They have explicitly said there are no such things. As a tester I can say that the official position of BFC is *NOT* to do that. Ever. I realize that various people feel that <insert favourite weapon here> is not powerful enough or that <insert favourite tank here> is too weak. They are entitled to their opinion but they are not entitled to their own facts. They have made mistakes about weapons system capabilities and those get corrected when discovered. The do not code limitations or bonuses into various armies.If you're asking or implying that certain nations have hidden bonuses, I doubt that is the case and only the game developers would know for sure.
I am pretty sure that in CMX1, the Russians (CMBB) had some downgrades that were not captured by points. I don't remember what they were. Does anyone remember?
I also wonder if those downgrades carried over into CMX2?
Yes! That sounds familiar!I think command delays were longer for Soviets?
I can say after fairly exhaustive testing that a Sherman crew has the same spotting ability whether it is American, British or Russian.I tested spotting-capabilities
No such thing was added to the CM2 games. I don't have confirmation if CM1 games has such things but I am sure that if they did not were carried over.I also wonder if those downgrades carried over into CMX2?
And I think the longer command delay for the Soviets was dropped based on battle date. Maybe 1943 on or so?I think command delays were longer for Soviets?
What does make a lot of difference with regards to troops surviving HE (from my anecdotal observations of 10+ years of CMx2)I will ask my opponent about the -unseen- effects of my shots.
I cry about one of my own... not about ten enemies but against the AI it is happening.
I agree with almost everything said here.What does make a lot of difference with regards to troops surviving HE (from my anecdotal observations of 10+ years of CMx2)
* Troops hiding or cowering (or prone in general) are much more likely to survive nearby impacts compared to running troops
* Micro terrain and foxholes
* Solid cover like slopes, walls, etc. Bushes / hedges help mainly for concealment and only a bit of cover. The CMBN hedgerows are a bit in the middle imo.
* The HE filler; High velocity shells like the Panther's do less splash/splinter damage in open field compared to PzIV 75MM HE for example.
* Being inside sturdy buildings. Sometimes it can pay to have troops on a higher floor to shield against ground impact HE.
* In modern CMx2, body armor also makes a big difference.
There is also plenty of random chance; sometimes troops at 100m get cut down from shell splinters while troops near to the blast survive.
It is not that the Panther's HE shell is going fast. It is that it is a lighter shell than the US 75mm shell fired from a Sherman which is a larger shell with more HE. I mention the Sherman because I know its blast value was higher and I don't remember the PzIV 75mm blast value.
I would say that hedgerows are almost magical. They offer near perfect concealment and cover from frontal fire. In armored combat, they can disrupt games as tanks behind hedgerows are nearly invisible and can fire unseen at your tanks, while your tank's return fire cannot penetrate the hedgerow.
The latest patch may have addressed this as I saw AP shells regularly go through hedgerows for the first time.
The models for buildings are interesting. Some buildings are fortresses, others are frail, and others are in between. A recent game with Titan saw his men in buildings survive heavy 105mm and 155mm bombardments. Look for brick or concrete construction. But even buildings with decent wood construction (not shacks) will allow you to easily survive 81mm mortar bombardments.