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dublish posted:Thank you, but I think you'd better keep it unless you want me to call in some artillery strikes. I'm certainly not going to put a FO team on the front line. Would you mind attaching it to the battalion level then, Davin? We want to use it to get more eyes on pathless plain. (but I can't promise that the ural won't get stuck in the swamp)
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# ? Oct 19, 2016 06:10 |
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# ? Jun 10, 2024 11:49 |
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abelian posted:Would you mind attaching it to the battalion level then, Davin? We want to use it to get more eyes on pathless plain. Done.
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# ? Oct 19, 2016 06:41 |
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Hey Davin, how's this for an idea - why don't we call in a short, intense 152 bombardment on where their tanks have been spotted? We have an FO already in position, and if they stick around doing the Pop Smoke and Retreat dance, that could really Ruin Their Day. 3 Tubes, Medium/Heavy type deal? Put half our artillery on this, leave the other half of the 152's on standby in case something crazy comes up on another front. That would be 15 rounds per tube, * 3 tubes, about two minutes of firing. Approximately. Since turns are two minutes that's the max we can reasonably expect to work. professor_curly fucked around with this message at 07:16 on Oct 19, 2016 |
# ? Oct 19, 2016 07:11 |
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Davin Valkri posted:Done. glynnenstein posted:That's from the game forums. It's an easy call with some stuff, but maybe the T-90A is a borderline call. The game does say there's "commander's video" on the A variant so I always figure he has access to upgraded spotting buttoned. I did some testing. Two vehicles, T-90A vs M1-A2 SEP. 620 meters apart, in what I would term "semi-keyhole positions" (some scattered buildings and trees obscuring some of the line of sight, starting straight at each other, with cover acs so that they would not engage each other. Both had "regular" veterancy levels. There is a ton of variability in the spotting times. In 22 trials with the vehicles buttoned, the T-90 took as long as 68(!) seconds to get a suspected contact, and as short as 2 seconds. The Abrams had a max time of 37 seconds (then another 7 after that to get a solid spot). Interestingly, once getting a fuzzy contact, it seems like the game rolls a die every 7 seconds to see if the suspected contact upgrades to a full blown contact. Because the variance is so high, I don't have a lot of confidence in an experiment with only 22 trials, but it seems that being unbuttoned helps the T-90 at that range by a noticeable margin. The results are less clear for the Abrams, but it seems to provide a slight benefit there as well. Full results.
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# ? Oct 19, 2016 08:00 |
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abelian posted:Are you sure about this? It flies in the face of reality. I'd expect a buttoned tank to have good to excellent spotting in the direction that it was facing, but very poor situational awareness. And in the T-90A, the gunner has a thermal sight, but the commander does not. Let me know what you'll find. Our bunker/turret will need all the spotting it can muster.
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# ? Oct 19, 2016 08:41 |
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FrozenLiquidity posted:Let me know what you'll find. Our bunker/turret will need all the spotting it can muster. See the post right before yours :P.
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# ? Oct 19, 2016 09:02 |
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Battalion HQ level assets Command vehicle #1 Stay put. Command vehicle #2 Move as shown: FAC Move as shown: HQ tank Unbutton. Reverse a little bit more than 1 tank's length as shown, in order to get hull down. Mortar battery FO Ural Has now been attached to me. Move as shown: Battalion FO Call in any fire mission as directed by PC or by Davin. abelian fucked around with this message at 20:06 on Oct 19, 2016 |
# ? Oct 19, 2016 09:27 |
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for 3 coy Who is in charge of the weapons platoon? It would be really nice if you could park the BTRs somewhere other than the main road...
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# ? Oct 19, 2016 09:28 |
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Orders for 3 Company 2 Platoon 'Concerned Ukrainian Citizens', Weapons Platoon 'Humanitarian Convoy' and Battalion ATGM platoon 'Lost Muscovite Football Team' Rifle Group Move 3rd BTR like so: All others continue last orders. ATGM carriers 1 & 2. No new orders. Weapons Platoon Drop off an ATGM team by DSM's position. Continue to the point shown. Quick Pace. The HMG carrier should drop a team near the crossroads (They can move into the nearest house for the moment), and then meet up with the ATGM carrier using any fast route.
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# ? Oct 19, 2016 09:55 |
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3./1. Motostrelki "Prancing Weasel" BTR1 with 3/1/1 Inf and 3/1 HQ BTR2 with 3/1/2 Inf BTR3 with 3/1/3 Inf No new orders, follow previous orders: Company pals any objections or ideas?
