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Xorg_Xalargsky

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Posts posted by Xorg_Xalargsky

  1. battlefront, a plea from the heart to release Fire and Rubble early

    my brother, Jayden, has a serious lung condition that would make COVID-19 nothing but a death sentence to him

    however, he is too much of a ladies' man to stay inside as he should, no, he goes to clubs and bars every night, mingling and engaging in the very opposite of social distancing

    the only thing that could keep him inside would be the prompt release of Fire and Rubble as his obsession for the fairer sex is only surpassed by that of the late-war Eastern Front of WW2

    battlefront, please, you are my and my mother's only hope

  2. While I'm not an expert on the lore of the Shock Force timeline, I believe the nations from the NATO module sent small contingents comprised of their best troops.

    Also, I just checked and the different BLUFOR armies/branches have different soft factors. However, it's not by a large margin, unlike in the WW2 games or on the OPFOR side.

    Furthermore, one must keep in mind that soft factors are supposed to be seen as more relative than absolute since we don't have access to the underlying data behind "Veteran experience" or "+2 leadership" by design. 

  3. As for the number of activations, I've read 2, I've read 4. Keep in mind you can always ask for more using the help desk (I know that you can, but I don't know if restrictions apply or if one can only do that a given number of times).

    That being said, as far as I'm aware, activations are spent to license a CM product on a given computer/parts-configuration, not on a per-install basis. 

    And as for your crashes, have you been fiddling with different mods and/or game versions? 

  4. AT guns are really not that bad in CM2. That being said, I think there are three major problems in the way they are modeled, two of which are stats' based.

    1 - setup/packing speed : it is simply is too slow, especially for lighter pieces

    2 - movement speed : in the case of the lighter pieces, it is simply much too slow, especially on good ground like roads

    3 - lack of flexibility : a change in this area would require much more work than a simple stat' change, but the lack of an ability to man and leave the guns in a non-routed state (I understand why being routed requires the gun to be spiked) is extremely limiting , especially in terms of enhancing survivability under light artillery fire (ie. moving the crew a few meters back in a trench to wait out a small mortar barrage)

  5. I find the best way to use them is to destroy or bombard nests of resistance from as far as possible. You really don't want them facing against something that can fire back, even lying in ambush against tanks, it would be best for them to get out of sight as soon as possible after the first shot or two. They are a force multiplier for your panzergrenadiers, not a force unto themselves.

  6. It all depends on the placement and what other assets you have at your disposal.

    A lone bunker on a hill against a Sherman '105? Not a major obstacle.

    A bunker in a keyhole position also covered by an AT gun and flanked by other obstacles and infantry? That's going to be require some major work on the part of the attacker; it won't stop him in his tracks, but it'll make him waste men, shells, vehicles, and time.

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