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JC-CM

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  1. I checked a few videos and you are right on this point. If the mortar and ammos are ready before firing, then it can fire very fast, althought it depends of the caliber and quality of the crew. A medium mortar will fire fewer shells than a light caliber per minute in the same conditions. A documentation say than a trained crew is able to fire 20 or 25 shots per minute with a light caliber (60 or 81 mm) I am very surprised on this velocity. thanks for the information.
  2. Hello, As I’m reading all messages following my post, I understand than my words are offensive for the developers, programmers and players who love the game. I apologize for the tone and inflammatory words at this message. I got carried away and wrote things I didn't mean. My post was not intended to offend whoever, but rather intended to list some improvements I dream for CMBN. Interest, realism and longevity of CMx1 prove that you make serious work and CMBN will have the same life without any doubt. Of course, this game also offers good points and interesting ideas. But may be I was waiting too much of a new CM opus. My problem is I can’t help comparing CMBN and CMx1 about playability, richness of informations given by the game (about type of terrain where a unit is, unit’s firing stats) or soldier’s behaviour. But you are right. Those games are DIFFERENT and I have to disconnect them to understand and appreciate CMBN. Your posts convinced me than I must not give up with this game. On the contrary, I have to give it a chance. About artillery, it is not easy to explain with words but here it is: I think the problem is not the power of destruction of mortar’s shell (I mean the blast and the consequences on soldiers near it). Let’s consider a HQ who orders 1 mortar (just 1) to fire. Why this only firing mortar is able to produce so many impacts during one turn? I don’t know the delay between 2 shots with a real mortar but I can’t believe it can produce about 25 or 30 impacts during one turn!!! Let’s have a look to a barrage shooting with 1 mortar. We surprisingly see 2 or 3 shells falling at the same time on the target zone. That’s why artillery is so bloody in CMBN; because the number of impacts is not proportional with the number of mortars which make them. For example, if you consider CMx1, a mortar can shot about 6 or 8 shells during a turn, producing the same number of impacts. Number of impact = number of shot = adequacy with number of firing mortars. Best regards.
  3. Gentlemen from Battlefront, When i heard about Combat Mission Battle for Normandy, i was expecting great things with this new opus. A few games after, like many veterans of the Combat Mission series, i feel something like a bad felling about this game. A feeling of deception, of mess-up. Why ? Because of many bugs and irrealistic things that ruin the interest of the game. Here is a list : - Artillery (even light mortars) is too powerful. 2 rounds of an artillery barrage are enough to destroy half an army or at least, reduce drastically a platoon to a few men harmless group. With this problem, it is difficult to manage a strategy or having a real fight with guns, AT, etc. Everything is destroyed after a barrage. Artillery power must be decreased for at least 30 % of its current efficiency (and accuracy in the same way). The artillery problem is the main problem of this list. - Path-finding is poor and players have to manage units one by one to obtain proper movements. - No possibility to select armour cover arc or infantry arc as we could in CMx1. - Unexpected point of impact on armoured vehicles (for example, hit on left flank when the shooting enemy is on the right side…) - A.P. shells kills infantry as easily as H.E. shells. I hope it is a bug. For example, a 57mm caliber American A.T. gun shot against a building with men in it. 4 of them died with one shot!!! I thought A. P. had no explosive ability… - No delay to execute an order whatever the unit’s level is. So, why should we spend points to buy crack or veteran unit? No matter with CMBN. - units are sometimes very difficult to place on terrain at some strategic points or to give them the best concealment as possible (for example behind sandbags). - Troops covered in buildings are too much vulnerable under enemy fire (light or armoured). - Same icon when an enemy is spotted. No matter if it is a tank or a soldier. I mean than soldiers should be able to identify at least if there is a tank or men in front of them. But when the enemy is spotted, we know immediately what kind of unit it is. Is it a new "fog of war" style ? - Armoured vehicle’s shots and gun‘s shots are too accurate à too many “one shot, one kill” - During assault against a building, friendly units continue firing on building to cover, with a risk of casualties on assaulting troops. - What exactly soldiers do with the order "to hide"? Where do they hide? Does this order really mean something? - A.I. manages troop’s behaviour in a strange way and not with appropriate action. Sometimes, they fire with their gun on a tank, sometimes they did not shot with their bazooka on a tank, and more other stupid things like this. - Armoured spot enemy infantry too easily. Of course, there are probably other problems, but those are enough to make me stop playing this game. Unless a patch fix these problems, there is no chance than i continue playing it or i than i buy the adding modules. I think i will continue Combat Mission x1. This one, at least, has been programmed seriously. CMBN is the perfect example of a game which has been thinking only for graphics effects. No matter with realism or playability. Regards. JC-CM
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