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chuckdyke

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Posts posted by chuckdyke

  1. 8 hours ago, Erwin said:

    If this gets confirmed I will add it to the list of things that should be addressed (eventually):

    Note: Some of the items are only pertinent to modern titles and other items are relevant to all titles.

    Re CMSF2 (so far):1)  Spotting issues.  A two man scout team with no binoculars can spot enemy units at close to 3,000 meters much better than an FO (with super dooper optics tech) or an HQ with binocs.  Folks have opined that it's because one of the riflemen has a "Thermal Imager" attached to his rifle and that is why they spot so well.  However, if that is accurately simulated in CM2 then why don't all RL units have thermal imagers and scrap the expensive and heavy laser designators and other high-tech optics that seem so inferior in the game?

    2)  Related to item 1) Once can have a scout team, an FO, an HQ, a Jav team etc all in the same location, literally lying on top of each other.  The scout team sees an enemy units - but even after many minutes the other teams cannot see it - they do not communicate.  There is something wrong with the C2 system.  Again... apologists say that in RL they often cannot see what their buddy can see.  However, since the Thermal Imager is so much more effective, wouldn't they simply borrow the rifle with the Thermal Imager so they could see for themselves and then line up their super dooper optical gear on the target so they could finally see it?

    3)  The M1046 TOW Humvee crew can dismount and take the TOW launcher and missile with them.  According to the UI it takes something like 1.7 minutes to deploy the TOW and a lot longer to pack up.  But it never seems to deploy. 

    4)  Related to item 2) It is very very hard to use any vehicle mounted ATGM in CM2 as "hull-down" doesn't mean that only the vehicle optics on the roof are exposed.  Instead the top of the vehicle is exposed and can be easily seen and fired at and destroyed.  Without being able to dismount the TOW in this example, it's usually suicidal to attempt to fire the TOW even from a hull-down position.

    5)  Same is true for the M707 Humvee and other "Arty Spotting vehicles" with Laser and other high hech on the roof.  All of these cannot be safely used in CM2 "hull-down" as they can be easily seen and destroyed.

    6)  The M1114 AGL (Automatic Grenade Launcher) Humvee crew can dismount with the AGL.  However, it must be a spare from the trunk as an AGL remains mounted on the Humvee and can be crewed and operated by another crew or inf team.  Is it correct that the M1114 carries two AGL's?  (Note that the crew of the M1114 with the 50 cal can also dismount and operate it, but in this case the Humvee no longer has the 50 cal mounted.)

    7)  HQ's in CMSF2 cannot spot for arty or air.

    😎Heavy arty falling on top of enemy troops often doesn't incapacitate them.  While it's true that shrapnel may miss, the shock wave of a large explosion alone is usually deadly as it can liquefy one's innards.

    9)  Several vehicles (including the M1046 TOW Humvee) have quantities of regular ammo eg: 5.56mm etc.  But it seems impossible to acquire any of it.  The crew cannot acquire it, and if you dismount em and mount an inf team, they also cannot acquire any ammo.

    10) LOS issues.  While CM2 is supposed to be WYSIWYG it often doesn't work that way.  One can get down to level one and eyeball a situation.  But, what one sees from a location often is not what a unit will see at that same location.  Eg: The AI can see pixel-wide gaps in what human examination considers completely blocked LOS.  A related issue is that one can eyeball a situation like a road in town and there is no obstruction down a street to target a building.  But one finds that when one places a unit in that location, it cannot see or shoot at the building.  

    11) Another LOS/LOF issue.  Frequently we find that a crew served weapon can see and target an enemy only to discover that it's only the 3rd ammo loader who can see the enemy, not the main gun/gunner.  However, it is usually impossible to move the MG or gun a few inches to a position where it can see and fire the primary weapon at the enemy.  

    12)  Finding Hulldown positions is often problematic.  Some folks seem to like the "Hulldown Assist routine" available in the game.  But, often it simply leave the vehicle with no LOS to the desired target and one has to waste another turn (in WEGO obviously) manually moving the waypoints to get a hull-down position.  So, one may as well do it manually from the start.  The additional problem is that in the scenario am playing right now it is common that vehicles go from having "No LOS' to "Partial Hull Down" with no "Hulldown" option being able to be located in between.  One can spend many minutes dicking around with moving waypoints the shortest possible distance in this, that or the other direction to find a hull-done position (relative to the desired target), but one can only find either "No LOS" or "Partial Hulldown" positions.  It's unclear if this is an issue with the map, (maybe the terrain is strange), or the LOS routine.

