hoolaman
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Posts posted by hoolaman
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I don't own 2.0 yet, but was just wondering whether the "New And Improved" 2.01 MG behaviour has had the side effect of letting MGs rapidly attrite non-moving dug in infantry using their now intensified ROFs.
Has anybody checked out the effects of HMG offensive fire against troops in foxholes or bunkers?
Good question. High casualties for troops moving under fire is great. But are all those now-easily-pinned troops just getting wiped out? Small arms fire in CMx2 has always used what I would call artificial inaccuracy to give its end result.
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It does, doesn't it. The field lines are still visible, but it appears that the brush is gone. I believe most of this area between Saint-Côme-du-Mont (off-map to the NNW) and Carentan was flooded during the battle; my guess is that the vegetation along the bocage was drowned and the lines we can see are possibly the berms that remained???
I'm certainly willing to entertain other hypotheses
I think you're right, that area where there seems to be "dead" bocage is marked as flooded on battle maps.
@ the broader thread:
Incidentally, anyone who wants to make historical Normandy scenarios must look at the 1946 photos. Even where plenty of bocage still exists, many bocage fields today have been amalgamated into larger ones, or had one or more sides removed, or are just twice as thick and wild as modern ones. There are also more (or fewer) buildings and outbuildings in many locations.
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I'm all for fire in the game, but I'm indifferent to flamethrowers. I seem to recall that they were rarely used in western Europe.
Yeah I can do without flamethrower units if I had to, in my old time CM games they rarely closed to flame range except in some gratuitous mopping up or a rare ambush. Flame squads seemed to be the very highest priority target for the borg targeting AI.
Fire in a building OTOH can start from all sorts of HE hits, and creates interesting tactical problems.
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I think this thread went from a survey about what people think about the graphics to one about what people want graphically. I don't mind it at all because i agree to most of the things you guys are saying, such as better animations, visible damage on vehicles and now to put in my own saying. What about models for planes or helicopters, now that would be really cool just seeing Thunderbolts Swoop down and strafe men and vehicles.
Edit: So i think we can all agree new animations and visible damage
Generally the graphics are OK, but I think some of the graphics are a lot closer to the previous generations of CM games than they should be.
Buildings particularly look not too far removed from CMBO, there's very limited damage modelling, and extremely unrealistic damage modelling (eg bottom floor exterior wall is blown out but the wall above still stands).
A big omission is rubble and debris, which is everywhere in urban WWII photos. Also NO FIRE.
There's still crazy LOD problems with roads and terrain looking very different to their LOD, and the terrain mesh LOD popping the terrain in and out.
I've tried to convert friends to this game but they assume such a primitive looking game is not going to have much to offer. We all know that's not true but that is the attitude of people expecting grade A PS3 style production.
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I'd be much happier to have any sort of decent AI implemented in the game rather than a multiplayer lobby.
But wow 14 pages of slamming a couple of guys who dare to question the status quo, nice work team, the tone of the forums here looks less civil every time I pop in, which is not often lately.
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This sounds like one of those 'Be careful what you wish for' things. Some people would be mighty upset to find their Sherman/Tiger/Stuart just sitting on open ground for five minutes while the crew picks pieces of the driver out of the seat cushion before driving it off.
Only if the convention of having no user feedback is maintained.
Driver- (Messy) Casualty
Gunner- Peeing pants
Loader- Fetal Position
Radio Operator- Wiping guts off face.
Commander- Bailing Out
OR
*Shocked*
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Hey take a look at that - Did you hear something ?
lol, nice one.
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Over the winter my friend and I played Huzzar! blind. Before that we were playing quick battles. It was sooo much fun we have had at least one scenario on the go ever since. Here is the first contact in Huzzar! My recon column on my left flank (and I went way left almost to the edge of the map) was having a nice drive in the country. And the all hell broke loose.
But the full fun can be seen in this video. I love how fast the 20mm cannon fires. And the M8s and M5s put round after round into that half track's engine but it just will not die.
Looks like a highly implausible buggy engagement. What's with everything being "ricochet into"?
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I think there is a civilization 1 wormhole in operation here.
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Have you played Combat Mission? This is similar to that.
Similar, inspired-by perhaps, but doesn't look anything like any combat mission I've ever played, except its set in WWII, and has some CMBO fonts. New game engine/adapted game engine? Not a silly question.
I know what drop team IS btw just never played it.
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Many years ago there was some talk about a WWII version of drop team. I notice Claytonius' involvement and the apparently novel game engine.
So is this it? Is this game anything like drop team? I've played neither.
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Among other things, it's an excellent example of the wisdom of not implementing elevation limits in CM.
The proposed 'fix' for AI units finding themselves unable to shoot at a target due to elevation limits was something like "reverse 20m". What does 'reverse' mean in this context for an AI controlled Tiger - backwards towards the Sherman, or forwards away from it?
Wisdom? Sure we can put it in the "not so simple" category, but the CM version of this engagement would give a totally anti-historical outcome.
I'd much rather the Tiger do something stupid to bring fire on the enemy than to just do nothing but still win.
