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weta_nz

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Everything posted by weta_nz

  1. wow great battle scenes in that footage Amizaur - like a game of CMRT
  2. Just by chance I played this scenario again recently and finally got a total victory with 6 KIA and 0 wounded. Which I think is about as good as I can do in this scenario. I reckon my tactics have gotten better by playing more infantry battles in Red Thunder. I definitely used a lot more crawling and suppression then I used too when I first tried this battle.
  3. I agree with you peregrine - I wasn't referring to the original poster - though I could see how it looks like I might have been . As I said I was just rambling after reading through the thread. My main point is too enjoy the game for what it is. If there is a bug that can be fixed - Great! If there is something inherent in the design of the 'game' (A game which is limited by hardware and resources and will never simulate or show all situations that can occur in real life) then use your imagination so you can keep enjoying the game even though it doesn't simulate exactly what we had in mind when we set our orders. cheers
  4. Hey sburke - I think you hit the nail on the head in regards to why I enjoy the game too. I'm much more amazed by the many great things about CM - then the occasional WTF moment. On that topic - I find even the WTF moments can be explained with a little imagination e.g 'maybe the tank commander had about 2 hours sleep in the past 40 hours, hasn't eaten for 12 hours and his headphones are getting nothing but static so he's jumped down into the turret to let the radio operator know his displeasure by giving him a rant and a kick and by the time he gets back up into the turret the panthers arrived. O.k maybe that's a silly scenario but there are a million other fictional scenarios that could explain the occasional blip in normal operation of the way the game plays due to technical limitations. Just because we don't see them played out on screen doesn't mean they didn't happen in the heat of a 'real' battle. My point is I find a little imagination certainly improves the fun/believeability. In fact those WTF moments actually make the game much more human for me (no matter that they are unintentional). Its not like we are controlling cyberborgs and Robots so those occasional WTF moments are an opportunity for the other million things that happen on a battlefield which we will never ever see on screen to 'occur' for better or for worse sometimes. I know the feeling when a plan, that if executed perfectly would have been the perfect assualt on a MG bunker or ambush on a tank, was totally ruined by a spotting issue etc. But I bet I have 10 to 100 times more ruined plans because I didn't do my recon properly or didn't supply enough suppresive fire etc. So I just have laugh when some posters say the game is broken/unplayable because of a 'BUG' and demand it be fixed. On that basis I demand that I am broken and unplayable!! haha Anyway I apologise for my long ramblings.
  5. Hi, I'm no expert but my understanding is that is exactly how the command is supposed to work. The unit you give the cover armour arc will only breakoff the cover arc if it is under direct fire I think. Think of the cover arcs as orders to your troops to ignore units outside of the zone. So use them carefully. With tanks it is better to keyhole your tank by positioning them so they only see the area your are interested in 'covering' and if you do use a armour arc make sure it encompasses any positions which a enemy tank could wander into and might see your tank. P.S I am very bad at keeping my tanks alive so tajke what I say with a grain of salt:)
  6. Childress - I'm not sure of the 'technicalities' of the AI triggers as I haven't looked at the QB maps with the editor. My guess is that with the right combination of units (attacker and defender) they can work very well (my experience). However I'm sure they do not work for all situations. But that is the great thing about single player QBs - if the AI get's it wrong you can just request a cease fire or stop the game. If the AI gets it right you really get a unique battle with some tough tactical problems to work through - even if the end result for me is total victory - I still have learnt some valuable lessons. All with minimal effort on my part. On a slighty offf topic note - when I'm playing QBs against the AI I have a couple of 'house' rules so I don't have too much of an unfair advantage. 1) I only use an HQ to arty a known enemy position if the HQ actually 'knows' there is an enemy there as well. e.g at least a question mark via the radio network 2) I will only area fire with units who have at least some idea there is enemy in those trees. Though at very close ranges I will break this rule. I would be interested to hear if other people use any 'house' rules against the AI?
  7. Great to hear the additional comments. Again kudos to BF and the map makers/designers Thanks for the info MarkEzra - I look forward to more maps!! Great for replayability.
