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SergeantSqook

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Everything posted by SergeantSqook

  1. First of all, you didn't say "CMBN runs worse than the other titles" you said Which is objectively not true. Not only that, but just because YOUR CMBN runs worse doesn't make that a universal fact Second of all, that is one of the things you said that was a lie You also said this, which is also not true. All of the scenarios, at least in MY CMBN, including Operation Linett(all four versions) work fine. We keep plenty of logs for exactly this kind of thing, so don't waste peoples time any more than this.
  2. He left on his own after he got muted for 10 minutes for lying to someone asking if they should buy CMBN and then getting snippy when he was called out on it. Truly the mod team are unhinged savages.
  3. Isn't this already in CMBS "The Advanced Multi-Purpose (AMP) round will replace most other Abrams rounds, including HEAT and canister rounds, allowing for simpler logistics and more effective battle loads. The AMP round uses an ammunition data link and a programmable fuse to act in a variety of roles on the fly, allowing a single round to effectively engage a wide variety of targets. For example, after lasing the distance to a target, the AMP round can be programmed to airburst over an infantry target, negating the protection gained from walls, ditches, or earthen slopes. With a delay fuse setting the AMP round can also be used to engage bunkers and fortifications, buildings or to breach walls." From the manual
  4. With Their Pants Down.btt Scenario requires CMFI+GL+R2V Designed to be played as Allies only The setting is an extremely rapid raid on a German position. British Airborne v Gerbigs Pioneers. Get in, inflict as much damage as possible, get out. It's not designed to be a challenge in of itself, it's more just about trying to make a mission with the time constraint. (and an excuse to play with my favourite, the wasp) Thought it would be fun to stick to the absolute minimum so a quick 208x208 map, and a mission that is effectively 10 minutes long. The actual timer is 15 but you probably don't want to be on the map after 10. I don't necessarily intend to do any more work on it, but feedback is always appreciated.
  5. Don't think that Bannon is in position to be posting RIP to a real one
  6. The way it's been described from what I recall is that they punch all the "stats" of the vehicle into a formula and then that gives the cost. Historical performance is not counted for specifically, and obviously presence is counted for using rarity points.
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  8. Spectacular ability to miss the point. Okay so the gun is better, like I said. Thanks. The fact that you tried to raise this as a point is legitimately hilarious and doubled by the fact that it's basically not even true. They have a near identical ability to take cover behind terrain and the Sherman being able to cope for it's vulnerability based on terrain isn't a factor in it's characteristics as a vehicle. The StuG can also be much closer as it hugs the terrain since it isn't trying to hide it's barn-sized hull. It also has better average armour in this stance, since the mantlet is the only stronger part on the Shermans turret. Which are also both irrelevant to points cost. Anyway, you managed to completely miss my point about direct tank on tank, saying the StuG should be cheaper than the Sherman because the Sherman is better on cherrypicking stats or because the Sherman would probably win a 1v1 has nothing to do with how the points cost is calculated. "all player experience" must explain why there is a unanimous agreement on this in this thread and all the other threads and definitely not a long discussion that gets completely ignored every time.
  9. Sorry missed that at first. See my previous answer to your previous loaded question.
  10. This has basically nothing to do with how QB costs are calculated, the vehicles characteristics are punched into a formula which gives the output, they don't base it on a vehicles ability to epically 1v1 a different vehicle. The StuG has comparable but slightly better armour, a better gun and a much, much smaller profile. To have any relevant discussion on this, the vehicles characteristics should be compared side by side and then that compared to their cost; rather than this weird 1v1. (again though big props for the uber-loaded comment where you mention all the Shermans advantages but none of the StuGs. Very cool)
  11. Sorry, let me reply properly. I don't base my opinion of QB costs on turret front thickness.
  12. The 190 points one has significant flaws in armour (questionable quality and multiple weakpoints) and visibility (has no cupola) and is priced appropriately. It seems kind of weird to cherry pick the worst Sherman against a "standard" PzIV as a point of argument.
  13. There is a 14 point difference between the "standard" Sherman and "standard" Panzer IV
  14. This seems like a fundamentally flawed argument to me. Surely the question should be "does Battlefronts points formula accurately reflect how useful certain vehicles are" rather than arbitrarily making three different vehicles the same price.
  15. It is a crime that people don't take your complaints seriously, I do wonder why that is
  16. Well, that's convinced me. Nerf the US because dbsapp said so.
  17. Both the Panthers clearly end the turn targeting I1 though. And there's a full platoon of stationary Panthers, it's hardly unfathomable that one of them gets a spot and passes it on. It's also not to the rear, P1 starts moving first when the Soviets are to it's right, not behind it.
  18. So I can only comment on the Panthers to a limited degree since I only have the Soviet perspective but; Probably because that doesn't happen, Panther 1 spots Infantry 1 at this point, when the infantry is in the open next to them. It then tells Panther 2 who starts to move too. At the end of the turn, two of the Panthers are aiming for I1 (who are barely in the treeline and are still moving) and P3 hasn't reacted at all. It looks a bit like P1 is aiming at I2, but the hull indicates to me that it's aiming for I2. As for why the guys in the rear don't see the Panthers. Poor RNG? It's dark, they're in trees, they're still moving? You can kind of pick whatever you want. They do all have very strong partial spots though. It is still dark though.
  19. Probably the known bug where the M113 has thermal sights
  20. So, looked at the turn. One of the Soviet teams spots two of the Panthers immediately and the third once they stop running, and the one that didn't was still running at the end of the turn, but had strong partial spots on all three. Not really sure what the complaint here is. Edit: Just want to say as well that it seems pretty dark
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