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Showing content with the highest reputation on 09/25/2018 in all areas

  1. I agree completely. The developers have developed some bad habits concerning marketing and support of their games, and these habits continue to go unchallanged by the community, thus ensuring the continuation of said bad habbits. If their product sucked I obviously wouldn't care one bit, but since the product is pretty excellent this constant lack of communication and broken promises and deadlines (in regards to the patch) is getting on my nerves.
    6 points
  2. Really when customers paid $120 in advance they have no right to be notified or updated when they might actually receive the product?? You really should rethink that!! To be honest it's getting to the point where I'm thinking that I ought to request a refund because I could spend the money on something else that I can enjoy right now, not in 6 months time. I don't think that's an unreasonable regret on the part of the customer either!
    5 points
  3. It isn't whining when people have been waiting two years for a patch, and it isn't whining when a date is set for a release and then missed without a word. You're the one who whines after people criticize BF for anything.
    4 points
  4. I don't mind the wait. It's Battlefront's repeated unkept promises that I find quite irritating. If you run into unexpected issues that slow down progress, let us know you can't make the target date, we would surely understand. But to disappear for over a month and not give any status update is unprofessional by my book.
    3 points
  5. Sorry please don't ban
    2 points
  6. contrails

    3rd infantry division

    I liked what ||CptMiller|| did for the 101st airborne (http://community.battlefront.com/topic/127064-187th-infantry-regiment-“rakkasans”-–-101st-airborne-division-air-assault/) so I created a similar mod for the 3rd Infantry Division. These are the guys manning Task Force 3-69 as depicted in the stock campaign. I intend to do 2nd ACR from the battle pack campaign at a later date grab it at cmmods! https://cmmodsiii.greenasjade.net/?p=7196
    2 points
  7. I'm still kind of hoping that the demo comes out at exactly 11:59 PM on September 30th.
    2 points
  8. "No, we are going to miss late September" is a perfectly reasonable thing for a community to expect by now, if the date will indeed be missed. I don't think Battlefront respects the community enough to provide that though. Far more important than the release of a new product is that this represents yet another delay to the 4.0 patch. Something that people have already paid for.
    2 points
  9. Aloha troops, I understand the frustration on delays and also the arguments regarding customer service and business practice. But for what it is worth here is how I try to look at it. BF games are niche. BF games are boutique. BF games are possibly the boutique-iest niche-iest boutique niche in the market. But they are my market niche, our market niche, and we need to recognise how unique and invaluable this product legacy is. BF are clearly a very small group of dedicated people who develop - and keep alive - a legacy of simulated combat realism that we love. I feel lucky this still exists in the current retail environment. I'd suggest it is only through the personal passion and effort of a small number of people that we still have these lovely toys. So when I get frustrated about delays and perceptions on customer service I recognise that if pure market forces and cold business decisions were at work we'd likely not have anything like the BF games we do have. Personally, I like to support the BF crew for this reason alone. Indeed I wonder how else I can help these folks so we have these much loved toys going forward? So there is one way you might think about it. And if you agree there is some merit in this possibly overly soppy rant maybe not only stump up your $ to keep the devs alive but also tone back the criticism if only to be a bit nicer to those slaving away on our precious toys? Now. Where is that CMSF2 Demo refresh button?!? .o7 NB: for the record I don't know the devs at all
    2 points
  10. Blind fanboyism at it's best. Not very "grown up" in my book...
    2 points
  11. Should I start whining about people whining about people whining about people whining? I think all of us want to get our hands on CMSF 2, or at least get an update. I even want an update on Rome to Victory, but what can just one of us do?
    2 points
