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aka_tom_w

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Posts posted by aka_tom_w

  1. This has to do with the difference between Relative and absolute spotting. For Veteran and above the actual unit itself has to spot the opposing unit/ or hear it, and not rely on "hearsay" chatter from other friendly units.

    In CMx1 this was called "Borg" collective spotting where ALL friendly units would immediately know EVERYTHING about one opposing unit that one friendly unit had eyes on. If two friendly units at far sides of the map both have eyes on an opposing unit (say a tank at the top of a big hill) each friendly unit can spot the tank independently.

    I think that is the question you are asking? (right?) Re-reading your question my answer may have missed the mark. hmmm

  2. remember in the actual war, tanks could and did suffer losses of crewmen and continue to fight, "heros are amde not born", but equally true some tank crews chose to bail without any losses... for no real reason.

    I think modeling this behaviour has more to do with moral and troops qaulity than it does with some rigid set of death rules... or injury.. just my opinion though

    There are 5-6 levels of crew quality (it could be argued there are no Conscript crews in Normandy in 1944) ;)

    So that is "baked" into the game

    Green

    Regular

    Veteran

    Crack

    Elite

    So yes, crew quality can and should make a difference here.

    But for the most part testing of this behaviour in the game would take place with Reg crews I believe.

  3. I have to agree with Steve. In the scenerio "Closing the Gap" the ranges from Hillside to Hillside was around 800m at the very most. Even at this range I was seeing some misses from the Panther, M10's and the Shermans... I

    I think its fair to say this IS working, if the tanks are closer there are way more frist round hits (less than 400 m) if the tanks are far apart (more than 800m) you will see some bracketing where the rounds fall short or fire over the top of the target and fall long, this is realistic and as an aspect of the simulation of WWII tank gunnery I think the accuracy changing depending on range is working quite well in the game. IMO

  4. I have seen this as well.

    The AI are not self aware ;) As COOL as that would be, they should not be advancing without your orders, but they will break and retreat on there own if they rout.

    Those MG guys you are talking about, would never advance like that without an order from you.

    (yes it has happened to me before as well, but a closer look at the situation indicated to me I had accidentally group selected them.)

  5. What Im seeing though is instant spotting, then turning to engage AND hitting 1st time, every time.

    Ive never fired or crewed a ww2 Panther but I would be very much astounded if a real life Panther could do this every time.

    So to be clear. Im not arguing about the accuracy of a Panther to hit a stationery spotted target at 800 meters.

    I am commenting about the results I see when a Panther (or M-10) can instantly spot a vehicle over 800 meters, and hit it first time, every time. And worse still, even when the target is moving, or has appeared up to 90 degrees from the front. As has been mentioned earlier, it just feels robotic and CMSF like.

    Anyone can play this Hotseat and see it for themselves I suppose.

    I have seen it as well. This comment/observation should include whether the tanks were buttoned or unbuttoned. Spotting should be noticeably faster for unbuttoned tanks, so one might begin by asking questions about the spotting ability of the buttoned tanks, and then follow on with the "robotic" slew, aim, fire, and HIT response we are seeing in the game. IMHO FWIW

  6. Originally Posted by GSX

    I appreciate this and agree that these guns can kill at these ranges. What I do find strange is the ability of the Panthers to be buttoned up but spot a target moving over 800 meters away from almost 90 degrees, immediately turn, fire 1 shot and hit the fast moving target. Once maybe, but to do it consistently just feels wrong and very CMSF like.

    ^^^THIS^^^

    I would love to see more "reaction time" in the spotting of targets not in front of the tank and then for the tank commander to communicate this info to the crew. Even 2 or 3 seconds would be better. Right now it feels robotic.

    For me this is still an issue.

    The use of the phrase "Right now it feels robotic." should be hi-lited and emphasized. IMHO ;)

  7. I agree that bounces should be doing more to interfere with crew performance under some circumstances. Mostly big caliber hits to the turret area. I hope we can get this tweaked sooner rather than later. As it is, I think this is the only significant tank combat related area that the game is not performing as well as I would like.

