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Xorg_Xalargsky

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Posts posted by Xorg_Xalargsky

  1. 12 hours ago, Bulletpoint said:

    I have a savegame showing some that do .. if you or anyone else is interested.

    But it seems people are fine with spotting mortar rounds in flight, so maybe it's just me who thinks it's odd.

    After all, we can also spot rifle bullets and incoming AT gun shells, but I always assumed they were not visibly spotted, more that their presence was felt or heard as they whizz by.

    Come to think of it, I only tested them in direct fire. Maybe a fire mission would produce whistling and whining.

  2. 1 hour ago, nightops said:

    Happens to me with a lot of scenarios which is why I modify them. I just played Studienka which is fantastic scenario but which abruptly ended at about the 1:30 mark of a 3 hour scenario. I was expecting at least another big wave of Soviets. Anyway, try RDM - Angriff for a challenge, no early finish with that one.

    Yes, that's something quite remarkable about Combat Mission scenarios, each and every one is open to modification by the player!!

  3. 39 minutes ago, Ithikial_AU said:

    Not that I'm aware of. I think two people have reported a possible corruption that can occur between battles 1 and 2 which is a bit annoying but nothing I can fix. However given the number of downloads it's received it's a small minority of players. Some of the battles are Battlation(+) affairs so make sure your computer can cope. :)

    Oh worry not, I'm currently playing a PBEM where I'm commanding 3 light battalions. This old PC can handle anything Combat Mission throws its way. (loading/saving and turn processing are quite long though!)

  4. On Map

    + cheaper

    + crews can be used as last-ditch infantry

    + can occupy objectives

    + can target quickly and accurately with direct or slightly indirect LOS (reverse slope of a hill, beyond the corner of a building, etc...)

    + can change targets quickly

    + (Germany only) HQ teams can have panzerfausts

    + fire-missions are always called relatively quickly (try calling a B-4 Howitzer fire-mission and let's have a chat afterwards)

    + can use each gun/tube independently at the same time

    + can move (and thus escape range restrictions, this is mostly an edge case though, I think only light mortars and early model rocket launchers have the possibility of being out of range)

     

    Off Map

    + immune to attack

    + more ammunition

    + all types and calibres included (On Map only has light-medium mortars and light-heavy infantry guns)

    + cheaper per shell/rocket (little overhead, more dakka per point)

     

    @IanL(purchasing my units as we speak)

  5. 16 minutes ago, akd said:

    You are completely wrong. ;)

    Indeed, mods are entirely client-side and cosmetic in nature. God, I dare not imagine the results if you were able to direct the length of automatic fire bursts by putting in audio files of various lengths. The TACT-AI controls the firing rate, but it seems to me that LMG's with small magazine capacities have been firing single shots much more frequently since the 4.0 engine update. I wonder if this was desired or the result of a bug. In my opinion, this particularly affects the B.A.R, and handicaps U.S rifle squads beyond medium range. Not the end of the world, but I'd like to see this adressed, either by a confirmation that this was intended or by fixing it.

  6. 3 hours ago, IanL said:

    Can you clarify that please? Do you mean that if I have wire on an occupy objective that it counts for my side as holding the objective until the enemy cleans up all the wire?

    I mean that as of now, from what I have tested, mines and obstacles do not grant points as Unit or Terrain objectives.

    For example, if you place Unit Spot objective on a mine, you do not get points if you detect or even mark it.

    I also would like for obstacles placed over a Terrain Destroy objective to give points when they are destroyed.

  7. I've have a few suggestions.

    Modify the TAC-AI so that troops in good cover (especially foxholes and trenches). even poorly trained troops with low motivation, choose to stay more often and longer in place as opposed to run/crawl for other cover.

    Make it so that mines, wires, and tank traps be able to give VP's when designated either as terrain or unit objectives.

    Add a Demolition command, similar to Blast, but used to demolish buildings, fortifications, or (small) bridges .

    Add more extreme values in the various value boxes throughout the Quick Battle Editor and the Scenario Editor (ex. extra time, headcount, supply)

    Make the Equipment Quality dropdown menu perform more variably with regards to small arms. (essentially, I'd like for the poorer settings to distribute even less fancy weapons as it does)

  8. 1 hour ago, MOS:96B2P said:

    There is an in game difference between HQ teams and XO/2IC teams.  As long as the CO is alive the only authority a XO team might have is to call for artillery.  The XO team does not participate in the chain of command unless the CO is KIA (kind of like Game of Thrones).  As an example page 67 of engine manual 4 relates that a company HQ team can provide voice and close visual contact to a fire team when the platoon HQ is unavailable.  This is possible for HQ teams not XO teams and is why your 1st Bat. Ops team was unable to provide C2 to Alfa Company.

    Also you may be thinking of section HQ teams that are in some on map medium mortar platoons.  Page 70 of engine manual 4 relates that section HQs enable the mortar platoon to spread out over a greater distance by extending the C2 chain of command between the mortar platoon HQ and the mortar teams.  However these section HQs are still considered HQ teams not XO/2IC teams.

    I like the way you isolated the type of C2 by keeping the Bn. HQ moving so the Bn. radio would drop off the net.  Interesting stuff.   Thanks for sharing.

     

     

    Sorry, I don't think I was clear enough. My initial assumption was that an assistant HQ team (Ops, XO, 2IC) would be able to extend the range of an HQ team's (non-electronic) C2 capabilities, not necessarily provide C2 to other units on its own, just act as a relay, that is : if an assistant team is in C2, whatever team that is either in audio or visual range of the assistant team would also be in the C2 chain. I was also aware of the status of Section HQ teams as full-on links in the C2 chain.

  9. I've just made a quick test using the following setup...

    Area : gently sloping grasslands bisected by a patch of heavy forest (A December Morning - no snow, clear conditions, near the Allied deployment zone)

    Units : 1st Bat. HQ team (radio), 1st Bat. Ops team, A Coy. HQ team (radio)

     

    I sent the 1st Bat. HQ and Ops teams to the forested area. The C2 link between 1st Bat. and A Coy. was eventually broken, but resumed as Radio when 1st Bat. HQ stopped moving (expected behavior). I then sent the Ops team towards the A Coy HQ team while keeping an eye on the C2 status of both the Ops team and the company HQ and while keeping the battalion team in constant movement. Even while the Ops team had C2 with their HQ and was in close proximity/clear line-of-sight with the company HQ, the C2 remained broken (except when the battalion HQ team stopped moving between waypoints as the soldiers wiggled and crawled their way into a proper formation).

     

    I'm a bit confused because I have definitely read both viewpoints : "assistant" teams provide C2 relay and "assistant" teams do not provide C2 relay. I don't know whether I experienced a bug or that the latter affirmation is true. Logic would dictate that a specially trained unit would be able to relay orders and information.

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