Nikki Mond Posted March 9, 2008 Share Posted March 9, 2008 Ive been fooling around with maps to see if there is anyway to fill the void for not being able to use buildings and built up areas. IE sucking units down streets and having that monte casino advantage. The game doesn't exactly favour defenders. The following is a few new manipulations. An experiment, not intended for release, but I'm getting closer to having an outnumbered AI totally obliterate a human player with tanks based on defense set ups. Below is the fortress. I've Channelled streets to prevent tanks from crashing through walls. And I've made some inconspicuous gun ports. Limiting routes. Just some ideas. First pic is a birds eye then I'll zoom in. Link to comment Share on other sites More sharing options...
Nikki Mond Posted March 9, 2008 Author Share Posted March 9, 2008 3 Paks 75, 50, 50, 1 HMG and 1 infantry squad (heavily armed)vs 2 SU 75, 5 T34, 2 AC, and 4 SMG squads. First the perimeter. The sand bags help trap bullets, and the cutaway wall offers 45degree bullet protection and some blast. This 5mm pak actually knocked out 3 and T34 2 SU 75, and the HMG downed about 14 infantry. The units were approching from 800 meters clear. Eventually the 2 remaining T34 took out the gun. Link to comment Share on other sites More sharing options...
Nikki Mond Posted March 9, 2008 Author Share Posted March 9, 2008 Once the outer perimeter is breached then the units can go left, right, or center. In the center are long buildings, Tanks hedgehogs, and objects that actually barricade units from going left or right. A pak 75 waits, and the barrels make a good bullet trap without looking conspicuous. Link to comment Share on other sites More sharing options...
Nikki Mond Posted March 9, 2008 Author Share Posted March 9, 2008 The left shute is shorter and I have long block houses funneling. 50mm pak waits. Also my infantry are in teams gaurding the horizontal cross streets. Link to comment Share on other sites More sharing options...
Nikki Mond Posted March 9, 2008 Author Share Posted March 9, 2008 Lastly the flanks have small 3 man trenches, serving as an LMG strongpoint. camoflagued and inconspicuous. Below is the same trench after a near miss from a bomber that blew the cam away. Link to comment Share on other sites More sharing options...
Nikki Mond Posted March 9, 2008 Author Share Posted March 9, 2008 Not to bore you any more with pictures of the back side. But to defend using the rear foxholes and wall ports would require a couple more units. A Pak, another squad, a FlaK truck, and a modest minefield would do the trick. Link to comment Share on other sites More sharing options...
Gnasher Posted March 9, 2008 Share Posted March 9, 2008 Most impressive Mr Mond Link to comment Share on other sites More sharing options...
crazyman56 Posted March 9, 2008 Share Posted March 9, 2008 PLEASE put it on CMMODS or something as i really would like to have a go at that. Link to comment Share on other sites More sharing options...
Miguel B. Posted March 9, 2008 Share Posted March 9, 2008 Great stuff. In this game it has always irked me is the vulnerability of the defender.Your mod is very good indeed. Are you considering uploading it? Cheers... Link to comment Share on other sites More sharing options...
SlapHappy Posted March 9, 2008 Share Posted March 9, 2008 This isn't really a mod, more of a very creative use of the map editing tool. Although....is there some german troop mod being used, or just paratroopers? Link to comment Share on other sites More sharing options...
Gnasher Posted March 9, 2008 Share Posted March 9, 2008 Yes Niki where did you get those skins? Are they your own work? They look fantastic! We really need some uniform alternate skins to add extra flavour. For example it would be great to see US troops with those karkhi jackets they wore as well as the standard Olive Drab combat jacket. I really liked the Fallshirmjaeger skins. They would be excellent for a US or German Normandy/St Lo campaign. Especially if you could get some custom 29th Inf Div skins as well. Link to comment Share on other sites More sharing options...
SlapHappy Posted March 10, 2008 Share Posted March 10, 2008 Nikki I saw your HMG placement. I am currently testing HMG fixed position vs. two russian squads attacking out of a town. Do you find the HMG survivability better with the team "up-close" to the sandbag emplacement (closest possible) or one-click back as you seem to have them placed in your pic? Guys, I've run this about a dozen times and I've come to the conclusion that the HMG (especially the German HMG's) are just too damn inaccurate and the incoming rifle fire too accurate. Upon checking the tables, I find that rifles are coded to be more accurate than the HMG! Didn't the MG-34 and the MG-42 HMG have a 4-power scope? Link to comment Share on other sites More sharing options...
SlapHappy Posted March 10, 2008 Share Posted March 10, 2008 Here are some good pictures of the MG-42 with scope.....scroll down the page a bit.... http://forum.axishistory.com/viewtopic.php?t=34139&start=315&sid=8bbe9a4583296d78c0e40831f7ff3169 Link to comment Share on other sites More sharing options...
Miguel B. Posted March 10, 2008 Share Posted March 10, 2008 The MG 34 at least was dead acurate. You could tke out anything up to 700m without a scope. the MG-42 while less acurate, in a tripod mount it should be accurate enough. Plus, the sheer ammount of rounds it delivered was enough to make up loss accuracy. You can alter the grouping on the weapon data. If you lower the number, it'll become more accurate. Cheers... Link to comment Share on other sites More sharing options...