  12. I can’t help it! One (last?) time, I want to point out how much I miss proper fortifications. The lack of them keeps me from finishing my Gerbini scenario (and many more to come?) and puts infantry at a severe disadvantage, with the result of horribly exaggerated infantry casualty rates (at least if you consider the duration of a scenario) and the defender's system of mutually supportive positions being compromised very easily. Moreover, trenches are not only usefull for representing actual field-works, but also natural terrain features that you can’t create due to soldier-behaviour (soldiers are not positioning themselves in a depression where they’d be safe from arty, or in a way in which they don’t see anything, etc) and the size of the action grid (8x8m --> a 1 tile depression is still a 64sq.m target for arty). I’ve created a beautiful visual comparison between the current trench fortification and the ideal slit trench, now give me some likes! As you can see, the slit trench beats the combat mission trench in all regards! What I've missed to point out: Because it stands out, tanks/direct HE can hit the CM trench more easily (causing an explosion that might still knock out soldiers in the trench). With a slit trench, this is much more difficult and unlikely. The almost inexistant silhouette of a trench might also make it harder to direct artillery onto it? Worries and doubts 1) Aesthetical: Lowering fortifications into the ground mesh is probably impossible (and if you could do it, the enemy would detect your fortifications by looking at the ground mesh). But what if we simply allowed the fortification (and soldiers in it) to clip/cut through the mesh. Yes, it wouldn’t really look good, but who cares?! I wouldn’t mind if that’s the price for proper fortifications! 2) Balance: Yes, it will be hard to knock out a trench line. But that’s how it’s supposed to be! You’d need to work much more with suppression and smoke. You won’t be able to knock out the trench with 3 mortar shells before you close in. You might still use the mortar to suppress it though. After all, that’s one of the main purposes of a trench: to protect you from arty/mortars! You need to take out a trench with the tip of the bayonet (or SMG, ... or flamethrower....or hand grenade). That's what rifle-infantry was actually usefull for (for any longer distances, you rather use your MGs). And tanks sucked at it (try to aim you hull MG down a slit-trench!). A bright future! Needless to say that while a slit-trench would be the most desirable starting candidate, it doesn’t need to stop there. I’m sure the community has plenty of ideas for field-fortifications, including gun emplacements (especially as long as guns can't be dis- and remounted to seek cover in a nearby artillery shelter; in FB, you do get ATgun-bunkers though!), hesco-walls (modern titles), pillboxes in different shapes (i.e. allowing for different firing angles/loopholes), hastily dug firing positions (for soldiers in prone position), etc. http://www.oldhickory30th.com/119th Co G Entrenching Tool by Nolan.pdf https://digital.library.unt.edu/ark:/67531/metadc1005/m1/2/zoom/?resolution=6&lat=4088.5&lon=5231.5
    2 points
  13. wake me up when september ends.
    2 points
  14. #RefreshMonkeysGetCranky
    2 points
  15. If they breach their word, they must return the money. You can't charge 120 dollars to thousands of people, and then postpone the game. Anyone with a little seriousness would have deigned at least to comment, because they have gone through the price of the game a lot.
    1 point
  16. You KNOW as a matter of course Steve’s dates are always wrong so either learn to accept that or learn to accept you aren’t going to get updates when those dates turn out not to be gospel. Anything else is just giving you an ulcer. I think I even made a joke about it when Steve said September. Honestly I find it hard to believe you guys don’t get that the dates are always optimistic and the refresh monkey stuff starts and the complaints as the day nears knowing in all likelihood it isn’t gonna be quite September. Talk about flat learning curves. Steve is not going to send a note. You guys can ask till you turn blue. Not gonna happen so your choice as to what to do next. Me I just accept it will happen when it happens, but it won’t be a date Steve has told me in advance.
    1 point
  17. I love Combat Mission. I will never forget the first time I played CM:BB all those years ago. It was a case of love at first sight. However, the lack of patches and the lack of feedback regarding in-development projects is vexing. A monthly update on the main website or the forums about what is being worked on and how things are coming along would be nice. Also, I think a lot of people would like to see more being done to improve the visual aspects of the engine, like better explosions, more stages of building and vehicle destruction and a greater variation of craters, perhaps based on terrain - i.e. no more earthy craters on paved/concrete roads etc.
    1 point
  18. I'm not so interested in screenshots (already think SF1 looks amazing). I just hope they can keep us updated with regards to the official release. Is everything on track, any setbacks, etc.?
    1 point
  19. AttorneyAtWar

    screen captures

    Try ShareX its free and easy to use.
    1 point
  20. What IanL said above. However... trenches can be modded to some extent and with bits of terrain alteration (ditch locking) these at least can be somewhat improved to look more like the real thing. The sandbags (on the trench edges) can be masked away and if put in -1m ditches it then looks something like that: FOW issue remains, but personally I either don´t care (the AI does neither) or one can add a number of fake positions so at least a human player will have to guess whether that ditch is just a ditch or additionally holds a trench + anybody inside.
    1 point
  21. L0ckAndL0ad

