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Strider

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About Strider

  • Birthday 05/08/1956

Converted

  • Location
    Bakersfield California
  • Interests
    wargames and Sci Fi books
  • Occupation
    Network Administrator

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  1. Yep, it sounds like Close Combat 1, which was in Normandy. I think 2 was Operation Market Garden. Can't remember what 3 was, and never got 4. And yeah, another old timer is back.
  2. I remember two 'great' board crashes Can't remember what my member # was originally, but after the 1st crash it was #1, then after the second crash, it became the current one. Point being, tho I don't post that much, I've been around a long time. And I don't recall there being the volume of posts, and the number of members, especially older ones, when any of the CM1x games were released that have occurred over SF concerning 'disappointments'. True, each CM release has had it's critics, with a handful of posters far too agressive, but so far, none of the SF posts (that I've read) aren't (yet) as bad as some of the CM1x were. For the record, I have to side with most of the basic disappoints concerning the WEGO side of play. I have 4 PBEM buddies, 2 of whom we've been playing for 5+ years, that make use of the editor and ability to choose our own units, which issue seems to be one of the more major ones...
  3. I too am having a hard time getting a pilot in range. I was working on one, and the beggar went and got himself killed. Speaking for myself, I have no problem deleting a pilot if I need to. See, if we had our tourney pilot roster, this wouldn't be an issue and you (Sixx) could work them over any way your...er, guess I best be careful of my description of your mental process , so then; excellant brain process could devise
  4. During the first game I played with the update applied, it was a 2 vs 2 bot game. My wingie bot drew shooter cards all 6 turns. The very first turn, he drew 3 and shot down one of the enemy's wingies. About 1/2 way in, he shot down the other, and damaged the two leaders to the point where the last was killed on turn 6. Now he drew at least one shooter card every turn, and during one turn, my wingie drew 3 shooter cards. I played 10+ more games and this type of situation didn't occur again, but my perception was that the frequency of wingies' shooter cards weren't any different then before the patch. I still feel that wingies have way too much influence over the game. Like Stalin, I feel that wingies shouldn't even be able to shoot at an enemy leader who is being tailed by your leader, and that an enemy leader who is being advantaged, shouldn't have to deal so much with the wingie. I think the skills that wingies can buy that influence his leader's abilities and the ones that influence the enemy's is ok. I just think their in-game attacks need adjusting. (?????) At mid and especially high level, my perception is the game is way too lethal on pilots. Meaning, to me, it is too easy to shoot down planes, or be shot down I'd get a lot more satisfaction from shooting down a plane if it was tougher to do. You've made adjustments based on arnaments, so would it be possible to make adjustments on the airframe factors by increasing them?????
  5. I like the idea of the Wingman Deck...might just be what we need. And the soluation the devs came up with just shows how their brains ain't quite wired in a normal way That's a good thing, not a negative remark
  6. Stalin, it's -8 gmt. I can make the tourney. Not really familiar enough with anyone to ask for a team member, but I don't mind who it is.
  7. Acknowldging receipt of email and (obviously this post. Looking forward to the brawl.
  8. "Lurker"...yeah but I've had 3-12 CM games going since the Alpha demo. You seem good-natured, so I'll just enjoy the noise you make
  9. Are we suppose to receive any type of confirmation that you've received our request to sign up?
  10. A seperate player's plane roster for use with tournments only, such as the current tourny announced, so that any medals earned can be assosiated with them. They could only be used for tournments. If needed, they could have their points reset or set per tourny.
  11. Time usually playing: various between 10am - 8pm Time Zone: PST Usual Time Spent playing: 10min to 1 hour Best Day to Play, Sat or Sun: Either Favorite plane in DIF: P38 Would join squadron: Yes DIF Employee You Wish to Play Most: Any
  12. Low to mid exp level...that's my perception also. Things seem to be ok and are just a very nice challenge...it's the higher levels that are frustrating. Fred19 uses 5000+, but my highest are a bit over 1000 and I am expirencing the wingman unbalance. I understand the comments about nothing has changed, but I'm just now reaching these levels which would be what accounts for my comments and perceptions on what's occuring. I'm just saying that my perception is that the wingman are "too much" of a deciding factor at these higher levels, unless something like increasing the Airframe factor could be implemented. As my comment earlier, I agree with the observation that planes are being shot down too easy, and Ace status currently has no effect on the game. Another possible adjustment could be making the IMS/OTS 2+ damage cards as a lower percentage of being drawn (?????) It's difficult to shoot down planes at the beginning levels, and no one seems to have issues with this. I sure don't. I'm just advocating that the higher levels be something similar to this.
  13. I think the comment about the wingmen having to do similar moves as the leader would go a long way in resolving this. It's not our (or at least my) wingman who are able to do, even half, of the moves available to the bot wingman. And that is a good point, of the game being too easy to shoot down planes. I wouldn't mind that aspect getting adjusted (by increasing Airframes ???) and relying on 'hits' more for scoring. Making it less likely to shoot down planes, would make acheiving Ace status a nice factor. If the Airframe factors were increased, then it's possible that the current (and future) wingman abilites could remain as designed. (?????)
  14. hmmm...After my previous post, I went online and flew a 2vs2 figher bot game. The 1st turn, the Randy wingman gets 6 points of damage, and the leader finishes me off. By the 3rd turn, my wingman was dead (not just shot down, but dead-dead). My bot allies shared the same fate. My pilots never even got a chance to fire a single shot. The bot leader got to shoot one time, to no effect. This was not fun, just very frustrating. My leader has 1066 expirence points, Natural Pilot, Zoom Climb, Evasive, Marksman, Redline, and High Performance. He started this turn with 31 available points to spend, which he didn't use. My wingman "had" Natural Pilot, Spoil Aim, Distract Leader, Distract Wingman, Anticipation, and Teamwork. I don't know what the bots had.
  15. That's my perception, also. I feel I'm being forced to go after the wingies first. If my leader has decent 'attack' cards, I'll use my wingman to distract his leader, but my leader will go for the wingman. It just doesn't "feel" right. True, at lower expirence levels, the wingmen are 'balanced', but at the higher levels with multiple draws and such, you can't afford to ignore them and concentrate on the leaders, where it seems you should be concentrating. It seems (to me) that the wingman's role should be to assist the leader and not be near the factor they are (at higher levels) on aggressivness. Maybe even something such as them having to play a Manuver card before they can play each IMS/OTS type of card, would bring them back towards balancing???? Also, take away the ability for wingman to "Draw an Extra Card". (???)
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