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Other Means

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Everything posted by Other Means

  1. You don't prefer, you compare. What you do, and what Jason does, is when you hear "We killed 10 tanks each that day" you go and read the other sides report and see how many tanks were there and how many they actually lost. You then know more than the people who were there that day because you know which ones were really kills.
  2. Firefly? Achilles? All the stuff that's really good for wiping the smile off a Tigers face and the Archer makes it in
  3. You could make a scenario with only a building in it, if BFC make an editor and it's able to do cut'n'paste. Being able to make interior baracades would be a cool option.
  4. They are a great intermediary link in your escalation chain. i.e. attacker brings in some HT's to harrass you, instead of exposing a gun bring up the T-26, keyholed if possible, and he has to bring forward big armor, withdraw the fire support or expose his own ATG's. Of couse, even then you need to stand off. I'd rather wear a thick coat than a T-26.
  5. We don't ask for screenshots - we ask for demos Steve, the devs from 1C said mortars were in, but the animation (engine?) changed and it was too much of a time hit to re-do them. Now, in this thread and in the previous one about Iron Man mode, I'm on your and 1C's side. I design web based business solutions for a living and spend half my life fighting scope creep - so I know what it's like. For this specific issue though, I personally would prefer the 1C guys to come up a level of abstraction. I'd swap visual immersion for CA. I know, I know, we're talking to the wrong guy here
  6. I think what Rollstoy's getting at is that rather than remove mortars etc because to animate each team member and different mortar type individually would take too many of the finite resources we know you have, we would prefer *more* abstraction. e.g. One generic mortar type representing all possible. I'd certainly prefer that to removing a useful branch of CA.
  7. Having wire nearly blocking an obvious entry point with AP mines where your opponent thinks he's spotted a chink is always good. AT mines are good in obvious overwatch places, or to block a flank that's a bit open. You only need to kill or immobilise one AFV to change your opponents whole attitude to the game. Link these with light flak weapons and you can knock out many points of armor with very few points spent. Also, don't forget you're not using them in isolation. Hopefully you will have attrited your opponent to the point where, when he's by the flags he's basically leading with armor. So place some where he's likely to put his tanks in a bid to capture that big flag. Wire is good ~15m in on the back edge of trees where your opponent will look to site support weapons or to launch an attack. Covered with an MG at your back line & with a TRP on you can stop an attack prong dead with minimal fuss. Off topic, so forgive me if you're not interested, but with all of these things you shouldn't be looking to create a wall to stop your opponents attack but a sponge to absorb it. Allow it to flex, fall back, take your losses, make sure everything gets all it can shot at the enemy and you can break up the best attack. I like to move 1/3 of my infantry forward into an attack to deny it space and act as scouts. These guys I expect to lose. Keep them to good cover to deny it to your opponent and keep out of the way of its overwatch. People tend to move forward focussed with their infantry but spread out with their support weapons, so you have a chance to ambush them. Your infantry in the way of his main attack act as a speedbump and allow your leading 1/3 not engaged by them to get into flanking fire positions. Have 1/3 hold across a line to slow the advance and allow your last 1/3, your reserves, to be positioned for a counter-attack. Your opponent will generally reach deep into your lines anyway, but will hopefully be so depleted and dispersed by these tactics that a concentrated counter will regain any lost flags, or if none have been reached you can pin and attack sucessfully.
  8. Yes true, but I think 50% of the time when CM players ask "is it realistic?" they really mean "is it a fun game dynamic?". And I certainly think there's fertile ground in these kinds of restrictions/addons to create a very different game and quite a fun dynamic.
  9. Is there a thermobaric round in development for the Abrams? It would seem ideal for urban warfare. I bet a 120mm one could bring down a fair sized cinderblock building.
  10. This is a good suggestion. I think it would need to be coupled with labels on each squad with the leaders name, so you can know which of your own men you're looking at, information that would be known by commanders on the ground. A compass/GPS co-ordinates included in the GUI would be useful without being unrealistic. Possibly with restrictions on their use. i.e. Commanders would have an accurate compass and full co-ords while lower in CoC would have less accurate or missing info. The Syrian player should have the same, or possibly all their players have co-ords to simulate them knowing the ground, assuming they're on defense. In fact, the whole "knowing the ground" issue could be expanded upon with more accurate maps and co-ordinate markers. It certainly an interesting angle on FOW.
  11. It was up. They've taken it down again. You all missed it. It was REALLY GOOD.
  12. Can I ask that the demo be delayed as long as possible? I'd suggest that you need to fix the lack of mortars, non-enterable buildings, smoke & C&C before you release it. And that way I'll have saved up enough for a new PC
  13. How huge? 10 feet, 300 pounds? </font>
  14. Wish list: 1 MG's (are these in?) 2 C&C 3 Scenario editor 4 Mortars 5 Entering buildings 6 Tank riding 7 Map FOW re emplacements 8 Ammo re-supply in game Actually the whole FOW issue is unclear to me (*cough*) will we have less info for partially spotted units etc? I'll have to do a search.
  15. Great news about the Engagement ranges. Makes this a must buy - must upgrade PC - must get out more for me. TBH, the only things I think are really lacking is a realistic arty, realistic mortars and entering buildings. Considering how many things they have to get RIGHT that's a very small list.
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