    screen captures

    I used to have FRAPs for this, but I don't have it now. These days I use Steam. You can import any game into it, very easy. Then launch the game from the Steam (or create a new shortcut from inside the Steam) and Steam overlay will hook up and screenshot function will work inside the game. One major note though! There's a hotkey conflict. I had to set Steam screenshots to F1 instead of the default one which is used in CM. Result: https://steamcommunity.com/profiles/76561198004245883/screenshots/?appid=sc_107807&sort=newestfirst&browsefilter=myfiles&view=grid
    1 point
  22. Speculating, but I wonder if it depends: 1) Which side of the building it's on 2) Which orientation the building is in 3) What type of building the texture is on That seems like it would be fairly testable, and might be down to offset errors (flipping a bit somewhere, which might not even be noticable if the vanilla textures were symmetric)
    1 point
  23. The shot answer is yes. There are limitations on who perfect the rounds will come in. My experience is that if the vehicle moves and stops and the observer has eyes on in both locations the rounds will hit their target as well as if it never moved. If the vehicle is still moving when the rounds come in there is more uncertainty.
    1 point
  24. I know I'm gonna get yelled at for suggesting this, but: OrBat creator/editor for quick battles, and maybe even campaigns. Make your own battalions, companies, etc. per point count and then use them -- like tabletop.
    1 point
  25. My preferred method is working my butt off, that way when it releases I can take a Monday or Friday off to just play.
    1 point
  26. I will post this link here since the CMSF2 forum is getting a lot of traffic these days. https://mwi.usma.edu/video-dr-phillip-karber-ukraine-russian-way-war/ From a West Point presentation to cadets in April. Impressive one hour talk on the Russia Ukraine war circa 2014. The speaker was in Ukraine 30 times and conducted "staff rides". Good idea to pause the video and read the slides. Beware: there is a lot of detail. There is a portion that compares an Ukrainian '"thunder run" to Jeb Stuart's audacious cavalry ride completely around the Union army during Seven Days. Mentions one Ukrainian helo pilot that was shot down 3 times in one day with MANPADs and survived to tell about it. This may have been posted in a forum already. If so, I am simply behind schedule. Kevin
    1 point
  27. Wicky

    Reverse slope/grazing fire.

    Have you tried shifting a gun or MG slightly left or right - Certain MGs can move up to four action spots without the pack and unpack time - it can be done if you choose to do so. Suggest you play a few games and experiment to see what can be done.
    1 point
  28. You can get your men to throw grenades over walls, without a clear target. It is a shame that you can't do the same thing for buildings.
    1 point
  29. Mord

    Improvement suggestions

    Joking aside, actual fog when a scenario uses the fog setting. The highest fog setting in CM2 doesn't even look as thick or as good as the weakest setting in CMBO. It's one of the lamest of the environmental settings in CM2. The rest look pretty good and are atmospheric...fog just sucks. Mord.
    1 point
  30. Mord

    Improvement suggestions

    My improvement suggestion is release SF2! Mord.
    1 point
  31. We are not at the end of September !!!!! Sing with me ...
    1 point
  32. MikeyD

    Average Learning Curve???

