, surprisingly to a lesser degree. No matter the scenario, this is obvious when you play open maps. Green and conscript troops immobilize at relentless rates even at normal speeds and the simplest of.manuevers (I understand the game can't distinguish bogging due to manuevers).
  19. That's not what happened from my screenshot. There's no weaseling around this. We run d8 and d5 dozers at my job all day every day, and they have never shed anything. Driving forward should not cause as much bogging/immobilizations as it currently does. Yes it does. It's not about map design. Sand is not the same as hard dirt.
  20. 7 Division 8 brigade armies? Throwback to 1942 (It didn't work)
  21. Theres absolute nothing special about the scenario, play as germans. The same rate of loss will occur within 2km from the start line. The bogging rates in this game are not based on reality. If you doubt it, look at the operational map, toe and loss rates of the prokhorovka fighting. Of the dozens of publications I've read/listened to - bogging has never been mentioned (Except one time during the dniepr offensive? when a soviet tank corps lost 90% of its vehicles to breakdowns over a couple hundred km march). While I do believe it should be in game, the rate is ridiculous at times. https://www.dropbox.com/scl/fi/23frsllsqwzevkgz138ah/001-IISS-AI.btt?rlkey=jcucmm1zj2b9vq1w36fazpnqe&dl=0
  22. If bogging was THIS bad the PROKHOROVKA OFFENSIVE would have completely petered out within 11km judging by how many tanks I lost. They didnt use roads and they didnt lose 9% of their tanks every 700m to the ground conditions. Come on guys. Really...? Edit: Forgot that this was in a different game as I'm playing two pbems on the map currently in cmrt. This is from cmpe so I can't provide a turn. Instead I can provide the map and a small scenario for cmrt. The statistics remain true though, 2 mbts lost for 23 moved.
  23. Dude you think this is my first game? The ground conditions are set to very dry.
  24. Four vehicles immobilized within 700m of the corner starting zone. One mtlb, one bmp-3, two t-90a. Everything except the bmp-3 was set to "normal" speed. Bmp-3 was set to "Quick". This is completely insane, why haven't you guys fixed this yet. This isnt fun, nor is it realistic, it's a joke.
  25. If it's a .temp or .part file I think means your download failed at some point. .part 100% is an incomplete download. Not sure about the temp.
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