Jump to content

RockinHarry

Members
  • Posts

    3,719
  • Joined

  • Last visited

  • Days Won

    18

Everything posted by RockinHarry

  1. So a RL commander goes into every battle completely blind or what? I even give the AIP some intel which helps it in various circumstances. I see we prefer playing two different games (or styles of playing them). Good that BFC at least enables us approaching the game in different ways, although they could do much more IMO.
  2. Yeah, there´s various styles for sure to choose from. Which to choose is rather matter of (own) taste, as one can´t please all potential players anyway. CM briefing and maps layout is fairly **** IMHO. Otherwise one could help and communicate to a player much better. I also wonder the editors terrain overlay layer can´t be toggled during game play. You can add any sort of map on top of the play area and avoid the hardly readable and ugly map text stuff, if toggled on. I tend to avoid it entirely if not necessary for a particular reason. But oh well. BFC stopped inventing usefull things long time ago and so be it. The caravan keeps moving. Here´s example briefing map for how simple I go with basics. There´s bits of additional detail info in briefing (own forces composition, reinforcements, but not points given for doing/taking this or that) and designer notes (special things like mods to use and such), but that´s optional and just for those who really want reading. I also "hide" small things in short text lines. I.e if the player should preserve (or not) own forces. This as indicator that it migth yield "points" if not taking too many losses. But bothering a player with "math"... no way. He/she who likes it can play Paradox games. lol
  3. GIMP is great for doing all sort of things. Using it for years now and it´s getting better and better. No need for PS and other paid stuff. I do my own CM tac and and strat maps with it, but add only that info that would be available to a real commander. No fancy sh*t and info for what the player gets for doing this or that, victory points wise. Overview map in sketch format just showing things of importance. The less colors and useless terrain info, the better for a player. The more experienced at least. (avoiding info overload with unnecessary stuff)
  4. Didn´t get any answers yet, but figured something out myself. The AI "cheat" behavior seems just happening if single enemy armor and PC (player character) is involved. You can hide and move normally (keep hiding and moving out of LOS) if dealing with enemy AI infantry. They focus on objective zones and engage PC only if he (me) comes into LOS and gets spotted. They don´t "hunt" (like single tanks do in cheating way). If PC vanishes out of LOS (i.e hiding at the bottom of a trench) they might throw some nades toward your direction (though not very acurately), then go their own business again (objectives). As said this all in a test situation where PC is the only survivor and further spawns (tickets) aren´t triggered or spent.
  5. Related posts (with dropbox links) start here: https://community.battlefront.com/topic/120405-question-about-infantry-animation-files/?do=findComment&comment=1963489 When anybody wants trying it I recommend reading through follow up posts, which aren´t that many. Latest fileset link should be near end of the thread. I couldn´t continue for RL matters and lack of community interest wasn´t encouraging as well. Thanks and cheers!
  6. I´d guess too but it was this thread that made me aware of the game in the first place. So possibly someone here knows more than I do ATM. Seems it´s not so. Hm.... I got to play some full mission set and check again. The end condition im my little test mission was that my PC was the last one alive, together with an enemy tank (at the objective area). Maybe that´s the case then, when the enemy tank got full intel ony my PC, wherever I hid him. No wonder maybe that none else but me noticed, the editor freak. However, all the discussed games here (ER2, SF, LnL, Tank-HEAT..) get at least 1 - 3 updates each month, ER2 even double that amount. So it keeps exciting. Also now have more playing experience both in LnL and SF. Unfortunately have no time left for Gunner - Heat, as real life keeps me busy as well. Wished these times would come back for CM too. But everybody seems having the head deep in the Ukraine thread these days and the forum lost its actual purpose. Steam is much more interesting ATM and guess what.... the developers are actually communicating with their customers and fanbase frequently.
  7. Any Easy Red 2 players know if the enemy AI is always aware of the player characters whereabouts? Currently playing the public beta. Asked in steam forum but didn´t get any answer for 2 weeks. Seems they start the same habits like in BFC forum (developers give a sh*it on customer questions). Anyway, if that´s part of ER2 game mechanics, I uninstall it again. Better focus on Second Front and that tank sim (Gunner, Heat...) then. A pity.
  8. Exactly. Basically it´s "fast" +"face" combined with a short cut. Whether there´s any further attribute applied to "withdraw", IDK. (scripted withdraw adds a throw smoke and a certain order for single ptroopers moving off to associated waypoint). From my experience if units get heavy suppression they´d go to basement, but very rarely "rout" out of the building entirely (anymore). If these units (no matter current morale state unless shaken/panicked) reached the basement I try giving them a hide + very short 360° target arc order, so they could bits of calm down if enemy fires allow. If already very bad morale state (shaken, panicked) I try move a HQ to influence/rally range. Key in these situations IMO is not letting it come that far. Better move an unreliable unit (soft factors) off to a switch position, before it gets into a ****ty situation. Anyway, buildings are crap cover in CM and are only of some use if there´s additional cover from the ground terrain mesh. (a berm or rubble piles created in map editor). Or a wall immediately in front of it so a unit in the buildings basement can benefit from it. (breaks LOS/LOF when it was previously in 2nd floor or higher). If a unit has fairly good soft factors (like ChiBot´s Volkssturm, regular, +1 morale) then it can be counterproductive for a unit to attempt moving away from a potential untenable position. They expose themselves longer and get shot to pieces when heavy SMG wielding russians get close enough. In case of Volkssturm it would also be more realistic to set them to low morale and green/conscript experience. I´d handle their staying power by giving a good leader (+1 or +2) or at least having one in Plt HQ which then should be in C2.
