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securityguard

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Everything posted by securityguard

  1. I always thought it was somewhat silly for the game to have a Follow Enemy Vehicle command but not a Follow Friendly Vehicle command. It would prevent a lot of nonsense. It's actually better to shoot the vehicle leading sometimes, because convoys will continue to move unless they have a 'move to contact' which is incredibly slow for most traveling. This causes them to detour like crazy, totally ruining any sense of organization. Completely disorienting.
  2. They all seem incredibly subtle changes wise. In QB's I just pick one and stick with it. Cupolas are a huge difference though as someone stated above.
  3. The level of abstraction in CM is really huge, and while it works it's also one of its downfalls. Casualties in CM can range from wounded, killed, lost in action or even more (imagination comes in handy when thinking of ways a soldier could be out of fighting). When squads get down to one or two men left, but are still in HQ command, then you have to assume they're still willing to fight under specific orders from HQ. It's when they lose HQ command is when I assume that they're on their own. Their delay can be utterly massive - can be minutes before they actually move. You can also imagine, even under HQ command, that they're doing things during the delay such as scavanging ammo or trying to see if anyone is alive, things like that. Squads with one or two dudes left fighting it out is bravery though, and seems rare in CM. Usually by that time they're routed or routing. In Operations squads with less than 3/4 is discarded for obvious reasons. It is seriously rare for one person to fight on his own but it can happen, but usually boils down to self defense due to delays and morale issues. This is how I see it anyways, I'm sure someone can explain / correct me better.
  4. I really haven't seen a single game do what this game can. I've been playing for 3 years and still don't find it boring. Granted I don't play every day and take rather gracious breaks, but is there really anything out there that's better than this? I know that CMx2 will replace my attention from these games, but I seriously don't see anything on the horizon or currently made even close to this.
  5. What about at night? There was some official scenario in CMBO with a night drop. Granted the whole thing was on the spot combat, but you'd get reinforcemence that were suppose to be guys that were still falling. You were mostly up against infantry and some half-tracks, forget the name of scenario.
  6. i'd like to see one screenshot even if it was just of terrain
  7. Absolutely awesome, well done. Really amazing scale with the voices in this game.
  8. Were the trucks picking up dirt? Sometimes when it's dry, trucks pick up a ton of dirt.
  9. Anyone know some good balanced month / year combinations for a QB, and what countries in those month / year are good to fight against? Janurary '42 seems pretty good for Italian vs French, although italy has an advantage
  10. Improving attack AI will be a huge undertaking. I'm not totally sure if in a game like this it can be totally improved, theres just so many ways to do things. I'd personally like to see them up the defender AI though a lot. I'm sure it can be done. It's probably just as hard, but with less focus on movement and more on placement maybe it wouldn't be.
  11. It totally varies with the situation. Almost all AT does. You could list a billion possibilities on how to use bazookas. I personally use my bazookas as a seperate entity and no HQ contact unless the map is unbelievably small. Same with shrecks. Lack of HQ makes me luck incredibly thin though, i've had more luck using American rifle grenades versus tanks than actual 'zooketry
  12. 3 mins.? Is that right? I could have sworn the rare times I've used it, the sturmtiger didn't take that long to reload. I thought it was close to 1 shot per turn, making it ultimate mall parking lot creator. </font>
  13. Abuse flame throwers religiously. I'm not sure if brits get a flame thrower vehicle, but if they do, buy at least one and when the moment is right flush his troops out into the open. Me and my cousin do mech games A LOT, and when it comes to city fighting the italians automobillia flame thrower vehicle is patently unstoppable in the right conditions. Flame his side of the engagement the move in, works pretty well. This works well in dry weather. If it's raining or considerably wet, stick with cheaper FT units. Don't waste points! When the flame can't ignite the building, it's only marginally effective.
  14. jcosta, for sure the AI is heavily flawed on attack. It typically takes a linear path directly to the flag and does not use many tactics. Most people do not have scenarios where the AI attacks. for a greater (and very artificial) challenge try giving AI more forces. The AI is pretty good on defense as long as the scenario designer gives the AI valuable positions first.
