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hoolaman

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Everything posted by hoolaman

  1. I'd be pooping more than smoke if I had an ATGM in flight aimed at me.
  2. Yes you could easily create an aircraft that has higher attack vs ships. I think in EoS terms the staying power of ships is a good thing. They are expensive and form the core of game strategy and should not be disposable. Also it is only in specific situations that it would be so unbalanced. Higher level tac bombers are quite effective against lower level or smaller ships. They can also be repaired more easily and head out again to knock off some HP. All this stuff can be tweaked but I think it is ok as is.
  3. My understanding is that any unit that can attack the a unit outside a city should be able to attack the same unit inside. I don't know how it works when you combine that with the ability to damage population and improvements.
  4. Your UAV bombers (not tact bombers?) have a defence rating of 17 and most high level ships have an attack rating of 20+ vs Air. Your UAV bombers have an attack rating of 2 vs ships, where most high level ships have a defence rating of 4. Already on paper there is a big advantage to the ships. But they also have an attack radius against air so they are hitting your bombers from a distance too, and generally have a lot more hitpoints. Tac bombers would be better off but still would have a hard fight. Of course aircraft only do one turn of combat so very likely they won't be destroyed in one sortie, so you can do some damage to the ships which your opponent will find harder to repair than your bombers. The drones I assume only get one turn of combat and then self destruct. It might be a bug but it might be that you really do need a big stack to sink one ship, the rest are being fought off or are exploding because they would need multiple turns of combat to attrit away the hitpoints of all the ships. edit: I can't see ay reason why drones won't attack units in cities. Possibly the damage they do to the city itself takes precedence over hitting units. I'd love to see an option for a choice of which improvement or units you want to target in a city, it would make for some fun strategic choices.
  5. Ironically when the crew bails from a destroyed TOW humvee they come out with the TOW launcher which they strip off the roof in milliseconds amidst the flames.
  6. Yeah pasteurization is stupid. Pretty light on evidence and pretty light on any other POV.
  7. Not I. Win XP here. Not sure of my opponent's OS.
  8. I have also seen signs that the audio chat is causing crashes.
  9. If you download a free program called paint.net you can resize and convert images very easily. I usually do 600x800. Jpg are compressed, so the files are smaller which is nice for everyone browsing.
  10. I've had an even battle of Challengers vs Abrams and the Abrams came out on top by a fair margin. I think they win out in CMSF, whether or not it should be so IRL. There is also the possibility that your game is wildly unbalanced for a fair fight and your situation is hopeless .
  11. I've spent a lot of time playing in the editor, but lately I've been playing the full official rules in multiplayer too, and its good. The rulesets I was making were not always so stable to play either. That's why it would be cool to have some more official content for us to play offline, that is verified quality.
  12. While I'd love to see more options in the editor, I do wonder how many people are actively using the editor and how many players are taking advantage of the stuff they are making. Somewhere along the line I'd also like to see some selected user content incorporated into an expanded set of "official" content. Maybe even have a competition or something. We've still only got two rulesets. Given that a lot of people still seem to be playing solo vs the AI this would be a good move especially for new players.
  13. One nice feature that could have the same effect but with broader application is to allow certain units to target individual city improvements. It would add a lot of depth to a strategic bombing campaign if you could target radar or factories or shipyards.
  14. Well you are correct in that they do look stupid. I believe it is a standoff skirt armour type thing to detonate shaped charges early. Obviously it didn't catch on.
  15. It had the vibe of a server being down and nothing being communicated between the various parties. I'll let you know if anything else goes wrong.
  16. It seems events are not transferring through the PBEM system, preventing any play at all. Please fix or do somefink.
  17. I loved the simple basic stealth, combat, morale bonuses. Sure they were a bit of a boardgamey trick, but to me they seemed realistic and effective and it was nice to have them so clear with the little icons. I wouldn't complain if the same system went into the WWII game. As a commander you may know if Lt Bloggs can direct mortar fire effectively and that Lt Smith's men would follow him to hell and back, and Lt Brown could sneak up ten men past an enemy company without making a single sound.
  18. I was frustrated by their ability to hit me when I played this one.
  19. How possible is it to mod the existing maps into something a bit more attractive? I understand there is a v2 map type with better graphics, but I'm thinking of opening the icons and stuff to modding, and allowing existing maps to be spruced up. The maps look very 1996, and I doubt it would take much effort to give the simple graphics a new look. I don't know if it worthwhile putting any programming effort into this, but it would bring the whole thing into this century. The demo still has very basic maps.
  20. Going back into the theory of buddy aid, it was intended to go some way toward simulating the hindrance that medevac created for a modern force without explicitly simulating the details of medical treatment and ambulance transport that are both very complex to simulate explicitly and slightly out of the scope of a tactical wargame. You can leave your wounded and dead where they fall if you like, but if you leave your squads in the vicinity of wounded, they will treat and "evacuate" them.
  21. As far as I can tell, the friends list doesn't do anything. You can type anything, from a username that exists to a random string of letters, and it will add it to the list. It seems there are more and more people looking for a game online, and it would be nice if the friend menu at least allowed you to send a message to a user. Also, the multiplayer chat room seems to be used a lot for "notes" these days, is it possible to add "new messages" to the "players in chat" area of the main menu.
  22. There's not even a decent ladder all the way up. Climbing up the outside framework is madness.
  23. Pretty clearly a cartoony KT with skirts inc turret skirt. Weird but looks like they have got their tank groggery pretty right. LINK
  24. I think the attack radius only changes the size of the unit for combat. It's the "Tracks target movements" option that gets them to pursue their targets. I've definitely seen fighters do this to other fighters in the air, but not with ships and not with stationary units. As someone said above if they are at the limit of their range they simply have to go home. I've had this weird effect of enemy ships on resources too, and i *think* it might be a FoW thing. The ship appears to be still on the resource because the game shows it in its last spotted position, but it has actually moved on, and when you target it with aircraft, they find nothing there, but the ship may be close enough to target the aircraft with its AA range.
  25. The most basic infantry sub-unit is a team. A single team occupies a single 8x8 metre action spot tile. A squad can be made up of two or three teams depending on numbers of men, the highlights under the cursor show how the teams will deploy in the 8x8 metre tiles. To get the teams in a squad to align into different action spot tiles, the FACE comand is used. If the slope is sufficient to create a crestline, the men will deploy along that crestline in the direction of the FACE command. LOS (line of sight) is calculated from tile to tile, team to team, with three LOS heights for infantry: prone, kneeling and standing. If any man in the team is doing any of these then that team has LOS traced from the highest height. LOS is possible if a line traced from the highest level of one team in one tile is uninterrupted to the enemy team in their tile. "reverse slope" means that the target is in marginal LOS behind a wall or terrain and can't be targetted. SLOW makes your men crawl, HIDE makes them go prone, so they have the prone LOS height and can hide behind low walls and below windows in buildings. All other move commands make them walk, but they will take the lowest LOS height that gives them good situational awareness when they reach their destination.
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