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# ? Oct 19, 2016 13:08 |
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abelian posted:Ok, thanks. The variability in spotting in the game is pretty wacky. Looking at the battlefront forums for other tests gives gives info all over the place. Here's an example with some testing in the tenth post: http://community.battlefront.com/topic/122267-possible-reason-to-bm-oplots-spotting-issues/ Someone posted an allegedly internal/beta test lists that might be useful. Vehicles that should always spot better when buttoned: M1A2 Abrams, T-90AM, BM Oplot, M2A3 Bradley, M3A3 Bradley, M7A3 B-FIST, Khrizantema, Tunguska. Vehicles that can't use advanced sights unless unbuttoned: M1151 Recon Humvee, M1167 ATGM Humvee, M1127 Stryker RV, M1131 Stryker FSV, M1200 Armored Knight. The post citing a dev's advice to "keep tanks buttoned and jeeps unbuttoned" seems way to strong a statement with a short list of vehicles where that's good advice. Relevant to us, what I've seen suggested is that the T-90A commander lacks a panoramic sight and therefore it best to unbutton our tanks.
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# ? Oct 19, 2016 14:27 |
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glynnenstein posted:The variability in spotting in the game is pretty wacky. Looking at the battlefront forums for other tests gives gives info all over the place. Here's an example with some testing in the tenth post: http://community.battlefront.com/topic/122267-possible-reason-to-bm-oplots-spotting-issues/ this loving game
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# ? Oct 19, 2016 16:59 |
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Hey, fun fact I just learned:Battlefront posted:As far as I know... ground conditions + vehicle ground pressure + vehicle bonus/penalty + crew quality = chance of bogging. I also thought that speed had something to do with it, but it turns out that is not the case. Seems to be one of those things that was planned/discussed, made it into the manual, and has remained there even though it never was coded. This is from 2014, and was in reference to Normandy, but apparently remains current in Black Sea. Insane.
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# ? Oct 19, 2016 17:41 |
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Hubis posted:this loving game Right then, unbuttoned it is!
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# ? Oct 19, 2016 18:21 |
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3/5 ORDERS HQ Tank No change. Tank 1 (on hill near tower) No change. Tank 2 (wtfstuck!) Turn out and get that turret pointed back towards the last seen enemy contacts.
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# ? Oct 19, 2016 18:26 |
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glynnenstein posted:Hey, fun fact I just learned: "made it into the manual, and has remained there even though it never was coded." MANUALS DO NOT WORK THAT WAY
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# ? Oct 19, 2016 19:15 |
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glynnenstein posted:Hey, fun fact I just learned:
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# ? Oct 19, 2016 19:18 |
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Hubis posted:"made it into the manual, and has remained there even though it never was coded." groggames.txt
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# ? Oct 19, 2016 19:18 |
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glynnenstein posted:Hey, fun fact I just learned: That's Elder Scrolls Daggerfall level of shoddy coding! Come on!
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# ? Oct 19, 2016 19:22 |
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professor_curly posted:Hey Davin, how's this for an idea - why don't we call in a short, intense 152 bombardment on where their tanks have been spotted? We have an FO already in position, and if they stick around doing the Pop Smoke and Retreat dance, that could really Ruin Their Day. Davin, this is the approximate mission we were thinking of calling in: Any thoughts?
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# ? Oct 19, 2016 19:57 |
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abelian posted:Davin, this is the approximate mission we were thinking of calling in: One battery, Heavy/Short, in that area? Looks good. Probably should have called it in a few turns ago, but oh well. I'll edit my orders post.
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# ? Oct 19, 2016 20:31 |
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Davin Valkri posted:One battery, Heavy/Short, in that area? Looks good. Probably should have called it in a few turns ago, but oh well. I'll edit my orders post. We want to do heavy intensity and at least medium duration. That should use around 30-36 rounds total. I think fewer rounds than that is just not enough to cover a wide enough area. I biased the mission towards the west of where we think they are.. in the hopes of driving them to the east where our tanks and ATGMs have good lines of sight. Unfortunately the FO is /still/ getting into position. My fault for getting him bogged. So we didn't really have anyone in position to call it in until now. And we expect our rangefinders to keep them bottled up for a little while.
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# ? Oct 19, 2016 20:39 |
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abelian posted:We want to do heavy intensity and at least medium duration. That should use around 30-36 rounds total. I think fewer rounds than that is just not enough to cover a wide enough area. Yeah, I wasn't blaming you for anything. If anything I blame myself for not predicting this line of events and ordering a pre-planned bombardment with 10 minutes delay. And I based the duration on how long you said you wanted the barrage to last (2 minutes), but MEDIUM sounds right for the number of shells.
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# ? Oct 19, 2016 20:43 |
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With "heavy" intensity, it'll start by opening the floodgates for a minute or so, but then slow to a trickle. Here's a test video that shows what it's like: https://www.youtube.com/watch?v=LPxQEB2785A There seems to be a lot of variability in how many rounds it fires. I screwed up the recording on an earlier video, and the same mission used 36 shells and lasted about a minute longer than the one in the video. Regardless of what we could have done otherwise, this will add to a growing list of problems for them, and should prevent them from getting too comfortable settling in over there. We should expect that they've already called in artillery on our forward positions east of Viridian City. We should certainly be on the lookout for spotting rounds that aren't our own.
