Jump to content
  • Announcements

    • Battlefront.com

      Special Upgrade 4 Tech Tips   12/27/2016

      Hi all! Now that Upgrade 4 is out and about in large quantities we have now discovered a few SNAFUs that happen out in the scary, real world that is home computing.  Fortunately the rate of problems is extremely small and so far most are easily worked around.  We've identified a few issues that have similar causes which we have clear instructions for work arounds here they are: 1.  CMRT Windows customers need to re-license their original key.  This is a result of improvements to the licensing system which CMBN, CMBS, and CMFB are already using.  To do this launch CMRT with the Upgrade and the first time enter your Engine 4 key.  Exit and then use the "Activate New Products" shortcut in your CMRT folder, then enter your Engine 3 license key.  That should do the trick. 2.  CMRT and CMBN MacOS customers have a similar situation as #2, however the "Activate New Products" is inside the Documents folder in their respective CM folders.  For CMBN you have to go through the process described above for each of your license keys.  There is no special order to follow. 3.  For CMBS and CMFB customers, you need to use the Activate New Products shortcut and enter your Upgrade 4 key.  If you launch the game and see a screen that says "LICENSE FAILURE: Base Game 4.0 is required." that is an indication you haven't yet gone through that procedure.  Provided you had a properly functioning copy before installing the Upgrade, that should be all you need to do.  If in the future you have to install from scratch on a new system you'll need to do the same procedure for both your original license key and your Upgrade 4.0 key. 4.  There's always a weird one and here it is.  A few Windows users are not getting "Activate New Products" shortcuts created during installation.  Apparently anti-virus software is preventing the installer from doing its job.  This might not be a problem right now, but it will prove to be an issue at some point in the future.  The solution is to create your own shortcut using the following steps: Disable your anti-virus software before you do anything. Go to your Desktop, right click on the Desktop itself, select NEW->SHORTCUT, use BROWSE to locate the CM EXE that you are trying to fix. The location is then written out. After it type in a single space and then paste this:

      -showui

      Click NEXT and give your new Shortcut a name (doesn't matter what). Confirm that and you're done. Double click on the new Shortcut and you should be prompted to license whatever it is you need to license. At this time we have not identified any issues that have not been worked around.  Let's hope it stays that way Steve
    • Battlefront.com

      Forum Reorganization   10/12/2017

      We've reorganized our Combat Mission Forums to reflect the fact that most of you are now running Engine 4 and that means you're all using the same basic code.  Because of that, there's no good reason to have the discussion about Combat Mission spread out over 5 separate sets of Forums.  There is now one General Discussion area with Tech Support and Scenario/Mod Tips sub forums.  The Family specific Tech Support Forums have been moved to a new CM2 Archives area and frozen in place. You might also notice we dropped the "x" from distinguishing between the first generation of CM games and the second.  The "x" was reluctantly adopted back in 2005 or so because at the time we had the original three CM games on European store shelves entitled CM1, CM2, and CM3 (CMBO, CMBB, and CMAK).  We didn't want to cause confusion so we added the "x".  Time has moved on and we have to, so the "x" is now gone from our public vocabulary as it has been from our private vocabulary for quite a while already.  Side note, Charles *NEVER* used the "x" so now we're all speaking the same language as him.  Which is important since he is the one programming them
bangers

Quick Battle point allocation question

Recommended Posts

I was messing around with the quick battle function, and I discovered that the point allocation in assault / defence, attack / defence battles was approximately 3.5 / 2, and 3 / 2 respectively.

I was expecting 3 / 1, and 2 / 1.

Is there any specific reason why the defender gets more than half the attackers point allocation in both modes ?

Edited by bangers

Share this post


Link to post
Share on other sites

Because the idea is to give each side a roughly equal chance of victory, and with 2-1 odds or better the attacker will roll over the defender almost every time, at least in human vs human play.

Share this post


Link to post
Share on other sites

Thanks for your reply.

What you say makes sense, especially given the fact that the defender will undoubtedly have to spend some points on trenches, foxholes, etc. So one could regard the extra point allocation as a "bunker bonus" :) 

However, I am curious to see how a 2:1 ratio att / def QB would work out against another human, so watch this space.