    Steve

    With respect to bails outs:

    In my earlier post I was simply stating it has been looked at under a microscope and tested extensively, (not that its perfect yet ;) ) but Steve as the final word on it and he has mentioned there will be work on it for the future. :)

  8. The folks who tested this are all cloaked by the Non Disclosure agreement, (NDA) and as such Steve will have the final word, but I think its "ok" to say A LOT of work and testing went into this particular aspect of the simulation, and I mean A LOT!!!! :eek:

  9. This may be off topic, maybe it deserves its own thread, but I would like to make a case here to help folks understand the development and evolution that the "AI" as undergone since CMx1 (CM:BO CM:BB and CM:AK). Back then it was realized that most of the player so of this game play single player against the AI Most of the time. (This is a FACT and its not open for debate.)

    WITH that in mind the discussion focused around how to make the AI better. NOW, when you get the new game AND you play against the scenarios that come with the game, you may begin to realize "Things Have Changed".

    This should not be news, but the thing to remember is all attack and defend plans in ALL scenarios and campaigns that will ship with that game have been designed by a sneaky clever human opponent who has mastered the Scenario Editor enough to program and script the AI response of the opposing faction. (For QB Maps there are attack and defend plans for the map, but the AI does not know what actual units each player will purchase, so for QB's the AI response has to be more "generalized")

    Why am I ranting? Because those they say the AI is not good enough, don't have the full game in front of them and long for a head to head match WITH TCP WeGo against a human opponent. OK I would like that too...... BUT I can and DO play TCP real time and find it fun, and not too taxing. For many of the most vocal here, it seems TCP RealTime is simply not an option. Well look what else you can do with the game, you can come on here and complain about it (that's what seems to happen most of the time) OR you can Mod the graphics, OR you can Build some new maps, OR you can design a new scenario AND program/script/design the Attack and Defend plans for both sides to see how other folks like your tactics.

    AND you can even PLAY the game, head to head, on one computer, (hot seat) OR Via PBEM or Wego Vs the AI (which as you have just learned may be considerably more cleaver and cunning than you may have suspected because in human designed scenarios (NOT QB's) a clever devious designer may out smart you (or out flank you) with his clever plan.

    AND so after all of that (not to mention the GAME LOOKS spectacular and plays FANTASTIC) what we have here is mostly a lot of "noise" about one aspect of the game that the vocal minority want to complain about, "I can't play TCP Wego"

    Build a bridge and get over it!

  10. The game is remarkably capable of "taking care of" your men and units when you are not micro managing them in CM:BN

    I am old and slow, (ok I am a tech geek ) but I am 50 years old, when I was younger I always though 50 :eek: was OLD. My point is you should in NO way discount the fun you can have with tcp in real time. Please please try it when you get the game with an open mind. I have been playing Combat Mission games since the CM:BO beta demo.

    seriously I have played them all. I truly love online tcp WEGO, I played many times miss it like an old friend. BUT. When a door closes a window opens....

    It's true, you should really not be afraid of tcp, it's not a "twitch" game, you don't have to be THAT fast to be good at it.

    I JUST played an online test of recent build of the game, as a test, in tcp and found units (with the appropriate cover arc AND orders ) were completely capable of handling their own local situation and circumstance in the face of enemy contact and fire while I was busy issuing other higher priority orders.

    My point is, don't underestimate the power or the fun of tcp real time, patience and real world tactics will STILL rule the day and triumph on the battle field EVEN when BOTH players are "handicapped" by the constraint of real time play. I suggest you practice real time against the AI until you can win EVERY battle then seek out tcp against a human and keep an open mind. Remember your opponent is also forced to react quickly in real time to so it cuts both ways. It's not bad really, you should give it a fair shake.

  11. At least it seems to me. I keep noticing tanks and AT guns for that matter getting dead on one shot one kills over and over and over (often on the move!), even at fairly large distances. I swear it feels like exactly the same as tanks in CMSF. Anyone else noticing this? BFC care to comment?

    Anyways... I'm not an expert on tank accuracy/gunsights/etc. but I can definitely tell that CMx1 tanks were much less accurate. The results I'm getting now with "regular" or "veteran" tanks are similar to the results I would get with an "Elite" tank in CMBB for example.

    Perhaps this is worth repeating....

    What do others feel?

  12. OK ... guys... playing the game with spotting tied to difficulty means that the game is more annoying.. not harder

    1. if I playing on veteran and a rifle squad sees and enemy unit and then I click on another on my units, say a scout car. Just because the scout car is to far away to see or hear what the rifle squad can does not prevent ME - "the player" the one who is issuing orders every turn to "know" where the enemy is.

