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Juardis

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Everything posted by Juardis

  1. Sounds like the sniper will be much more valuable in this game . what with their ability to kill a soviet TC and all.
  2. Just curious. Are there any modifications being made to the German TO&E in CMBO for CMBB? For example, is a rifle 44 company going to be the same in CMBB? How about armor modeling? Same turret speed, armor thickness, penetration, ammo loadouts, etc? Just trying to figure out if any of the German units have changed in CMBB for the same time period in CMBO.
  3. I alluded to this before, I'll say it outright now. We ain't gonna see this before CMBB shows up. After which, who the f... cares?! (well, I will since I'll still have 10+ cmbo games going, but who else...)
  4. Yes, I was aware of such a thing for operations. I was more interested in a single battle. OH, and I agree about the attacker needing more troops. I was just using defense as an example. Whichever though, a person should be penalized somehow for triggering the reinforcements. [ 01-22-2002: Message edited by: Juardis ]</p>
  5. This probably has already been addressed, and if so, a simple link would suffice. But my search revealed nothing (including a very quick run through on the monster CMBB faq). Anyway.... Will there be a way to allocate reinforcements based on the progress of the battle? For example, say I'm defending and I've stopped the enemy cold. I wouldn't necessarily request reinforcements if I were a real life commander, or, more accurately, reinforcements likely would not be sent my way. Instead, they may be sent to a different spot on the line or even retained as reserve. But if I was getting trampled, then I would need the reinforcements to stave off a breakthrough. I think CMBO allows reinforcements to enter randomly, but I don't think it's tied to how good or bad the battle is progressing. Is something like this doable with the current engine and if so, is it being planned?
  6. You people are Silly. Tom has no intention of releasing this mod before CMBB comes out. (me first Tom)
  7. <blockquote>quote:</font><hr>Originally posted by tero: Will there be a wind chill factor ?<hr></blockquote> Well now tero, that's asking an awful lot. You see, if you include wind chill, then there'll be all these people complaining that a Finnish Wind chill is really more severe than that modeled and the exposed flesh is not falling off rapidly enough. But then you'll have those in Southern Russia saying it's too severe and the uber Russians could live 3x longer than the Hungarian counterpart because Russians are used to wind chill. Then you open the whole of pandora's box on ambient temperatures and their effects on, oh, say 37mm AT guns or some such nonense...
  8. <blockquote>quote:</font><hr>Originally posted by Gyrene: I know what one of my first mods will be...That 3D rubble. It's pretty cool, but it looks like a stack of firewood. Gyrene<hr></blockquote> And I'll be the first to download and install. Make it a shell of a building if you please. Next, work on the roadblock. I want to see a burnt out DeSoto with burnt timbers piled on
  9. Factory and Rubble? What's that got to do with Wind? With regards to wind, will wind affect sound contacts? Upwind more likely to be heard than than downwind?
  10. <blockquote>quote:</font><hr>Originally posted by Madmatt: The good mood is past now. Don't push it. Madmatt<hr></blockquote> Doh! You're killing me here Matt!
  11. Since we're in the giving mood MadMatt, perhaps you could address the following? Simultaneous attack/defend so that both sides have foxholes? can tanks/heavy weapons be abandoned intentionally? IIRC, there was going to be an experience modifier on tank behavior (e.g., vet crews rotate turrets faster). That still in? replayable movie of entire battle? zip/unzip within the game? I know that absolute spotting won't be fixed until the engine rewrite, but is there anything being done to improve the situation? Thanks for all you do MadMatt
  12. mmmmmmm, doodads, yummmmmmy. Mensch, I didn't know you were blind I liked the part about using the cover arc command while moving your tank. Keeps the turret pointed in the direction you want while moving. Many times I've wished for that in CMBO. That's probably why all my armor dies a lot - or not, but that's my story and I'm sticking to it.
  13. M4A1's did not have muzzle brakes. Your model does. By the way, nice model. No damage effects?
  14. <blockquote>quote:</font><hr>Originally posted by redwolf hates artillery: [QB] HE doesn't kill it any better, <hr></blockquote> Yes it does. Me and Surleyben ran a QB. He bought 6 7/2's, a Jpz IV, and 4-5 plts of guys. I bought a bunch of Shermans and a company of guys. I purposely bought the shermans because 1) I need practice using tanks and 2) tanks aren't supposed to be able to kill the 7/2. Long story short, he won the battle, but not directly because of his 7/2's. It was because he held most of the flags and he was able to hold the flags because he had more guys than me due to the cheapness of the 7/2's. I killed 4 of his 7/2's. 2 of them with one shot of HE from my Sherm 105. 1 of them with a round of HE from my sherm 76. And the 4th one with MG fire from another sherm 76. His 7/2's killed some infantry, immobilized one sherm 76, killed a hellcat, killed a mortar HT, and somehow killed a sherm76w (lucky shot I believe). All kills came from >400m away. When my tanks positively ID'd his 7/2's as 7/2's, they'd fire HE and would kill the 7/2. Otherwise, they fired AP and consequently, no kills. Conclusion: Facing 6 of them is tough . Get a positive ID so the TAC AI will fire HE and yes, HE will kill them.