    Its FPS players who seem to suffer most first learning to play. Because your ingrained run-and-shoot gamer reflexes will do you no favors playing. Also, puzzle-solving game players may get frustrated thinking there's a specific 'key' they need to figure out. This isn't Tombraider. The solutions weren't designed into the scenarios. Don't be intimidated, though. Playing is as simple or as complex as you want. You can select all your forces and give a single 'move' command to the far side of the map and just watch what happens. Anything more detailed than that is called 'tactics'
    1 point
  33. Yeah, and it's not only exclusive to language, either. Every time a French francophone (xD) visits Quebec and complains about the dialect of the Quebecois. They complain that the Quebecois's use of both, outdated phrases along with Canadian English slang, is disorienting. It's crazy how languages and dialects effect/reflect the people that use them. I think we all make it infinitely worse by using as many initialisms, contractions and acronyms as we use. Something like: "Those PPS-43s would be good in MOUT. The SAF UNCONs should get them in CM:SF 2. TL;DR." Even when talking to someone over discord, while playing a game: "I got no LOS on that BMP, but I know OPFOR's on LZ and it's lit AF." Even if you're an English speaker, you sometimes require a datasheet to figure out all these technical terms.
    1 point
  34. You can't make units disembark from a bunker/shelter and move them on in the very same turn, which can be fatal very quickly. It would be nice to have that option. Soldiers who die while being in a bunker/shelter disappear (no buddy aid/retrieval of weapons available). This does not just apply to losses to heavy calibre AP or HE fire (in which case the soldiers would probably be totally obliterated...) but also to losses to small arms fire. It would be nice to have a "typical only"-toggle for quickbattles, so that players cannot select the experience/morale/leadership of their troops individually but have to deal with what they get. I think that this level of fine-tuning is rather annoying sometimes. (It's great for scenario design, of course!) I suppose it has already be mentioned before several times, but just to make sure: An option to dismount and remount crew-served weapons is desperately needed. The lack of the option makes crew-served weapons a very bad choice in many situations (e.g. you can't let them use an artillery shelter). ---- More a weird idea to be discussed rather than a serious improvement suggestion: Maybe it would be interesting to give players (or just the defender?) the option to buy reinforcements at a reduced price? The later in the game the reinforcements appeared, the fewer points they would cost? Maybe this would increase the uncertainty of battle a bit (right now, players often know exactly how many tanks the opponent has and can advance freely and carelessly once they know they've been knocked out). And maybe lead to more plausible engagements, with the defender's (more expensive) fast/motorized units showing up as a reaction to the attack. ---- Also, I wondered if there is some reason why onmap short-barreled/low-velocity assault guns/howitzers/sp. arty cannot fire indirectly? Is it because the trajectory would not be curved enough to fire at the "comparatively" short distances on the typical CM battlefield? The onmap crew-served infantry guns can fire indirectly, by the way, and the game even considers their line of fire (you can end up with a "no line of fire" error message when your gun's trajectory arc does not allow it to fire over an obstacle). EDIT: I looked up some candidates in the Command Ops II database, which seems to be very well researched, and indeed it lists a minimum distance for bombard missions (indirect fire) of 2.5km, which is too far for most CM maps. (looked up the 10.5cm leichte Feldhaubitze 80/40, used on the "Wespe"). Also, it seems that by doctrine, they were not supposed to deliver indirect fire, but direct fire (in which case, however, the arced trajectory would still be handy, which might also be the case in CM - http://community.battlefront.com/topic/112114-reverse-slopegrazing-fire/?tab=comments#comment-1763218 )
    1 point
  35. Here, some 1970s art rock to soothe the savage refresh monkeys. https://youtu.be/zhRzORqNa0E
    1 point
  36. A huge explosion at 0415hrs marks the start of a coup.............. The explosion as viewed from the roof of the US Consulate. Regime forces move in to secure the area.
    1 point
  37. What in the h*ll are you talking about? I went on Steam and then they said go away, and then some comments were deleted, then Combat Mission, then you don't own your games, then EULA stuff...then I passed the bong. This is like a an acid trip where I didn't get any. EDITED: Yes, I know, I mixed my drug metaphors but it seemed to fit into the gibberish theme this thread evokes. EDITED: I do not condone drug use except on days ending with sunsets. EDITED: I don't do drugs. I can barely do mornings. Mord.
    1 point
  38. I've posted Combat Mission on Pornhub. No one can stop me.
    1 point
  39. US Paras crest the ridge adjacent to an Waffen SS occupied stone building. The darkness and the smoke screen help with the surprise assault.
    1 point
  40. If your view was more nuanced then "The refugees are the reason the German military is in bad shape" I would absolutely agree with that quote. Since I haven't seen any other kind of reasoning from you it doesn't apply, sorry. Is that part of the problem though? Sure if you think social programs and the like that go to them and the rest of the population should instead be spent on the military.
    1 point