    13) Some vehicles like Bradleys when targeted vs a building don't use the desired weapon - their cannon - but instead fire their missiles - which often makes no sense.  (Target Light makes em use their MG's.)

    14) SMOKE and buildings...  Smoke acts as if there are no obstructions or walls and will drift through a building as it is made of wire.  This is actually very helpful when one is attempting to assault a multi-room building.  But, doesn't reflect RL.

    15) When one orders a SMOKE artillery strike and run out of SMOKE, the battery obviously still has all its HE rounds.  However, if you first order HE, when all shells are gone the battery has no SMOKE rounds left - they seem to have been used up as HE.

    16) Some SNIPER teams in CMSF2 carry 50 cal rounds, even though they possess no weapon that can use 50 cal rounds.  

      

     

    21 hours ago, Cpl Steiner said:

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    I am convinced IED's do not work in version 2.04. Example: Start Abu Susah scenario as US and fast move a Stryker down the left flank along the road into the ville. It will get shot up but if you're lucky at the end of the turn you can cease fire and see that it drove straight over an activated IED within LOS of the spotter. I actually found IEDs aren't working in the second mission of the German campaign. I must have driven 16+ vehicles over 2 activated IEDs in LOS of a non-panicked spotter on the tarmac road down the right flank. I was actually disappointed to discover this when the AI surrendered, as it would have made for a more fun mission getting owned by the AI for that reckless flanking maneuver. Has anyone seen the AI successfully detonate an IED in v2.04?

     

    IED don't work in WeGo against the AI, you need a human player in RTS who pauses the game and triggers the device at the precise moment. They shouldn't be included in a Campaign better to substitute a mine.  

  2. As in real life forest, canyons, water can affect communication nowadays let alone  with the equipment in World War 2. As a rule of thumb if you have LOS you should have radio communication. Even cell phones work because of cell phone tower antennas. Tanks and Infantry have a different C3 structure in the game. I noticed C3 is often broken when the command units with radio are traveling. Watching an old WW 2 documentary they their command post up in an old factory on top of a hill with a tremendous line of sight. 

     

  3. I would like to suggest guidelines where to set up head quarters especially company and above my experiences are subjective but radio communications often break down when traveling and work better on elevation. Most players don't worry about C3 the scenario of Aachen in Final Blitzkrieg was typical. I maintained more or less an effective communication. Also used skilled and motivated troopers as scouts give them orders to make contact and allow them to break momentarily the C3 web and report back asap once the objective has been met. Use conscripts as canon fodder is not on in real life.  Our C3 is actually C4 as we use a computer. For a WW 2 commander have instant situation awareness by a digital screen was pure science fiction. Market Garden failed partly as Urquhart lost all contact in the beginning of the campaign. They got as far as they did because everybody was informed of the objectives prior the battle. I use this principle during the game. Give orders when there is still full C3 and allow change of decisions based on experience. Everyone in a fire-team who is isolated can take decisions up to the rank of platoon leader. Platoon leaders can take decisions up to company level especially if there is a +in motivation, After all in the military you're supposed to have knowledge ideally 2 ranks above your own. 

  4. On 2/28/2019 at 6:38 PM, Erwin said:

    Just to be certain - this 100% confirmed?  That there is no point in changing speed to SLOW at waypoints right before crashing thru a wall/fence/bushes or entering bad terrain to help avoid track or wheel damage or bogging/immobilization?

    Check also the damage report in the game and if they advice to stay on the road as much as possible at the beginning I do exactly that. 

  5. On 2/28/2019 at 5:47 PM, Bulletpoint said:

    It doesn't matter unfortunately.

    In CM, as soon as the temperature dips below freezing, ground is treated as being frozen solid and bogging becomes very unlikely (even when ground conditions are set to damp). It's very rare that I lose vehicles to bogging in open country in light/medium snow.

    Yes part of the fun is do what you would do in real life which is to go in lower gear even 4 wheel drive vehicles get bogged but less frequently.

  6. I do what I was taught. Don't enter any building or room through a door or window. The method in Vietnam was a Centurion blast a hole with HE followed by 'canister'  only then you enter a building. I try to copy this in CM but it takes sometimes all the HE of a tank it doesn't breach a wall with one shot. If you have engineers problem solved. Look making an assault team from your squad the other team has LMG to precede the attack with area fire. The trick is to break the morale of the troops inside and make sure your assault team is fit.. Once they have nervous or shattered they are more or less useless. 

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