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slysniper

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slysniper last won the day on February 8 2019

slysniper had the most liked content!

About slysniper

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    Louisville, Ky USA
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    Structural Eng.

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  1. its a feature that can really cost you if you lose a unit that has called the strike. Some times I have seen the whole mission wasted. other times because the arty unit recognizes it has lost contact, the mission will cancel at some point and you will have access to it once again. If spotting rounds have not dropped or been adjusted, I am pretty sure it will just cancel it before a strike is allowed.
  2. Can you be more clear as to where you are seeing this. Even though its the same engine in all of the games, it does not really mean the problem is in all of them , even if what you are seeing is true. I have noticed this behavior at times. But I am afraid I have also noticed the unit ignore area fire and take on important targets as one would expect. So again without pinning down the issue, testing it and proving it is reoccurring way more than it should , you have not provided anything of value. But the insight might be a correct one, but it needs something more solid to make a effort on. As I have said, I have seen it myself. but not enough to think it was a issue.
  3. Until CMx3 IS DEVELOPED, We will not know what Steve and BF is seeing as the next important step as to what the future game engine should include. I hope that the graphics do step up to similar levels that we see out there in other games. but that is not the make or break of the game for me. I am sure, what ever they produce. It will somehow reflect the games focus that I see that they have in even a more realistic manor than it does now. And that focus is: Putting you the player in a tactical environment and commanding your units to respond in a realistic manor to the combat they are engaged in. That is what their game does that hardly any other comes close to. So for me, I like hearing suggestions from players that would make the game even better as to that focus. GRAPHICS, TIME FRAME, UNITS, and all such things add flavor to the product. But it is not the core of what they give us. that's just the window dressing
  4. where are these other wargames that make CM so dated. Other than graphics, Which CM is behind on - there is still nothing out there that compares as far as I am concerned. But please, really please. Show me the light.
  5. If I had to complain about arty vs armor, it would be the modern games do not create enough immobilization in my book. The wwII tanks go down pretty good to it as to at least being immobilized. I would love to hear why a modern tank would hold up any better to it as to getting track damage and such. That is where I think it lacks any correct outcome.
  6. A ambush command sure would be nice. One of my present methods is have my unit wait out of the line of sight, , move it into line of sight trying to time it so that it engages for approx. the amount of time I want in the minute turn. next turn, immediatly get the heck out of there. (this method can be pretty successful)
  7. Good suggestions. Most players need to learn to use recon more, somebody has to be sacrificed for the good of the whole. You always need to find the enemy location first, before risking moving any units of value. find / pin / maneuver to killing positions / eliminate. (This is the basics no matter the terrain.) Yskonyn, it sounds like you have the tendency to want to move to contact in force, this is not a tactic that plays out well in these battles. (That is a tactic in real world situations where you have a massive advantage - that is never the case in most cm battles)
  8. Actually, I did some testing to see how effective arty is in WWII vs the same size arty in CMSF My test was to run armor through arty barrages and see how effective it was. There was no point targeting envolved. I was actually very pleased with how much armor was damaged in the WWII test. A few lucky kills and many more immobilized. The modern era stuff , the tanks were pretty immune. Of course there is precision arty that is very effective vs stationary tanks in the new era stuff. But in general, the results looked pretty realistic in the testing I done to what I understand for what one should expect.
  9. foxholes and trenches will also work well against direct fire with the hide and pause set on the unit. The issue of course being that they are worthless as to returning fire. But the tactic I use often in h2h fights is, Hide my men and let the enemy blast away, especially if I have a trench system. I can crawl my men away from pinning type of effects. The important part is, having other friendlies, normally farther away. concealed but keeping a eye on the enemy and set to open up on any enemy unit wanting to rush the defenses. I have many a win because the enemy thinks they have my men pinned, they rush my trenches. I see the attack and unhide my units in the trenches and engage the enemy at close range. guess who wins the fire fight in those situations.
  10. I think the foxhole and trench thing will never go away. I know for me the first few times I ran troops to these features hoping to save their lives from some type of arty attack and feeling very disappointed after the event. But I am much older and wiser now. also instead of asking others to do test (learn to test things yourself) really you can do it. OK, I have learned that these features work great, only if you place hide on your units, I also put pause on them. With those two settings. Your men are very well protected. Test it for yourselves and you will see a major difference. But in general, the men will have a tendency to stick their heads up if not on hide. (The pause is a good way of preventing any coward from wanting to crawl out of there and make some fleeing move.) the test is easy, place two identical groups on a map, hit them with whatever arty you think is a good example and set the one group with my discussed settings and the others without. The results are drastically different
  11. Adding new units from another nation is what makes a module just that for me. If they do nothing more than add a few units to a existing country I am disappointed. That feels like nothing more than a scenario pack in a way.
  12. Most of the Scenarios focus on the new available units. If you have no interest in them, then I can see why you lack a desire for the game. The scenarios that are placed in any of the games are generally a lot higher in quality than the after release ones and 3rd party stuff, in that they are reviewed and worked and reworked many times. I generally have a few that I love from each game release. There are a few really chose ones on this game release also, but I still have plenty to play before I can say which are my favorite. For me, I could care less about which units I have or what time frame, I look for being given a battle that I have not played before that gives me a different type of challenge than what I have had to deal with in the past. That can be done with one of a kind terrain, units with a different mix of weapons from what I am accustomed to playing with and things like that. In that sense, this module delivers
  13. Interesting, because someone is not actively playing the game and don't really care about updating the engine. When the later version of the game gets new material, they feel they should get the later version of the game for free. With the purchase of the material. Where as BF sees it as they offer products for the latest version of their products. Really, Ok, maybe it is a little harsh to the casual player that does not use the product much. But If $10 is the make or break of them buying the latest material and version of the game, then I doubt they are serious about buying the game anyway. And would anyone not serious about buying the game even be on this site. So get you $10 extra and get the game and start playing. (dress up like a beggar and get the money for the whole game in a hour or 2) you will have better luck doing that than getting BF to change how they sell their product.
  14. The best trick I have learned is to use the target and move commands together. here is what I mean. What can the enemy unit see. Example - I know the location of a enemy tank. I take one of my tanks and plot a move to the enemy tank location. when that point is plotted, I then use target command from that point and I can see what is indicated from there as blue line visible. (just remember to clear these commands after getting the info.) Where will I be able to move to and for sure see the enemy. (same as above but I am targeting the area I think I want to move to, when I see the blue line I know I have a spot that will likely give me my visual I want.) Anyway, a very painful way of doing it, I don't use it much, but when its a critical situation I want to get right and it really matters. its the best way to get good results.
  15. it time to start placing your guesses as to when it will be released. I assume they are wanting it out of their hair before the Holidays here.
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