  8. Just wanted to show some appreciation to the designers/AI programmers of the QB maps and 3.0 features After originally trying some QBs back in the V1.0 CMBN days and not been impressed I haven't really played QBs. For Red Thunder though I decided to play somes QBs because I wanted some small battles to try using Russian Infantry and equipment without using up the actual scenarios and was plesantly surprised at how well the AI has performed. As I 've run (literally head first!) into some great defence by the AI. The battles have all been Soviet infantry (attacking) vs German AI infantry (defending) with some AA and antitank support medium to small maps. I'm not sure what has changed (besides maybe the inclusion of triggers) and possibly the terrain is a a factor but I thought I'd share some highlights: After fighting my way into the village objective a platoon of previously unseen enemy infantry appeared out of a forrested area on the left flank of the village (basically in the rear of my units as my axis of attack at that point was from left to right). Only some hastilly repositioning of troops managed to stop them breaking back in to the village objective area as the time was running out on the clock. I guess the AI plan included a trigger which worked perfectly in this case - it really felt like some reinforcements had arrived and aggressively attempted to relieve there comrades Also I've noticed situations where I've felt I've managed to 'route' an enemy squad only to find they have retreated a short distance found a nice reverse slope (or just outside the visible range of my troops) turned around and manage to pick off more of my troops as there commander (me) incompetently rushed them forward to finish them off. I now split squads and do a lot more crawling/slow in forrested areas unless I want my pixelcomrades taking unnecessary casaulties turning around and retreating - Lesson learned!! Finally I'm sure I've seen (but can't confirm - maybe I imagined it) an AI controlled squad trying to retake ground, in the heat of a firefight, it had lost. Again maybe it was a trigger but it certainly looked great seeing some 'brave' soldiers trying rush back to a previously held wall and maintain the defensive line. Anyway - whether its new AI routines, AI triggers allowing better AI plans or just my imagination the QB's I have played have certainly been worth the time. Thanks to those involved in providing them.
  9. Yes +1 for keeping the new feature. I try to use buddy aid a lot and appreciate the fact I don't have to 'fiddle' with the camera to see who had what weapon. My 2c
  10. Hi, As the title suggests the infantry look like they are floating on the ground and I think darker shadows might make a difference. And thanks for the bug fix with update 1.51 cheers
  11. Maybe a bit off-topic but I think that CMFI terrain still had the most pleasing look to my eyes out of the box. I did not use any terrain mods except maybe smoke/dust and transparent trees.
  12. yeah - I had a similar problem on my Samsung google nexus 10 with Android 4.2.2. Double tap didn't work
  13. I'm really enjoying playing these small tactical battles. Thanks for taking the time to make them - And great to have a scenario as the kiwis! I played it at veteran level / wego against the AI. I managed a total victory - the AI surrendered with 7 minutes to go and I had 5 KIA and 7 wounded. 3rd platoon did help (especially the mortar) but I didn't really use the 3rd platoon squads in any direct fire-fights. I think I would have got the victory locations albeit with more casualties without 3rd platoon. So to answer your question I did find it a challenging but 3rd platoon probably guarantees a victory.
  14. I have always had corruption problems when I try to download using a download accelerator (the one's recommended by BF). However if I download normally ( I get speeds of ~200-300kbytes per sec) so not fast but at least it works!
  15. Hi, I tried out the scenario single player as the germans and thought it played well. Spoiler alert************* I thought the time given was o.k. I managed to get a total victory on veteren level (playing turn based) with 7 men killed and 13 wounded and a couple of halftracks immobilised. However you may need to adjust when the American reinforcements enter the battle. I didn't even know they had shown up until the scenario ended and they were still running towards the village - so they played no part in the battle. Hope that helps and thanks for making the scenario!
  16. Great vids Chris. I think this is an excellent way to show off the Beta version of the game.
  17. Thanks Childress and Steve. I was assuming there wouldn't be but thought I'd ask anyway. I guess having green troops with high morale might produce a similar effect initially if required by a scenario. Anyway - I think there was one scenario in CMBB where I used it - then probably never used it again . Actually, it's probably been 5 or 6 years since I played CMBB so my memory is unreliable. haha
  18. Hi Steve, As someone who is learning WW2 tactics through the game and the discussions on the forum - this sort of information is always interesting. I'm sure playing a campaign in Red Thunder as the Germans is going to be a challenge and a test of ones resolve to stay positive under enormous pressure. Will the game have any specific commands like CMBB had such as the 'human wave' command to simulate Soviet Doctrine?
  19. Nice! Now if they would only offer a 'download only' pre-order for us international customers....
  20. Nice....So the East front is only a couple of weeks away? haha
  21. Thanks for the entertaining write-up Ken! The humour in the face of adversity was excellent. Look forward to reading another of your AAR's in the future.
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