Nikki Mond Posted March 10, 2008 Author Share Posted March 10, 2008 Enthusiastic response I wasn't really expecting. I basically bastardized an existing map but I'll upload it if no one complains. It is looking even better now. Cleaned up the roads, and some houses, add burnt out tank hulks to block a road. Little things. @ Nash, those skins are already in the game. I always go into the campain editor and select skins and customize weapons selection. There is even partisans, I didn't know. Except for the FJ helmets which I made gray. The tripod MG seems to kill outright as the 5 shots follow through, without wounding or critical injury. But the biggest problem is their survivability. So back a bit from the bags seems to increase survival. I find the kill range and ratio similar to a sniper. But tripod mg's in RL are really very accurate. They don't jump around. Maybe the grouping should be adjusted. What would happen if you increased the burst length with a real wide grouping? Link to comment Share on other sites More sharing options...
SlapHappy Posted March 10, 2008 Share Posted March 10, 2008 Originally posted by Nikki Mond: Enthusiastic response I wasn't really expecting. I basically bastardized an existing map but I'll upload it if no one complains. It is looking even better now. Cleaned up the roads, and some houses, add burnt out tank hulks to block a road. Little things. @ Nash, those skins are already in the game. I always go into the campain editor and select skins and customize weapons selection. There is even partisans, I didn't know. Except for the FJ helmets which I made gray. The tripod MG seems to kill outright as the 5 shots follow through, without wounding or critical injury. But the biggest problem is their survivability. So back a bit from the bags seems to increase survival. I find the kill range and ratio similar to a sniper. But tripod mg's in RL are really very accurate. They don't jump around. Maybe the grouping should be adjusted. What would happen if you increased the burst length with a real wide grouping? There are three things to be considered A) Number of rounds fired in a burst AimRadius - This seems to be the actual inherent accuracy of the weapon ie., the one you want to tweak to achieve more hits at range. This is also the one which is tied to the range table. C) Dispersion - This one's a little wierd. It seems similar to AimRadius, but it actually has to do with where succesive shots will spread in a circular area. If you want to put repeated shots on the same exact spot, then make this number very low. However, if the first round strikes off target, then repeated rounds will simply do the same....loosening up dispersion only creates a situation where an off target shot MAY strike a target simply by accident...but to be honest this doesn't seem to happen often (if at all) in the actual game. Simply making the dispersion really really loose doesn't give you the "spray down" effect you might want in a MG. Especially since the rounds disperse in a circular radius rather than just on the horizontal plane. If you could make them do that, you could probably simulate traversing a line of fire against a skirmish line of infantry. So it's kind of problematic based on the way the game works. Short version - you can't "strafe" effectively. Link to comment Share on other sites More sharing options...
SlapHappy Posted March 10, 2008 Share Posted March 10, 2008 The way MG's should have been programmed was to allow the player to target a "flattened cone" of fire and then the MGer would spread his bursts across that horizontal plane. The smaller the plane, the more rounds would be packed into the target area. The wider arc would give more area of effect with a higher spread across the plane. Makes sense to me, anyway. Link to comment Share on other sites More sharing options...
crazyman56 Posted May 30, 2008 Share Posted May 30, 2008 BUMP Please put this on CMMODs. Link to comment Share on other sites More sharing options...
tycho216 Posted June 2, 2008 Share Posted June 2, 2008 Fantastic! Yes, ditto, please put it on CMMODs. I agree with some of the chatter here: the game has not been as friendly for defenders as it could be. I proposed a few changes back in a previous post, but this basically gets at the same idea: more defendable towns and positions. http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=68;t=000170 Link to comment Share on other sites More sharing options...
Nikki Mond Posted July 13, 2008 Author Share Posted July 13, 2008 Fantastic! Yes, ditto, please put it on CMMODs. I agree with some of the chatter here: the game has not been as friendly for defenders as it could be. I proposed a few changes back in a previous post, but this basically gets at the same idea: more defendable towns and positions. http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=68;t=000170 OK I've uploaded the map Fortress. And a battle as a separate download which takes advantage of all the map features. Its on the CMMods site. Link to comment Share on other sites More sharing options...
crazyman56 Posted July 16, 2008 Share Posted July 16, 2008 Thank-you!!!! I love you If you can make soemthing like this again but different in some way i might pay u Link to comment Share on other sites More sharing options...
Nikki Mond Posted July 21, 2008 Author Share Posted July 21, 2008 Thank-you!!!! I love you If you can make soemthing like this again but different in some way i might pay u Crazydude thanks! You may want to download the map and battle again. I added a couple more foxholes, objects and some map art. Although its not a significant change to start listing versions. If you plan on using the map and making your own battles it might be worth it. I corrected the missing halt statement in the end game for the battle so the exit on defeated is cleaner. The new battle correlates to the new map but no change to forces. CMMods listed the time of the update as about 22:00h EST 20 07 2008. So anyone who grabbed the map/battle before then may want to download it again. Link to comment Share on other sites More sharing options...
Petrus58 Posted July 21, 2008 Share Posted July 21, 2008 NM Thanks for a brilliant map and scenario (even though I got wiped out!) Link to comment Share on other sites More sharing options...
PanzerkwVIIIMaus Posted July 29, 2008 Share Posted July 29, 2008 nice. i did my own type of this and i was facing off like 7-10 shermans and 4-5 infantry squads around my little settlement with only about 5 pak 40s 4 infantry with no at weapons and 6-8 mg42s. my mgs were out in the open pretty much, but still did well. the shermans are what got them Link to comment Share on other sites More sharing options...
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