SRK1 Posted May 29, 2007 Share Posted May 29, 2007 Well, I have been playing with this game. I noticed a few things that are odd. 1: Artillary shell blasts, IE 155mm, at 30m from a soldier, and, he is still standing. Wow! What a tough soldier. 2: Mortar blasts 4m from an antitank crew, and nothing happens to them. 3: What, no 88mm AA gun? The dreaded 88 does not exist? Cannot find it in inventory. 4: Take Kovel for instance. What, no minefields? No camaflouge for the anti-tank guns? In Citadelle, just look for the sandbags! 5: In Citadelle, gave tank order to withdraw. Gets hit with shell. Tank stops for few secs, then starts moving again. Why is that? To give the anti-tank crew a chance to reload? 6: Artillary, why can I not manage my own mortar crews? Link to comment Share on other sites More sharing options...
G.Mooyman Posted May 29, 2007 Share Posted May 29, 2007 1: Artillary shell blasts, IE 155mm, at 30m from a soldier, and, he is still standing. Wow! What a tough soldier. I agree. On the other hand with the laser guided AI arty all your troops will be dead on the map. 2: Mortar blasts 4m from an antitank crew, and nothing happens to them. Bit odd indeed. 3: What, no 88mm AA gun? The dreaded 88 does not exist? Cannot find it in inventory. The 88 what you want is an AA gun. Main reason why I think its not in the game because that gun is hard to control with the AI or even human player. Not only does it need to be disembark from the trailer but also from its own carriage. The PAK version of the 88 is included in the game however (PAK 43) 4: Take Kovel for instance. What, no minefields? No camaflouge for the anti-tank guns? In Citadelle, just look for the sandbags! Same as the 88. Its too hard to code atm I think. 5: In Citadelle, gave tank order to withdraw. Gets hit with shell. Tank stops for few secs, then starts moving again. Why is that? To give the anti-tank crew a chance to reload? Every order giving to any crew the crew needs to think about it. An ace crew will execute the order pretty fast tho. Still in theory I like it but its indeed a bit odd in the game. 6: Artillary, why can I not manage my own mortar crews? Because mortar crews are not in the game. However thay may be included in future add-ons. Mortat crews have a reserved slot in the editor. Link to comment Share on other sites More sharing options...
SlapHappy Posted May 29, 2007 Share Posted May 29, 2007 I agree it should be possible to sink AT guns and HMG's at slightly above muzzle level in prepared positions. These fixed guns provide too much of a target, no place to hide. Link to comment Share on other sites More sharing options...
squishalll Posted May 29, 2007 Share Posted May 29, 2007 Being in the infantry for many years I had the opportunity to be part of a blast effects research team. I can tell you that surviving an artillery blast or mortar blast is not unlikely. We conducted many tests where we put dummies at various distances from 155mm blasts, etc. and found that many times out of 10 dummies spread around a blast 3-4 would be totally unscathed on a regular basis. We did one thing where we had a complete dug in defensive position manned by 50 balloons. We hit that position with 15 rnds each of 155mm, 81mm mortar, and 105mm. Only 1 balloon was burst and that because of a direct hit in a mortar pit. Link to comment Share on other sites More sharing options...
Blade Runner Posted May 29, 2007 Share Posted May 29, 2007 @SRK1: I agree with your points! 1 and 2: (@squishalll) Did you research only the blast (with EUG - Explosiv Uebungsgranate) or did you also research the effects of the shell splinters (WG - Wurfgranate and Stahlgranate)? The shell splinters depend on the shell used. whether it is a MZ (Momentan-Zuendung), AMZ (Annaeherungs-Momentan-Zuender) or a MVZ (Momentan-Verzoegerungs-Zuender). Same with the Stahlgranate of a 15,5cm Panzerhaubitze or Festungskanone. I am not sure what was already used during second world war, whether they already used AMZ or not. If you use AMZ (Annaeherungs-Zünder) you have horrible splinter effect on 80x80m (with 8,1 cm Mw) or 400x400m (with 15,5cm Kanone). One has to considerate that the today's ammunition is far more effective than in WWII (e.g. Kanistergeschosse). 3: It should be possible to programm a fully functional Flak 18/36/37. One could also put a Flak 18 on a "Sonderanhaenger 201". 4: Agree 5: I don't get it either why they stop when a shell hits the tank. It hasn't to do anything with a new command. The command has been given before and the tank is already in reverse. But it stops when a shell hits the tank. That's the worse thing a tank driver could do in this situation. 6: I don't mind if the mortar or artillery is outside of the field. It depends on the rank of the commander, the branch of service and the ordre de bataille whether you have mortars and artillery under your command. Artillery was separte and not implemented in the ordre de bataille of a panzer kompanie. The mortars (e.g. Granatwerfer 8 cm 34, 42 and 12 cm 42) were implemented in the infantry. Best regards Blade Runner Link to comment Share on other sites More sharing options...
Blade Runner Posted May 31, 2007 Share Posted May 31, 2007 Aren't there more opinions on this topic? Probably also from Moon or Madmatt? Link to comment Share on other sites More sharing options...
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