Erik Springelkamp Posted March 26, 2011 Share Posted March 26, 2011 I have experienced various properties of the types of terrain but I have never seen a comprehensive list of terrain types. I know marsh will get you stuck, mud has a chance of getting your vehicles stuck, and I was always a bit careful with rocky terrain, as that could cause damage to your traction in CMx1, but is that the case in CMSF as well? The differences between hard, sand, dirt, gravel: they differ in the kind of dust you produce, probably sand slows you down, especially wheeled vehicles? Grass - short, tall - and grain, I suppose they differ in concealment properties, they make driving a little bit harder? It would be nice to see everything listed in a table, including effects of temperature and climate. 0 Quote Link to comment Share on other sites More sharing options...
toxic.zen Posted March 26, 2011 Share Posted March 26, 2011 my understanding is you cannot enter a marsh tile at all... as for effects on wheeled vehicle speed i did this test a while back, hope it helps a little. the terrain traveled is as follows from left to right (if facing the rear of trucks) mud, grain, sand, rocky, grass, hard, gravel, dirt road, gravel road, road, highway, pavement, dirt, dirt lot. weihgt is for gross vehicle weight rating... curb weight is 28,000~29,000 lbs ten seconds in all at full speed. 20 seconds in. it seems road and highway are a match, with pavement a close second. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted March 26, 2011 Share Posted March 26, 2011 Thank you. This sort of info is very helpful. I have been accumulating all this sort if info and tactical hints at the BoB site: http://webandofbrothers.yuku.com/topic/11168/CMSF-helpful-hints 0 Quote Link to comment Share on other sites More sharing options...
Erik Springelkamp Posted March 26, 2011 Author Share Posted March 26, 2011 Great! I wonder, was the truck in mud still driving at the end, because I think I have been immobilized in mud sometimes. Now I should go make a shooting range in a similar fashion to investigate the inherent cover provided by different kinds of terrain. I thought I heard there is some cover - in a design for effect sense, for instance in rocky terrain? 0 Quote Link to comment Share on other sites More sharing options...
LongLeftFlank Posted March 26, 2011 Share Posted March 26, 2011 I notice that light Uncon taxis tend to bog a lot in the default "sand" terrain; although they generally recover after a while. 0 Quote Link to comment Share on other sites More sharing options...
Field Marshal Blücher Posted March 26, 2011 Share Posted March 26, 2011 FYI, though it's hard to fix this in an image, those are US Army LMTVs, not USMC MTVRs. 0 Quote Link to comment Share on other sites More sharing options...
Vinnart Posted March 27, 2011 Share Posted March 27, 2011 Some very good info here, and also at the site Erwin posted the link to. I have been thinking of some different tests myself for CMSF, but never seem to get around to doing them. Here is a good one if anyone feels ambitious: How far can different rated squads run in either quick, or fast before getting tired? How far with different speeds can a squad travel in 60 seconds? How does the different terrain types effect the above statistic questions? I think any answers would be approximate statistics since CMx2 is so much more complex, and less cut and dry than in other games. All of the above, depending on unit circumstance, would have altering outcomes. For example wounded, and amount of equipment carrying as well as terrain elevation. All of it comes in to account from what I have observed, but none the less some good average statistics to test. 0 Quote Link to comment Share on other sites More sharing options...
toxic.zen Posted March 27, 2011 Share Posted March 27, 2011 just so happens i did a test a similar to that a while back. no purty graphics with these ones, but there is some good info here i think. FIRST ONE: ok, i setup a basic map. one half was flat the other half had an incline of 1 every square up to 100. on both sides I had one Army squad with only the starting gear designated as #1, one Army squad loaded to the hilt with javelins at launchers, and ammo from the stryker designated as #2, and a M240B machine gun unit designated as #3. Follows is the results of the run at full speed test: 1 minute FLAT SIDE: all tired all neck and neck. HILL SIDE: #1 and #2 neck and neck, #3 just a step behind 2 minute's FLAT SIDE: all tired no difference in distance. HILL SIDE: #1 and #3 maybe a step ahead of #2 all tired. 