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securityguard

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Everything posted by securityguard

  1. I'm pretty sure it will. Usually by scaring the crew out of the half-track itself, and I've accomplished it a few times. I wouldn't say it's as efficient as a .50 caliber but it's close enough to try if you're in a good position to unload.
  2. Not only that but Hunt is considerably more fast that "Move". I doubt they are using finesse in moving the tank, just trudging forward. It makes sense from a tactical standpoint. It's sorta like "sneaking" a tank across mines, except they have to use Move command instead.
  3. I always assumed it's the hide command. You get similiar results with a defender who doesn't use arcs - he'll open up immediately at the start of the next turn.
  4. That is amazing. I must show this to my fellow CM colleagues. It's interesting how a single test like this makes a proof that can seriously save your ass in combat. I think I'd rather take the 4% (20/5?) chance than waste turns trying to disable the mines. It's still a gamble but the odds aren't bad... [ February 15, 2006, 07:56 AM: Message edited by: securityguard ]
  5. Yeah I chalk it up as keeping us in the dark. I think the website they put up created more questions than answers. I'm really more excited about this over CMX2 because this is closer on the horizon.
  6. This is amazing, do you mean on the campaign map or actually put little cosmetic things on the 3D map?
  7. Ampulomets scaring infantry and killing PZ4's? Can I have your version of CMBB? They are effective against open top vehicles certainly, but anything else will merely shrug them off. Molotovs in general have almost zero effect on infantry. Fun tank hunter story: In my friends core force campaign, I had a crack russian tank hunter with one of those winged RPG's. In the midst of battle I told the crack to Fast movement command right up to a stug - while getting shot at from every concievable angle. Mid-run he throws his RPG and hits the Stug so incredibly correct that the Stug explodes vicicously. The tank hunter team then dives into a crater and kills over 20 guys with a SMG. Granted, they were green, but it was completely confrontational and utterly insane.
  8. They were literally sure of an early first quarter release, so I guess by march.
  9. I sorta wondered myself it there would be a 'quick campaign' feature where each side buys certain assests, maybe even templates of units.
  10. And that would require playing a battle with hundreds of different units...? I don't think beta testing is as easy as you think it is, sorry. I would know from experiences that have left me a shallow husk of a game editor
  11. To be brutally honest, I've heard that for the veteran player there aren't too many tricks of the trade in the book that are useful and it's too disorganized to be used as reference. But for the newer player it can be very helpful and is probably worth the cash to grasp the game concepts better.
  12. If you know your opponent will have more than two pieces of armor, grab only the most cost effective airplane. Planes do not do so well against infantry, spotters are more effective in that role. Don't grab a plane when your opponent expects it, IE. you buy planes a lot so he'll know to buy AA. Avoid planes with really obscure or miniscule loadouts such as 48x 5lbs bombs or pure strafe loadouts. AA isn't too effective against planes, but when the odds of a plane doing damage is tiny to begin with taking any chances is not worth it. I have seen a few planes break off or even get shot down, and although rare, it was a huge waste of points. The russians get the IL2 which is probably the best airplane in the game. Simply put, a single regular IL2 can put almost any battle into your favor immediately. Out of the hundred of QB's and Coreforce campaigns I've played, I have used maybe 20 planes in my life time. Five of those planes were IL2's and every time I used them they decided the battle. 7+ strafes average, two massive bombs and typically great rockets. The aresenal is well worth its price tag in an armored battle regardless of what any vet will tell you. I've seen the IL2 do twice as much damage as it's worth in some scenarios. I don't know if the germans have a suitable counter-part. They probably don't, and if they do the rarity probably sky rockets the price. This obviously isn't an issue on variable or no rarity. Skill of the plane is absolutely crucial. I've only done some minor testing with green, vet and elite planes. Green pilots seemed to be way off with bombs while elite planes attacked with precision accuracy. Friendly fire issues seemed random but that was probably just luck of the draw during testing. I had a vet put a bomb right in a group of friendly troops (who were in the open), even when there was armor all over the field! Further testing would be greatly appreciated.
  13. Thats an interesting proposal. What exactly happened to men who retreated from the field, without cohesion, totally broken and actually made it back to their own side? I would imagine they would get recycled back into the reinforcement pool as well, probably within short order too... But I know nothing!
  14. Well it's pretty obvious that they wouldn't create something like this without fixing such an essential problem, is it not? I think it's just easy to assume that it is fixed.
  15. i have tendancies to run hundreds of my virtual soldiers to their doom through rocket artillery and mg42 positions. their screams of agony reek of victory.
  16. The whole "Well the battle is going to end with me losing anyways, I might as well try anything I can" era of CM is pretty much over with CMC. If CMC works the way I expect it to, everything you say is pretty much true. The combat will be more similar to actual combat instead of constant gruesome frontline combat with 80% casualty rates.
  17. Maybe for a smallish 25 turn meeting engagement, which is what I imagine online players mostly be playing. You wouldn't finish a 60-turn multiple battalion battle within that time, and as most of the time one player would be defending and another attacking, the defender could mostly roll his thumbs waiting for the attacker to give movement orders to all his units. Trust me, I've done that - playing a huge operation in TCP/IP as the defender. While in PBEM all the underdog would need to do is press 'go' and send the file back. </font>
  18. I was assuming that comment meant PBEM and Hotseat were support alongside TCP\IP. I mean the battles themselves should be played like any other CMBB battle...
  19. I played the SPW scenario tonight with the sunflowers with another player. Was axis, got my butt kicked 4% / 96%. Mostly my fault though, great scenario!
  20. yeah, it's probably voted on by either the players or the commander. my guess is the commander. will be interesting to see who takes control of critical strikes in MP... lots of team work and trust will be involved, which is kinda neat.
  21. I noticed on the infantry UI there was a command to bombard. I'm assuming this was just lit up to show the various commands you could give units. How does this command work with artillery? If you bombard something from 3km away, will the terrain reflect the amount of bombarding you have inflicted through the non-tactical artillery use? If you use artillery all over a town for several days, then on attack day will the city be leveled (as if the game auto-generated Massive damage)? How are fortifications generated? Randomly? Do you select which ones to make? Are bunkers part of the OOB and can be traded around the defensive front at will? [ October 15, 2005, 10:24 AM: Message edited by: securityguard ]
  22. Maybe if he constantly made hamburger of his men, but got results. When I think despicable, I think some SS dude who lives for war and murder, but that's just me.
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