  9. Sounds like the half measure BFC made to "fix" the "retreat" to odd places crap in previous game version. Pity they didn´t "fix" anything, but just added new issues to game play. If it´s your own scenario creation, I´d try lowering some the Volkssturm´s soft factors, like experience and leader rating. I see it´s "regular" and a +1 leader for squad in question. Maybe green or conscript with -1 leader would react the way you want, but IDK ATM. Where´s this squad´s Plt HQ btw?
  10. yeah, nothing goes without the right footwear in 1940! Look a little tight, but good enough (for me).
  11. Here´s some Easy Red 2 example pics of me playing around in map editor. Applied bits of Reshade magic as well but nothing too fancy. Map is just for placing stuff and experiment with it and editor features generally. As can be seen quite a lot can be sculpted into and out of the 1m resolution terrain mesh (similar to CM). With multi layer (out of 8 ) ground textures nicely blended together freely, it all can look fairly realistic IMO. I also get my realistic size and depth trenches out of all that. lol And even better.... the AI bots recognize them as cover and use them! Great. Overally the map editor is easy to use, though has its rough edges and lack certain features (yet). The game (and editors) is in constant development, so I expect more goodies to come later. Easy Red 2 example pics and map editor capabilities
  12. To me it means you can´t target an enemy unit (of action spot) beyond a haystack and shack/privy. It´s the only flavor objects (in CMRT) providing that LOS blockage. And if there´s no LOS with target command, then there´s no shooting (LOF), right?
  13. yep. Very much depends on map size, available cover, communication networks and recon target. Normally scout/armored cars were used in pairs, so that there´s always one who can overwatch the lead vehicle. In case the lead vehicle gets f*cked up, there´s one left who can radio back what happened, where and when. Beside helping any surviving crew members. Of course not of much concern in CM god´s eye mode.
  14. This is what I´s talking about re Haystack and shack class FO Why the f*ck can´t I embed Imgur pics anymore? Well then: https://imgur.com/a/HAeIehQ
  15. another scouting (with vehicles) tactic I´m using is fast move between observation points, preferably from then hull down position. If possible furtherly refining to turret down so that just the commander peeks over the crest. For more "secrecy" one can also fast move from point to point in full cover, then disembark. The crew then does the recon similar to infantry at very short distance. It´s not without risks, but if you just want to observe, not draw fire, it´s very effective. Another RL tactics as taught for german WW2 motor recon troops (and tank units in same role).
  16. Interesting. If you don´t confuse terms (LOS - Line of Sight, LOF - Line of Fire), that shouldn´t be the case. I´d also recommend checking my flavor object test map (and bits of read info in that thread), then make your own test. It´s CMRT, but you can make a similar one for other games easily. ---> https://community.battlefront.com/topic/139520-berlin-cmrt-map/page/21/#comment-1958146
  17. Thanks Steve! Fairly well all coincides with my own observations and making my mind on what´s actually happening in the game. So the lil bit of cover given my small flavor objects (while hardly to be noticed at all) benefits infantry vs. small arms fire the most I guess. So for vehicle type FO addition, monuments (large FO, hard material) should still be the "best" choice IMO. Haystacks and carts are good for blocking LOS (large FO) but do lil to nothing for LOF. For my "8x8m node grid and infantry path finding, though not actively seeking "cover" behind FO´s - conclusion", things remain undisputed I guess. Nice. No two things on the same 1m node can exist the same time. Also reason for frequent "floating" rubble FO´s in (damaged) buildings at game start. While not quite a bug, it´s surely a game engine glitch. So far, so good.
  18. Hehe... I rarely drink, but if... it´s usually much harder, better tasting things.
  19. Good luck, Phil! Looking good so far and I´m convinced that anything following will do to!
  20. Hehe... yeah that was fairly crazy, but much fun as well. Think for your mod collections you just got to rename stuff, if that really becomes necessary. But I´d recommend using my RT flavor object test map, check some things out and make your own clonclusions. Or you make your own test map for any the other games.
  21. you might just have forgotten my friend! https://community.battlefront.com/topic/139520-berlin-cmrt-map/page/21/#comment-1958146 More info is spread all over that particular thread.
  22. Latest Second Front patches includes free map rotation ability by means of middle mouse button click & move. There´s also considerable speed up of turn/phase execution times now. For ER2 they prepare addition of binoculars (were missing yet). Beside other things.
  23. thanks. That integrates very well with my own observations and conclusions derived from that.
  24. yup, but it´s only few hardcoded types that apply for actual cover (mentioned fountains and few others). But I doubt pixeltroopers actively seeking cover behind them. Not from my own experience. And "cover value" even for fountains is very doubtable IMO. Pixeltroopers move along (path find) 1m grid nodes of which are 8x8 = 64 within an action spot. So I think it´s rather random occurance that a ptrooper ends "behind" a flavor object. True game cover is the known stuff like walls i.e but ptroopers also actively seek cover in/behind the terrain mesh, like craters, berms and depressions/trenches. That´s the very best in game cover vs direct fire small arms at least. There must be a test map (dl link) of mine, with all flavor objects placed, somewhere in Nigel´s Berlin thread IIRC. Beside other game play I base my own conclusions mainly on test playing that particular map.
  25. not sure if their style of FPS is that bad. ER2 is halfway between FPS and sim and easily accessible IMO. Also seems all based on their same game engine (Unity) so I would expect it´ll be more sim than shooter and maybe progressing more towards sim after initial release. ATM I see tendencies for that in ER2 already and Tank Squad might see similar developments.
×
×
  • Create New...