KiwiJoe Posted March 14, 2001 Share Posted March 14, 2001 I know that putting AT guns under HQ control with a stealth bonus helps them remain undetected. And the moral bonus helps keep them from being pinned and abandoning their gun. But I was woundering what, if anything, the firepower bonus and command bonus do. I did a small test with an AT gun and a vet HQ unit with +2 firepower. It seems it makes no difference in the guns % chance to hit a AFV. Does any1 have any more proven data/experinces? Link to comment Share on other sites More sharing options...
FFE Posted March 14, 2001 Share Posted March 14, 2001 My wild guess HQ firepower bonus is exactly that, a firepower bonus. AT guns, AT teams, etc... do not have a firepower rating. Link to comment Share on other sites More sharing options...
KiwiJoe Posted March 14, 2001 Author Share Posted March 14, 2001 Yes I presume the same, and I guess the command bonus simply reduces the pause on movement orders. Just wanted to make sure. Link to comment Share on other sites More sharing options...
Guest Michael emrys Posted March 14, 2001 Share Posted March 14, 2001 The command bonus also effect the command radius. Michael Link to comment Share on other sites More sharing options...
KiwiJoe Posted March 14, 2001 Author Share Posted March 14, 2001 Yep, thats pretty obvious Mike .. I was more concerned with things like ROF, quickness of turning/tracking targets, and quickness of lining up/getting off the 1st shot. Link to comment Share on other sites More sharing options...
Guest Michael emrys Posted March 14, 2001 Share Posted March 14, 2001 Originally posted by KiwiJoe: Yep, thats pretty obvious Mike .. I was more concerned with things like ROF, quickness of turning/tracking targets, and quickness of lining up/getting off the 1st shot. Sure, I'd like that too. Regard its present lack as an oversight. But that (if it were included) would come under the attack bonus rather than the command bonus. Michael Link to comment Share on other sites More sharing options...
KiwiJoe Posted March 14, 2001 Author Share Posted March 14, 2001 Well I'm not sure. The command bonus reduces the pause command when moving infantry. I was woundering if it could effect the turn rate of an AT gun. Link to comment Share on other sites More sharing options...
Simon Fox Posted March 14, 2001 Share Posted March 14, 2001 Sure, I'd like that too. Regard its present lack as an oversight.Or a deliberate decision? Wouldn't stuff like:"ROF, quickness of turning/tracking targets, and quickness of lining up/getting off the 1st shot" be orders given by the crew commander and relate to the inherent quality of the crew? In contrast orders to move the gun might be more likely to emanate from a higher HQ and therefore be subject to that HQ's bonuses? ------------------ "Stand to your glasses steady, This world is a world of lies, Here's a toast to the dead already, And here's to the next man to die." -hymn of the "Double Reds" Link to comment Share on other sites More sharing options...
JunoReactor Posted March 14, 2001 Share Posted March 14, 2001 I'd think that the BTS' rationale in giving combat bonuses to platoon HQs are based directly on the fact that squads represent 10+ men each. Since the player does not control each man, its up to the HQ unit to control these squads. Better leaders move their men around more efficently, etc, resulting in higher combat effectiveness. On the other hand, AT guns are a single, albeit organic, unit. A HQ would not be able to do much for the relative efficiency for a single AT gun. Following this argument is faster and smarter target acquisition when a HQ unit is in command of multiple AT guns. A HQ unit could prioritize targets and promote better cooperation between the guns. Wonder if this is represented. Link to comment Share on other sites More sharing options...
KiwiJoe Posted March 14, 2001 Author Share Posted March 14, 2001 This is the sort of stuff I was hoping would be in the manual. I think us CM players are generally a pretty intelligent lot and can quickly work out the basic game mechanics without refering to a manual. We really dont need 150 pages about how to move and target units. What I would have liked to seen is: * If your TC is killed your tank will be permently buttoned, suffer a 20% reduction in spotting, 15% reduction in rof and a 1.5 sec delay in initially targeting an afv. * Infantry squads under HQ control with a +1 firepower rating recieve a 10% increase to their firepower rating, 15% for +2. The above is fictional just to state the point. Link to comment Share on other sites More sharing options...
ParaBellum Posted March 14, 2001 Share Posted March 14, 2001 Originally posted by KiwiJoe: This is the sort of stuff I was hoping would be in the manual. I think us CM players are generally a pretty intelligent lot and can quickly work out the basic game mechanics without refering to a manual. We really dont need 150 pages about how to move and target units... Good point, exactly what I thought when reading the manual the first time. I hope that for CM2 the manual will be more useful. Not that it was bad, but after playing the demo and finally getting the full game there was VERY little I learned that I didn't knew before... ------------------ Klotzen, nicht kleckern! Link to comment Share on other sites More sharing options...
Ben Galanti Posted March 14, 2001 Share Posted March 14, 2001 I'll do a search for a quote from Steve or Charles in a bit, but I really doubt that you'll see those kind of specifics in future manuals. If my (cloudy) memory serves me right, I think thats they expressly decided not to put such things in the manual. They wanted the game to be played more by 'feel' then by number crunching.... I'll see if I can dig up a specifc quote though. Ben Link to comment Share on other sites More sharing options...
Ben Galanti Posted March 14, 2001 Share Posted March 14, 2001 Ok, after a little digging, I found a couple of threads. I guess my memory is a bit fuzzy, but if you want the info from the horses mouth, read: www.battlefront.com/discuss/Forum1/HTML/000802.html Ben Link to comment Share on other sites More sharing options...
PeterNZer Posted March 14, 2001 Share Posted March 14, 2001 BTS almost certainly won't be publishing %s and rates and ratios and other stuff (barring what applies from historic armor/speed/etc data. People have asked for stuff before and they've not given it so i doubt we'll see it in the future. PeterNZ ------------------ - Official owner of the sig files of Dalem, Croda and JeffShandorf - Der Kessel scenario design group Combat Vision movies Link to comment Share on other sites More sharing options...
Leonidas Posted March 14, 2001 Share Posted March 14, 2001 Originally posted by JunoReactor: I'd think that the BTS' rationale in giving combat bonuses to platoon HQs are based directly on the fact that squads represent 10+ men each. Since the player does not control each man, its up to the HQ unit to control these squads. Better leaders move their men around more efficently, etc, resulting in higher combat effectiveness. Wouldn't that also mean that the squad should gain defensive bonuses under a good leader, because he directs them to superior cover? Reading Black Hawk Down convinced me that infantry deployment is as much about defense as offense. Or is there already a defensive bonus carried in the stealth capability? Link to comment Share on other sites More sharing options...
Dirtweasle Posted March 14, 2001 Share Posted March 14, 2001 Just a side note on topic of good/bad manuals... For a change of pace I decided to pick up Europa Universalis they other day. The manual is the most covaluted confusing piece of dreck. It's large, lots of pages, but seemingly organized by a dyslexic. The CM manual is one of the better ones I've seen, and I remember some of the older SSI and SSG manuals that were pretty good. About the best manual I remember though was from Tigers on the Prowl. Link to comment Share on other sites More sharing options...
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