  15. Morale and Combat bonuses probably. It'd personally put morale over combat though.
  16. I've always felt irrationality is too common in CM. But what do I know? I've never been shelled in a trench. I've never been behind a berm with my squad mates getting mowed down as they ran up to me for cover. So I just accept it. I'm sure any respecting young, green troop would do some dumb stuff if they thought it'd put them in safety. What I do not accept is having the entire squad 'irrationalize'. In reality, no doubts about it, an 11 man squad would not 'break' all at once and run in the same direction unless it was a massive threat. It's one reason for CMX2 I'd like to see each troop modeled, even if it wasn't visually but just stasticly. Close Combat series rendered panic perfectly. Indivual men trying to perserve their own lives and persuading others too as well. CM just says "okay this squad has had enough, they're all gonna run". Maybe having the same abstractions as now, but instead of having the entire squad icon run, have it sit and say "Pvt Johnson, Albert and Tory are routing" in some stastical way and if they don't unroute they are gone for good. Rather have that then lose them anyway or more to a dumb decision. It's really tough to model correct morale with the current system. [ November 12, 2004, 11:23 PM: Message edited by: securityguard ]
  17. This is true. The SP version is neat, but if you're really going on the attack Brummbar is the way to go. I also agree with the "Buying three IG's can cover just as much ground as a Brummbar". However, by buying a Brummbar you deplete points from your Armored section instead of your Support section. But really, it's a toss up, since you can buy AT guns / mg's and brumm, or IG's and a tank with MG's / AT capability. Totally depends on terrain, weather, whatever. It's just losing the little things that hurts (onboard mortars, tank hunter teams, AA guns, whatever).
  18. cool film. i wonder if that was a spotter standing in the street, or a camera man, anyone know?
  19. I've had limited experience with the Brummbar, only purchased it once. From what I saw it's definitely a higher priority, the armor is quite thick on it. My opponent CTRL+U'ed and said he couldn't even take it out properly with what he had. You basicly sacrifice stealth for 100mm worth of armor. 150mmIG is 53 points, Brumm is 153. They both have same loadout. You could buy three 150mmIG's for one Brumm. But the Brumm has a higher chance of success, depending on the situation. Three 150mmIG's... ouch. I think the most i've ever bought was two crack 150mmIG's. I completely destroyed my opponent. That was in CMBB, however. I bought a crack 150mmIG in CMAK, came out elite. During setup phase it was spotted and four mortar rounds broke it apart. They were in fairly good terrain too (large rocks).
  20. Any CM veteren knows the 150mm INF gun inside out. In a QB it either means you win, or lose, depending on wether you're the recieving or giving end. I've always thought that the 150mm is far too cheap for its power, since the days of CMBO to the days of CMAK. It can level buildings in three hits and destroy platoons in seconds with deadly accuracy at distance. It's without a doubt my most favorite and hated unit in the game. Basic AT gun strategies versus the gun can apply, except that when it fires first, you'll lose. You have to be incredibly careful not to lump up infantry, or put infantry in danger of it in some way. Sometimes, in a QB, that simply isn't possible. I haven't played CMBO in years, but I do know some nusainces with CMBB and CMAK. In CMAK, the 150mm - or AT guns in general - are far more fragile. I ran some tests and one 50mm mortar was capable of KO'ing it 60% of the time. In CMBB it had a little trouble, but similar results. 82mm could knock it out with ease in both games. If you take an onboard mortar, it's preferable to get 82mm or above. The point difference isn't much. Obviously the 150mm won't be used against your armor, so this is another advantage you have. Typically one 150mm has two or three HC shells - devastating if they hit, but usually the 150mm is innaccurate over 600m or so. The reload times for the 150mm are incredible unless they have an 'Crack' or above crew, so the first shot is always the worst when it comes to fighting it with armor. Examine the terrain obsessively. Figure out spots where the other player would put his 150mm, then make sure you have the ability to harm it once it fires. Obviously you cannot hit something you cannot see, which is the biggest advantage the 150mm has. All it needs to do is shoot for one turn and it can completely slaughter you. I usually have mortars (with HQ spotters) or armor on these hot zones, so they can retaliate hopefully the next turn or the turn it fires. These are just really basic strategies, has anyone come up with better ways to prevent these things from cleaning you out?
  21. They were a failure in real life but apparently they're good in CMBB. I've racked some kills with them, and they're pretty cheap. Low ammo.
  22. Thats what I thought. I personally thought it was weird because even when I force my tanks to use canister, they refuse to unless they're in a certain range. It was very suprising to see them launch it like rain from across the map. You couldn't really even see it land, it would get so spread out.
  23. I was playing against my friend and he had 76mm guns on hills, maybe 450m out or so. They expend their ammo and begin shooting buck shot - commonly used in tanks at about 100m or so. Anyways, they launch the shot up into the sky, much like a mortar. I've never seen this before, and I can't imagine it being too effective (certainly wasn't ingame). Did they do this often in real life?
  24. i guess so. i usually turn it off anyways, no need to keep it on
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