3 minute's FLAT SIDE: #2 and #3 matched neck and neck, #1 a small step ahead all tired. HILL SIDE: #1 and #3 evenly a step ahead of #2, #1 and #3 tired, #2 fatigued. 4 minute's FLAT SIDE: #1 slight lead over #2 and #3, #2 and #3 neck and neck all fatigued. HILL SIDE: #1 and #3 neck and neck and fatigued. #2 exhausted and now walking, i stop #2 to time recovery. 5 minute's FLAT SIDE: #1, #2, #3 more or less even all fatigued. HILL SIDE: #1 slight lead over #3 both walking with exhaustion, i stop them to time recovery. #2 now fatigued again. 6 minute's FLAT SIDE: # 1 has lead, #2 and #3 tied. All three now stopped with exhaustion to time recovery. HILL SIDE: #1 and #3 now fatigued #2 now tired. 7 minute's FLAT SIDE: #1, #2, #3 all now fatigued HILL SIDE: #1, #2, #3 all now tired. SECOND ONE: OK this is on the same map same parameters. warm day, regular stryker infantry, normal fitness, normal motivation, 0 leadership. #1 is a squad with the normal starting equipment, #2 is a squad with all the extras from the Stryker, and #3 is a M240B machine gun unit. one side is on flat ground the other is climbing a hill elevating by one each meter. whenever a unit becomes fatigued I stop them and allow them to recover to a ready state. 1 min FLAT: 1,2,3 all tired and tied in distance. HILL: 1,2,3 tired and 3 is a step behind. 2 min FLAT: 1,2,3 all tired and tied. HILL: 1,2,3 tired and 1 is a step ahead of the others now. 3 min FLAT: 1,2,3 tired and tied. HILL: 1,2 fatigued and stopped 3 tired. 4 min FLAT: 1,2,3, fatigued and stopped 1,3 tied in the lead, 2 is close behind. HILL: 1,2 tired 3 fatigued and stopped. 5 min FLAT: 1,2 tired 3 still fatigued. HILL: 1,2 tired 3 fatigued. 6 min FLAT: 1,2,3 tired. HILL: 1,2,3 tired. 7 min FLAT: 1,2,3 tired. HILL: 1,2 tiring 3 tired. 8 min FLAT: 1,3 tiring, 2 tired. HILL: 1,2 tiring 3 tired. 9 min FLAT: 1,2,3 tiring. HILL: 1,2 ready off and running again, 3 tiring. 10 min FLAT: 1,3 ready and running, 2 tiring. HILL: 1,2 tired, 3 tiring. 11 min FLAT: 1,3 tired, 2 ready and running, 1 is in the lead. HILL: 1,2 tired, 3 ready and running again. 12 min FLAT: 1,2,3 tired 1 in lead and 2 is way behind. HILL: 1,2 fatigued and stopped, 3 tired, 1 is in the lead. 13 min FLAT: 1,2,3 tired 1 in lead. HILL: 1,2,3 tired 3 catches up to others. 14 min FLAT: 1,2 tired 3 fatigued and stopped. HILL: 1,2 tired 3 fatigued and stopped. 3 in lead. 15 min FLAT: 1,3 fatigued and stopped, 3 tired. in still in lead. HILL: 1,2,3 all tired. 16 min FLAT: 1,2,3 tired. HILL: 1 tiring, 2,3 tired. 17 min FLAT: 1,2,3 tired. HILL: 1,2 tiring, 3 tired. 18 min FLAT: 1,2, tired, 3 tiring. HILL: 1,2 ready and running, 3 tiring. 19 min FLAT: 1 tired, 2,3 tiring. HILL: 1,2 tired, 3 tiring, 1 in lead. 20 min FLAT: 1,2 tiring, 3 ready and running. HILL: 1,2 tired, 3 ready and running, 1 still in lead. 21 min FLAT: 1,2 ready and running, 3 tired and in lead. HILL: 1,2 fatigued and stopped, 3 tired, 1 has a strong lead. 22 min FLAT: 1,2,3 tired, 3 small lead. HILL: 1,2,3 tired. 23 min FLAT: 1,2,3 tired, 1 has a small lead. HILL: 1,2 tired, 3 fatigued and halted. 3 has a small lead. 24 min FLAT: 1,2 tired, 3 fatigued and stopped. HILL: 1,2,3 tired. 25 min FLAT: 1,2 fatigued and halted, 3 tired. HILL: 1 tiring, 2,3 tired. 26 min FLAT: 1,2,3 tired. HILL: 1,2 tiring, 3 tired. 27 min FLAT: 1,2,3, tired. HILL: 1,2 ready and running again, 3 tiring. 28 min FLAT: 1,2 tired, 3 tiring. HILL: 1,2 tired, 3 tiring, 1 has a strong lead of maybe 50 meters. 29 min FLAT: 1,3 tiring, 2 tired. HILL: 1,2 tired, 3 ready and running. 30 min FLAT: 1,2 tiring 3 ready 1 finished with a strong lead. HILL: 1,2 fatigued, 3 tired 1 finished with a strong lead. the units on the flat side finished with a lead of the units on the hill side of roughly 190 meters. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted March 28, 2011 Share Posted March 28, 2011 Thanks Toxic. Very valuable info. 0 Quote Link to comment Share on other sites More sharing options...
Vinnart Posted March 29, 2011 Share Posted March 29, 2011 Yes, thanks Toxic. When it comes to speed my conclusion is to only use FAST for no more than 60 sec for infantry. IMO, or atleast how I play. I usually never like to get the infantry any worse off than TIRING. When TIRED, or worse they do seem to drop in combat effectivness from what i have observed. For short hops equipment loadouts do not hinder sqauds from keeping pace. WOUNDED will for sure no matter what. 0 Quote Link to comment Share on other sites More sharing options...
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