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Some of his stuff is quite good, some is stupid.
He has proper paintings and sculptures, which would surely be art by any measure.
Then he has a shelf with bottles on it.
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I actually said I wasn't going to tell you to RTFM because the M is F useless.
Picture of "the menu" is attached.
However it seems that medium mortars can only be swapped on or off the board if they come as part of a formation, eg a Panzer Grenadier Battalion Weapons Company.
If you buy them from the "artillery" section as individual support assets they are always off map. They mortar teams in last defense are bought this way I think, and the ones in the various formations already in the editor are too small or too big to get this way. Pretty much only 81mm can go on and off the map, 60mm is too short in range to be off the map and 120mm is too big to be on the front lines.
Note that this "menu" doesn't always appear, because there is not always any options to choose from. Some stuff you just get what existed in the formation, only if there was some historic variant do you get to swap in some other bit of kit. (Like a mixed tank platoon or somefink).
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I am nearly certain it is a 3d model problem. Look how much further the commanders stick out in the new models. 3d exposure is a vulnerability in the game (and real life) only the guys in the game don't duck.
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The force purchase screen uses a system of optional changes to a standard TO&E.
Certain on-board mortars can be changed to offboard in this menu.
I'd say RTFM but we all know that doesn't help most of the time.
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We can discuss AI scripting and other details,
thanks
but that is like debating the color scheme of a moon rocket as a determinant as to whether to launch or not.It's more like debating whether it's better to be a solo test pilot that dies in a flaming pure oxygen atmosphere or part of the team that gets to walk on the moon.
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A scripted AI can provide an aggressive and surprising attack or a rush down a flank that a dynamic AI would never be competent enough to pull off.
but
The AI will not react to your movement on a tactical or strategic level in any way. It is pretty easy to set an ambush for the AI where they will just run squad after squad into your trap until there is literally a pile of corpses in front of your MGs.
I dream of some sort of hybrid dynamic AI but since CMSF there has been virtually no improvement to this part of the game. TacAI yes, there has been massive improvement, but the "StratAI" that used to be touted in CMx1 is just not there.
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Man I feel like an idiot. I've played this game so long it is just shameful. :mad: I should have known better to post. Forgive my waste of forum space. Thank you for the clarification gentlemen. Off to re-read the manual.
I wouldn't feel too bad as the manual doesn't explain the chain thing at all afaict. I've seen other equally experienced people make the same assumption.
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Brain fart.
The lights show links in a chain not branches from that unit to all HQs. The green lights show that platoon is linked to company and company is linked to battalion, not that squad is linked to company and battalion.
What you need to look for is the CC icons above that suppression meter (voice, near sight etc). These units have none so they have no contact to their superior HQ.
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Of course that's true, but it seems a bit silly to say that a tank gun is imprecise but accurate. It only needs to be imprecise enough to miss most of the time and nobody would be calling it accurate.
A shotgun firing at a tennis ball 100m away could be accurate but imprecise too.
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If you still get 41 out 41 hits the odds of that happening are roughly 400,000,000,000 to 1 and I'd say you have a very good case for a bug especially since your "41%" documents are the UPPER bound on accuracy.
It all depends on what the expected or "true" accuracy is in that situation.
If there is a 50% chance to hit that result is spectacularly unlikely.
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The game engine is now so stable that we are into the territory of tweaking fairly esoteric and sometimes even rather subjective variables.
I get the feeling that the work that could be put in to test out some of these scenarios far outweighs the results of the eventual changes, and it is far from guaranteed that BFC will even bother tinkering with this stuff on a pretty stable and complete game engine.
Its a shame because sometimes these arguably minor issues can change the flavour and even the results of particular games, but none by itself is the sort of thing that will have anyone ragequitting.
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First, thanks for running tests.
Unfortunately, while your results are interesting, this amount of testing is not exhaustive or even very indicative. Assuming you're controlling for variables, I would like to see perhaps ten times this number of shots to really consider it indicative. That still wouldn't be definitive, but it would be enough for us to pursue it. There's a reason c3k spends a week setting up and running tests; a relatively small number of shots doesn't tell us enough.
Also, it would be good to know what the parameters of the your test are in more detail. Against stationary King Tigers, even a decently well-crewed Firefly with a straight shot should hit quite often at 500 meters. That's a big target, at fairly short range for a decent tank and crew.
Assuming the variables are being controlled, I would think 41 shots with a 100% success rate is a well on the way to being statistically significant, unlike the 10 shot sample that akd posted without any challenge.
In my slightly longer testing testing I saw stationary regular Sherman VC get hits on Tiger I's from every single one of about 20 shots in a row (not just firing APDS though). (At 850m range)
Gamey Game Play
in Combat Mission Battle for Normandy
Posted
I agree to a point, a no-holds barred match can be interesting and fun. Even an unfair and unbalanced game can be fun.
But the big one that is a game wrecker and is impossible to switch off in the game settings is the pre-planned arty that starts falling in the first second of the first turn. Totally unrealistic in almost every situation and there is literally nothing the player can do about it by using their playing skills.