    2. If even one of my units can see or hear an enemy it should always be marked on my map so that i see the overall tactical situation.

    3. Since I can give orders to ANY unit at ANY time in real time play or every turn in turn based play... the idea of making me click on each unit to see what it sees does not add challenge or alter my tactics since I still retain the "GOD MODE" camera abilities to look all over the battle map and make decisions. WHAT it does is make me take extra time and slow down the game...

    4 . Please make spotting a separate option so I can play the game against higher level AI without the time consuming BS of clicking on each unit every turn to see what it can see.

    OK

    this has sort of been answered already, but again there is NO higher level AI.

    Period.

    There is a scenario editor and the scenario designers give multiple attack or defense plans to each side in a scenario so the game JUST executes what the scenario designer sets out in the scenario editor. When you get the FULL game you too can try your hand at this black art. ;) All actions of the opposing AI (if its not a human opponent) are programed by a human scenario designer. ALWAYS

    The full Game comes with many, many premade QB maps that have AI plans sketched out for that given map for both the US and German side, and most maps have multiple plans for each side, so the game is not inventing grand strategy on the fly, it's programed by the scenario designer (a human thinking strategy guru presumably ;) ).

    The Fog of War levels are intended to be JUST that, FOG of WAR levels meaning a more realistic experience can be enjoyed if you chose the FOW level of Iron or Elite.

    Basic Training helps folks learn the basics of the game is more "gamer" friendly because it speeds up the action of recovery and things generally happen at a fast pace BUT the AI is not less smart or stupid. (it can't be.)

    Basically when playing against the computer in a scenario or QB (in the Full game) a real person has already directed the activity of the AI to do certian things and move in certain ways at certain times. The AI cannot be made more difficult or any less challenging with a user defined choice or option.

    BUT the user does have the opportunity to CHOOSE the level of Fog of War (or spotting) they are most comfortable with. I prefer the reality of Elite personally, because I find the lack of friendly unit identification in Iron to be a little annoying. IMHO FWIW YMMV

  13. For the First time I saw "Buddy Aid" in action. (there is an actual animation sequence for buddy aid and you can zoom in and watch it!)

    If you get a chance, and if you watch closely, you can see CPR motions and the attending soldier attempt to wrap bandages (around in a circular motion) around a phantom limb, the arm or leg is actually present because the victim is down, but the buddy aid is really stirring to watch. I saw it just now in Road to Berlin.

    Bloody fantastic I would say! :)

  14. Been a fan of CMx1 and WeGo since I first tried CMBB. The long years of waiting are over!

    First impressions: quite good actually. The scrolling controls will take some time to adapt but the game feels great! However, in order to fully enjoy the experience, I'm wondering if these issues are either fixable through some options in full game or will they be fixed in near future (these address only WeGo since I haven't tried real time play):

    1. Is there a way to move the command marker (the dot at the end of e.g. move command)? I'd like to micro manage it but I cannot find a way.

    2. In CMx1 there were C&C lines between HQ and subordinates. I'd like to see that.

    3. The green 'troops selected' bases are almost impossible to notice behind the grass. Option to select base color would be nice.

    4. Is there a way to see all current commands? I cannot always remember where I oreder this group to and where that one to.

    5. I'd like to see issued commands during replay so I can anticipate (or watch in horror) the reactions of my troops.

    6. The red button which starts and ends the replay is deceptive. Texts "Start replay" and "End replay" would eliminate accidental 'start replay' presses.

    The main mechanics of the game is great and I think CMx1 has a worthy heir. Grats to Battlefront crew!

    Cheers from Finland,

    Moth

    Its always good to make suggestions to improve the game, I think those good all be nice improvements. Its a very reasonable list. The reply in the above post is also a good response to the list here.

  15. Just a quick note about Road to Berlin and set-up zones.

    I suspect the idea of "Road to Berlin" is to get you in the the game and in the "action" of playing the game ASAP. Sort of like "Just hit GO! and Play!" the two other scenarios offer the opportunity to move units around in the set-up area in the set-up phase if you like to play around with that. (it is JUST a Demo, and I think the idea was to get new players playing the game and some combat action going right at the start of playing the game) FWIW

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