  15. The trick to killing a 7/2 with a tank is to positively ID the sucker as a 7/2. The TAC AI will fire HE at it if it knows it's a 7/2. Otherwise, it will fire AP and, as already mentioned, AP won't kill it.
  16. <blockquote>quote:</font><hr>Originally posted by Chad Harrison: does the name 'gunny bunny' ring a bell with anyone? remember those kids in high school that would talk big and then they had nothing to show for it . . .<hr></blockquote> There is a gunny bunny at the BoB as well. Our friend gunny has recorded one game. Not sure if he's still playing or not.
  17. <blockquote>quote:</font><hr>Originally posted by joeski: I bet's everyone at that fancy BOB is a CM tough guy! You think your so cool with your bath taking and teeth having. <hr></blockquote> I must now kill your tigers and jadgpanthers hiding in the fog with my Daimler. No, not the dead Daimler, the other one. Then we'll see about that bath. Muahahahahaha!!!
  18. <blockquote>quote:</font><hr>Originally posted by M Hofbauer: still not completely sure what you mean by "perimiter", but if you're talking setup zones and their borders, they are by no means straight. rather, salients etc. are produced with respect to the results of the previous fighting. :confused: <hr></blockquote> I think he meant parameters, not perimeters.
  19. <blockquote>quote:</font><hr>Originally posted by Cos: Was sorta looking forward to his first challenge there and the AAR afterwards. <hr></blockquote> Yeah, me too. But I'm an average player. I was hoping one of you top guys could school him Then again, I might have to throw myself into the abyss if he turns out to be the top guy.
  20. <blockquote>quote:</font><hr>Originally posted by CombatGeneral: I signed up at band of brothers <hr></blockquote> No you didn't. You didn't specify your name or your email address. The BoB club is one of the best places on the net to meet and play people. But it's also a place to get to know other people and form friendships. Thus the name, a Band of Brothers. It's hard to develop a friendship with someone that won't divulge their name and it's impossible to play you without your email address. If you do join, lose the holier than thou attitude, whether it's warranted or not. No one likes an arrogant prick. My real name. Jeff Abbott
  21. <blockquote>quote:</font><hr>Originally posted by TigerChow: Surely there are real life examples of this as well? TigerChow<hr></blockquote> Well, I'm sitting here try to think of what kind of an objective would raise the spirits of the troops while there is still a battle raging on. Only 2 objectives I could think of. The wine cellar at Bechtesgaden (sp?) and possibly a whore house. You pick
  22. <blockquote>quote:</font><hr>Originally posted by M Hofbauer: I think the AI in CM is infinitely better than that in ASL.<hr></blockquote> Just to expand on what Mr. Hofbauer said (and hopefully be shorter than Mr. Oberst's response) You are concluding that ASL is better than CM. And that conclusion is based, in part, on the AI of CM. Yet you cannot play ASL by yourself. To level the playing field, you must play both against a real human. In that case, the CM strategic AI is inconsequential. For solitaire play, CM wins hands down simply because you cannot play ASL against yourself. For head to head play, the conclusion may indeed be that ASL is better (or vice-a-versa), but not because of the strategic AI. But anyway, I could give you a list a mile long with reasons that CM is better than ASL, but again, it's subjective.
  23. Generally, havermeyers HMG teams don't live long enough to walk away let alone run.
  24. What my buddy Cos said. Anyway, no one is bashing you even though your title of this thread threatens to provoke angry responses. The AI is good in a relative sense (relative compared to other computer games). However, once you play it a few times, it becomes easier. Not sure how to overcome that since I'm not a programmer. There are occasions though where the AI will surprise you. Without a doubt though, the best CM experience is playing other people.
  25. <blockquote>quote:</font><hr>Originally posted by aka_tom_w: We have asked for an "Abandon" Command for some time now. -tom w<hr></blockquote> guess I missed that one
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