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Other Means

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Everything posted by Other Means

  1. Hotkeys, defo. In fact, when I've been playing CMAK I've found myself trying to right-click to drop the command as in SF and exposing guns etc I didn't mean to. So the SF paradigm has replaced the CM1 in a few weeks - which can't be bad. Actually, this only happened when I could set my own keys.
  2. Any slope the AFV is on will add to the slope of the frontal armour, with some quite surprising results. I've had a Churchill XI bounce a Tiger from 150m because he was on a steep hill. He killed it next shot - my mate was stunned. So was I actually, I never expected *anything* to bounce an 88/L56 from there.
  3. You need to get better friends. Charles is itching to do an OSX version. AIUI, that's one of the reasons for going with OpenGL rather then DirectX - which has caused all kinds of issues with newer cards.
  4. I'd definitely go to 1.3. AIUI 1.4 might be next week. Might not
  5. I just want to see what's going on. Currently I can only see tracers.
  6. Mmmm, dunno about that. All the calcs for facial grimaces and dropped lighters will still have to be done, just at certain levels not shown. I mean, think of reviewing a WEGO turn at a high level and then zooming in on a juicy mortar hit on the replay - still gotta have both levels of detail under the hood, even if the higher level saves video cycles. -dale </font>
  7. As I understand it, the squad is still a single entity, with some spreading out over action spots but essentially one entity. The soldiers in each squad are modelled individually, and displayed as such. We've had some discussions over icons being used to represent the status of the unit it represents, pinned etc, and this is a reasonable idea. However, what I think would be good is if as you raise above the map, say to level 4 where I do most of my planning and observing, the squad gets represented as a single, large unit again, with the status represented as in CM1 with the unit cowering or standing (units above ground level to go to abstraction in sync with the level 0 ones). This may seem a retrograde step, but I think it would give the player a more satisfying experience. Currently, when I'm playing, what I mainly get is a lot noise of shooting and the icons telling me where everyone is. Units not selected don't give me any information on what's happening to them so I get less info about how the battles going. The icon status idea is a way to bring this information out but I think it would be even better to show the abstraction. When a unit is heavily engaged, or does something spectacular (or stupid if they're mine) then you could actually get to see the little troopers doing their thing - which would be brilliant. But when you're trying to get an idea of how the tactics are working out and you're at a higher level, you'd get to see that too. If so decided this could also be linked to distance from the current POV, hopefully grabbing back a few FPS. As usual, let me caveat that with the usual "I've never designed a best selling game" stuff, but to my mind what I'm missing most is that instant grasp of the battle I used to be able to get. Does anyone else think this could add something to the game and be a useful mechanism? Do-able is down to BFC of course.
  8. I'd love something like this, as long as you could see the path they planned on taking. It also seems more like the commands you'd give, as in "get to X as fast as you can", "make best speed to X", "get to X - be careful" etc.
  9. I've never played anything but Elite, so I've no idea. That summs up my major gripe with it. 2 Abrahms next to each other will know about it. Otherwise how can they spot the T72 across the map? Same for Strykers etc. The friendly relative spotting seems very out.
  10. I'll post here an extract from an email I sent to Elmar, hope he's OK with that: "i'm giving it a chance before i judge it, because i remember it took a while for me to love CM1. IOW, as of right now i'm not really "getting it". i think WWII combat was just more fun. is the Tiger turret turning slowly enough to let you get a 75mm Sherman past? being able to take 1/3 casualties (you know, you've fought me) and still consider it a success, judging whether the angle on the 6pdr is sufficient to kill the Panther because his infantry is getting close -- it's the limitations on things that make them fun. look at old cathedrals, they're incredible because the limitations of the materials and what could be done made them so. look at anything where materials or understanding is at it's limit - bridges, F1, space exploration. it's there where things are fun. with the modern battlefield it really is true - if you can see it, you can kill it. where's the fun in that? "
  11. The wind...oh god the wind. But enough about me. Has this already been toned down in 1.3?
  12. You give him first aid, reducing the chances of him becoming KIA, rather than WIA.
  13. I've had a CTD, I was nearly finished the battle too. Never mind.
  14. I've had a unit firing, I moved them into the Stryker and driven it behind a 3 story berm. The unit was inside the vehicle, firing successfully through the berm. Now *that's* a high powered rifle.
  15. I'm still having to set affinity, otherwise I get odd re-draws.
  16. My PC just locks up to the extent of hard re-booting. 3.2G D2C + Gf8000GTS so maybe I'm the worst case but anyone else get this?
  17. Exactly. How short sighted of Paradox. You just know there was some exec there who wanted his bonus for the Q3 figures. Myopic managment like my guess is the main reason small companies out-perform large ones. Large ones have people there who are just trying to game their own bureaucracy rather than work to the common good. And where does this leave BFC? Will vastly hit (again a guess) long term income stream. Still, I'm still in work - how much better does the game feel to the lucky barstools who can already play it?
  18. I'd reckon so, It ran on my 2G PIV with 1G RAM.
  19. It's 110F here in the high desert...that's just about how I feel.... </font>
  20. In that case can I be the guy who says "goddamn that's an ugly design.". The manual is hard to read due to the awful, awful design more than the less than perfect grammer. I'll bet 10 oompalumpa dollars that Charles programs white text on a black background. When I did 18 hour days it was the only way to save my eyes. That doesn't make it the best choice for the game manual, not by a long shot.
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