Share this post


Link to post
Share on other sites
7 hours ago, bangers said:

What you say makes sense, especially given the fact that the defender will undoubtedly have to spend some points on trenches, foxholes, etc. So one could regard the extra point allocation as a "bunker bonus" :) 

Maybe that's the intention, but trenches and foxholes are pretty useless in this game, so a cunning opponent would use his points for more or better troops.

Share this post


Link to post
Share on other sites

I actually find trenches quite useful. Foxholes, not so much. 

Hmmm, this reminds me of a bug report I need to make.

Edited by Vanir Ausf B

Share this post


Link to post
Share on other sites
8 hours ago, Michael Emrys said:

And don't forget, you can manually increase or diminish the attacker's force ratio in QBs.

Michael

Thanks for that information, I never noticed the force adjustment menu.

Share this post


Link to post
Share on other sites
4 hours ago, Bulletpoint said:

Maybe that's the intention, but trenches and foxholes are pretty useless in this game

That's a worry, is this something other players have noticed ?

Share this post


Link to post
Share on other sites

Some people make that claim. Some do it frequently. I disagree. It is possible that there are tweaks that can be made for small arms fire but there is no better place to be than hiding in a fox hole or trench when artillery is dropping on you. None.

Share this post


Link to post
Share on other sites
5 minutes ago, IanL said:

Some people make that claim. Some do it frequently. I disagree. It is possible that there are tweaks that can be made for small arms fire but there is no better place to be than hiding in a fox hole or trench when artillery is dropping on you. None.

Ok, I don't really have the time to test it, so I guess I will have to find out the hard way :)

Edited by bangers

Share this post


Link to post
Share on other sites
25 minutes ago, bangers said:
4 hours ago, Bulletpoint said:

Maybe that's the intention, but trenches and foxholes are pretty useless in this game

That's a worry, is this something other players have noticed ?

Maybe I should have elaborated on that. Trenches and foxholes do provide some protection against artillery, but not that much against direct fire. They are a lousy fighting position. In a shootout between your guys in foxholes and the enemy behind bocage, you will lose.

Against artillery, you need to have your troops hiding or covering in the foxholes at the moment of impact to get the full effect. Even so, I just played a game where one of my guys was killed by a 105 landing about 30m away, while he was fully prone in a foxhole.

Anyway, they are surely better than nothing. But the reason I said they were nearly useless is because in a game of CMBN, there will nearly always be some better cover nearby, and your best bet against artillery is to move away from the zone where it hits. Also, multiplayer games are about mobility. If you try to sit still and defend, you will usually lose.

In addition, foxholes and trenches are very easy to spot, and especially in multiplayer you really don't want that.

Edited by Bulletpoint

Share this post


Link to post
Share on other sites
12 minutes ago, IanL said:

there is no better place to be than hiding in a fox hole or trench when artillery is dropping on you. None.

I'd say a house offers better protection actually. In the game at least. Better protection against direct or very close ground impacts, and better protection against airburst shells too.

Share this post


Link to post
Share on other sites
4 hours ago, Bulletpoint said:

I'd say a house offers better protection actually. In the game at least. Better protection against direct or very close ground impacts, and better protection against airburst shells too.

I concure :-)

Joe

Edited by JoMc67

Share this post


Link to post
Share on other sites
6 hours ago, Bulletpoint said:

<Snip>   In addition, foxholes and trenches are very easy to spot, and especially in multiplayer you really don't want that.

And once spotted are always displayed on the map no matter if you still have LOS or not. 

Share this post


Link to post
Share on other sites

However sometimes some empty foxholes or trenches are useful to make the enemy waste shells and bullets. I noticed especially say if i have 3 hills and i place foxholes or trenches on 2 where i know theyll be seen. The third has an atg or atgm hiding. The enemy seeing a trench or foxhole on a high los point will undoubtedly shell it and shoot at it. And more often than not with tanks. And the best way to even get crappy troops to spot a tank is for it to be firing on their line of sight at something else. Something about the flash and loud bang attracts attention :)

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×