  41. I think it would be best if we could keep this forum confined to CM and WW2 history in general. But, when certain Arrogant (sic) people start spouting about "refugees" then their rants cannot be left unopposed. My granddad was an "economic migrant" or refugee as modern parlance would have it. He saw his mates being killed in 1940 on the road back to Dunkirk, then went through the Western Desert, and Normandy, and on to Hamburg. I won't use the words of Roy Keane on a forum that might attract younger readers, but I suggest that "Arrogant" (sic) follows his advice.
    1 point
  42. About Germany, isn't the whole point that it was to be neutered after the war, so that it wouldn't become a danger to Europe once more? And as a result of that neutering the German people today are culturally not very militaristic. So, in a democracy, if the people are not militaristic, why would they vote for politicians who would take their tax money and spend it on the army? There's lots of other things you can do with taxes, that are better for the average person. Or at least are felt more directly than paying for having loads of tanks rumbling around on exercises in some distant field.
    1 point
  43. Yes the refugees stole all of the money from the Bundeswehr in the span of 4-5 years, this definitely isn't part of a chronic problem that's existed for far longer then that. It must be nice to be able to scapegoat one decision as the reason for all of a country's failings. It certainly has nothing to do with Germany's military history and all that that entails.
    1 point
  44. Yeah we have the same problem. We allowed thousands of Angles, Saxons, and Jutes into this country.
    1 point
  45. You mean the 95 out of 244 Leopard tanks which are in operating condition? Or the 39 out of 128 Eurofighter? Or the 12 out it 53 Tiger helicopters? Refer to the latest annual report, which draws a shocking picture: https://www.google.ch/amp/amp.handelsblatt.com/politik/deutschland/bericht-bundeswehr-waffensysteme-weisen-erhebliche-maengel-auf/21011248.html
    1 point
  46. The great human wave attack on Hofen! From the scenario "Day of Attrition". This is supposed to be one of the opening German attacks on the first day of the Bulge. In this scenario, the Germans get two battalions of Volksgrenadiers and not much else. I think they have around 700 men in total. They must cross huge areas of open ground and capture two cities with little artillery support and no tank support, and no vehicles except a few trucks. They have some HMG platoons and some mortars, but their greatest asset is their enormous numbers of MP44s. Some squads are outfitted almost entirely with MP44s. So I figured my greatest chance was to attack en masse -- a giant human wave to cross the fields and get within rifle range as quickly as possible, so I can use the superior firepower of the MP44s. To my surprise, the advance goes much more smoothly than expected. Many of the American units are overrun and annihilated, and I take many prisoners. German troops overrun and destroy a battery of AT guns, gunning down the crews with their MP44s: German troops fire at retreating US infantry: About halfway there, some of the Germans halt while they wait for a smoke barrage to come in and cover the final assault on the town. They come under US artillery fire, but for the most part, the Germans are advancing too quickly for the shells to zero in on them. I managed to storm the town and drive the Americans out with ease, but before I could reorganize and move on to the next objective, the game seemed to bug out and it seems I'm unable to finish the scenario. All the movement orders for my whole force stopped working all of a sudden and nobody will move or even fire at the enemy. It's like my army is a bunch of robots and someone hit the killswitch on them, and the whole force shut down all at once. Very strange thing.
    1 point
  47. How I wish it was possible to lock "ears" in place on the spotting vehicle/soldier/unit and, for that matter, "eyes," too. I feel that flying around the map and projecting one's senses that way is gamey, but we don't have a setting to stop such things as of now. Maybe one day we'll have that. ATGs should be tough to kill and scary. Wittmann considered them more dangerous than tanks as a threat and dreaded encounters with Russian Pakfronts. This is something we don't really see much in CM, since you typically see only a few ATGs in a battle, rather than batteries and even battalions. Regards, John Kettler
    1 point
  48. Erwin

    Tips for spotting AT guns

    It sounds like someone was using the AT guns properly - ie: at much longer ranges than the small maps we usually see in CM2 games allow. Because nearly all CM2 maps are small and/or have short LOS due to blocking terrain, gamers have become accustomed to playing almost exclusively short range "knife fight" battles. It's obviously much easier to spot at short ranges. On small maps, AT guns usually get to fire once and are then KIA. Perhaps we CM2 gamers simply don't have the experience needed for dealing with long range fights. That's a primary reason that many of us still like CM1 games and also CMSF - they often feature much larger maps and much longer LOS/ranges. What is your scenario?
    1 point
  49. Wow, this is great, seeing one of my scenarios used in such a fashion - makes all the work worth it! Hopefully the scenario execution won't let you down. For everyone reading, this stuff really does happen, in this level of detail too, especially at the battalion level. And as an artilleryman and fire supporter, I get to see this level of planning from the maneuver guys every time I go to the field - and every time I'm thankful my job is the easy part of all this - blowing stuff up!
    1 point
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