Seahawk-vfa201
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Posts posted by Seahawk-vfa201
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Just ordered!!!!!!!!
I put a long red carpet on my hallway
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CC# ?
I think I played the demo of version 4. After a little while I deleted from my HD: waste of space. And it almost made me do a terrible mistake: I though CM Gold demo was one upgrade of CC and I said to myself: Who cares?
Then I realized the screenshots looked different. Tried it: OH MY!!!!!!!!
Thanks Steve and Charles: it will be worthing every dollar of its price!
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They really look great.
Nice artwork. I hope they will be integrated in the CM final version.
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<BLOCKQUOTE>quote:</font><HR>Originally posted by KwazyDog:
So what you are suggesting is that tanks should be able to indirect fire using the TC as the spotter?
]<HR></BLOCKQUOTE>
Indeed, at least for Area Target. I do not expect pinpoint precision as the gunner has no optics available for the shot but the TC could provide angle and distance. I am no expert on this but I do not see why not, especially against fortifications/buildings, or barrage fire.
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<BLOCKQUOTE>quote:</font><HR>Originally posted by Big Time Software:
PL - it's calculated (roughly) from the level of a vehicle's main gun. Otherwise you'd get situations where you could see but not shoot.
Charles<HR></BLOCKQUOTE>
Well this is confusing. If the shooting arc is unobstructed, even if there is no direct LOS from the main gun I should be able to shoot if my TC has LOS to a target. It still looks like being a compromise but being able to see the target and unable to shoot is very unlikely. What is the picture you have in mind? projectiles do follow ballistic trajectories, certainly I do not need to have LOS from the main gun to be able to shoot a target.
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<BLOCKQUOTE>quote:</font><HR>Originally posted by Blackhorse:
Select the unit, then hit the TAB key (key to the left of "Q".)<HR></BLOCKQUOTE>
Well that is NOT the behavior I am looking for.
TAB puts you slightly behind the unit as if floating above and back some 5 yds away. you have to manually move to be closer to the unit position and this way you'll never get EXACTLY the line of sight of the unit concerned.
What I am talking about is a viewpoint FIXED on the unit eye visual level. The only thing possible would then be turning around using as a pivot the unit itself. TAB just puts you close to the unit and you may wander around freely.
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<BLOCKQUOTE>quote:</font><HR>Originally posted by Schugger:
--------------Spoiler Alert!-----------------
Oh, it does! Those damn AI beast used smoke to toast my concrete MG bunker i've plced in Plomville.
<HR></BLOCKQUOTE>
Well in a sense it confirms what I said. The AI used smoke against a *known* target, i.e., the bunker. I have never seen it using smoke as a screen against nothing, as a prevent tactic. And that is understandable: how would you sensibly program the "feeling" that an area could be used to ambush you IF the enemy is hiding there? I did not play much (only 10 times or so) but I have never seen the AI use smoke against area without having a visual on an enemy position.
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On my experience the AI does not use smoke in a proactive way, as when advancing on open area toward a possible ambush (Chance Encounter scenario).
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How to instantly get the 3d view from a unit location, i.e., as with view #1 but fixed on the unit viewpoint.
Oh yes,
I'll gladly accept an email game
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Yep,
ready to play some humans too
Any of the two scenario, full fog, and no forces adjustments.
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I tried a quick way to get to single units eye level (view #1) similar to using TAB when watching the 60 secs action where the movie follows the selected unit.
I'd like to achieve an immediate location of my viewpoint from unit's *eyes* and see the scenery from his exact location and feel its exact LOS instead of trying to get close to it from view #1. Also I'd like to have it fixed so that whatever movements I try with the view it is as if the units was turning its *head* and look at another direction. Then, maybe, hitting TAB again would *free* the #1 view and disengage it from unit's *eyes*.
Is this behavior already there? if not, would it be a desired features for everybody in the final game?
Seahawk out.
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As ICQ for mac don;t get mirabilis.
Try this one. It really delivers on Macs
http://homepage.mac.com/gerrysicq/
Seahawk
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North California here.
I am a sim fighter pilot and I know how fun it is to play battles, dogfights, and missions online.
So count me in
Seahawk
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I got it.
I thought maybe same other Beta scenarios were around.
I can't wait to find a Download Full Version link on these pages
PS
Do you accept Visa and/or MasterCard ?
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Is it possible to d/l new other demo scenario while waiting for the final release?
I really hope so. I now call the trees by their name in both VoT and CE
Seahawk
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Not for fun, just to be realistic Set default forces, full fog of war. Played the Valley as German: got a 90% - 10% victory. Morale 87%. 40 something casulaties
69 captured, the rest killed. Allied did not even got to the mine fields (surrendered short of them). All Shermans Kaputt. The Panther is a beast!
On the other side, as a GI, same settings, I had a 84% - 16% victory. Morale 82%. 60 something casualties. The Shermans have good aim
Seahawk
Comment on the AI: as GI I had massive artillery on the Nazies throughout most of the turns.
As German the AI had artillery on me only for few turns (8~10). True: I killed some Arty spotters
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Yep, I have seen AI tanks pop out smoke but in the Chance Encounter I had reached (as Allied) strong field position by creating a barrage of smoke to cover my troops/tank advance. The AI used no smoke at all at same scenario when I played as German. I killed 4 Shermans in the first 10 turns.
Apart from that the AI makes for really good realistic behavior. Great stuff in here.
Thanks for all replies. That helped. I hope to be able to participate to missions and campaign online when the game is released.
Until then aim straight, shoot sharp.
Seahawk
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Hi there. Just finished the two demo scenarion (Valley of Troubles and Chance Encounter) both played Allied and Germany side. Great game!
I come from cardboard wargames so I easily mastered the various aspects (hey I kicked the AI commander big time ) but I can;t figure out out to make the option "Target Next" work. It does not do anything on my case, all units confounded.
Then, why not to devise a scheme to get ammunitions from dead units when the active are low on ammo (or is that already into account)
Finally: the AI commander seems not to know how to make use of the smoke to cover its units movement: it is a bit too easy (full fog of war, maximum tree coverage settings): like shooting at ducks
Thanks and can't wait for the real game to come out.
Seahawk
PS
People here talk about 3 demo scenario: I only got two. How comes?
Wargamers, PLEASE Read!!! Important info!
in Combat Mission Archive #2 (2000)
Posted
Totally agree.
It will be a pity to receive the CM and already have hints on what each scenario hide as surprise.
Blind at least first time is going to be a pleasure.