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# ? Oct 19, 2016 21:16 |
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2nd Company / 3rd Platoon Cancel all previous orders. BTR 3 is to move onto the road before moving QUICK to pick up 3/2. BTR 2 is to wait for 3/1 to mount up. BTR 1 is to finish moving up to pick up 3/3. 3/1 should mount BTR 2. 3/2 should MOVE to the forest edge to meet up with BTR 3 and mount up. 3/3 and 3/hq should mount BTR 1 when it arrives. As soon as a BTR is mounted it will move QUICK and dismount infantry at arrival. Infantry will move at QUICK or MOVE to new positions. NastyToes fucked around with this message at 23:02 on Oct 19, 2016 |
# ? Oct 19, 2016 22:56 |
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abelian posted:With "heavy" intensity, it'll start by opening the floodgates for a minute or so, but then slow to a trickle. Here's a test video that shows what it's like: What's the call-in time on that? Do we think it will be particularly useful to be bombarding an open field 3-5 minutes from now? Serious question -- I kind of assume they will have moved mostly into covered routes by then, but I may be vastly over-estimating their mobility given our own experiences. e: abelian posted:Davin, this is the approximate mission we were thinking of calling in: It seems like it would be more beneficial to call in the strike a little closer along that same line. It's not likely to do much to any tanks on station there, but calling it in closer to the crossroads/woods where they seem to be headed would hurt/delay them trying to advance. NastyToes posted:
Do you want to QUICK move at the end there? I know we're in a hurry to get your guys deployed, but A) they're already fatigued, and B) there's confirmed hostile contact in that region and that area in particular I feel like erring on the side of greater situational awareness and preserving your troops energy so they can actually be usefulwhen real fighting actually happens is probably much more important than getting there in 2 minutes versus 4. Hubis fucked around with this message at 23:25 on Oct 19, 2016 |
# ? Oct 19, 2016 23:17 |
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Orders are final
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# ? Oct 19, 2016 23:27 |
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But I didn't tell my dudes to stay put!
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# ? Oct 19, 2016 23:29 |
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https://www.youtube.com/watch?v=M5QGkOGZubQ
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# ? Oct 19, 2016 23:34 |
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A more decisive turn than I expected, and a fast turnaround on that video.
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# ? Oct 19, 2016 23:38 |
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I guess call the Germans and tell them gg.
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# ? Oct 20, 2016 00:03 |
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Holy crap.
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# ? Oct 20, 2016 02:15 |
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https://www.youtube.com/watch?v=gmWwkEa082g Save: https://www.dropbox.com/s/4kmyel0esqk4od4/Goon%20Game%20Turn%2013%20RUS%20Replay.bts?dl=0 Password: Poutine Orders will be final on Friday at 18:00 EST, two minute turn! Generation Internet fucked around with this message at 12:16 on Oct 20, 2016 |
# ? Oct 20, 2016 11:36 |
Sweet loving jesus. Thank god for the recon squad. Can we hold this position or is it time for some reversing-leaping-overwatch back towards Victory Road? Or are these tanks committed?
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# ? Oct 20, 2016 12:16 |
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Situation just went fucky
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# ? Oct 20, 2016 13:08 |
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Ya I'm going to listen to my instincts here and say you should probably get your armor out of the town and onto the Highway while you have the chance Phi. Is calling in an emergency bombardment faster? How quickly can we drop artillery on that southern concentration?
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# ? Oct 20, 2016 13:13 |
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Yooper posted:Sweet loving jesus. It's going to take a ton of luck for those tanks to survive. If we smoked and reversed away right now they might make it, but still a pretty good chance they end up maneuvering into dangerous positions. The javalin has a 75m minimum range and will kill anything. The LAW the US squads have might also pen from the side. professor_curly posted:Ya I'm going to listen to my instincts here and say you should probably get your armor out of the town and onto the Highway while you have the chance Phi. Emergency bombardment is faster in that there are no spotting rounds, they just start shooting. This, of course, means it's super inaccurate most of the time. If it were my call, I'd ask for mortars on the vicinity of the atgm normally, not emergency. glynnenstein fucked around with this message at 14:04 on Oct 20, 2016 |
# ? Oct 20, 2016 13:49 |
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Do BTR's have smoke launchers?
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# ? Oct 20, 2016 14:18 |
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professor_curly posted:Do BTR's have smoke launchers? Yes.
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# ? Oct 20, 2016 14:50 |
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# ? Jun 10, 2024 11:49 |
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Alright, so at this point my position is no longer relevant. If they get to where I'm shooting them you're all already dead. So I'm not certain whether to head South to reinforce against our danger close or if I should head southeast and reinforce what we saw heading our way a few minutes ago. My gut says the former since they need backup now but then again our eastern flank only has several ATGM's, a few tanks, and a single platoon protecting it.
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# ? Oct 20, 2016 15:22 |