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Col Deadmarsh

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Everything posted by Col Deadmarsh

  1. Like I have the time to do that... Maybe Steve can just pop in here and give us the answer so I don't have to put you to work.
  2. My fault for not being clearer. I meant, how much can a unit's points slide up and down the rarity scale for different games? In other words, a Brumbar might have a penalty rating of 100% on one variable rarity game and 125% on another. What's the range a unit can slide up and down this scale? And is it the same for all units?
  3. Okay, it's true that casualties isn't really so much a penalty as it is a variable. But the fitness thing DOES matter. You don't get extra points when you begin a QB with a penalty in fitness. Why even argue the point at all of what needs to be there? Put everything there so there is no wondering about the integrity of your opponent. We're talking about some very minor coding here... [ December 06, 2002, 06:11 PM: Message edited by: Colonel_Deadmarsh ]
  4. Does anybody know the range of variable rarity percentages in the game?
  5. Why, in the name of God, were the most important parameters left out of the pre-game notes to the opposition? Ones like Fitness and Casualties! Isn't this screen there to prevent cheating? And isn't the way to cheat to adjust things like your opposition's fitness and casuality levels and then tell him you have the same thing? As of present, there is no way to tell if these parameters have changed. I really don't understand why the most important parameters were left out. Why not include them all?!?!?!?!? Can we please get Charles to add this to the 1.02 patch? I'd really like every parameter on that screen before I start a game. It only makes sense, doesn't it?
  6. People, I appreciate the historical view of things but I should mention that I was mainly looking for tactical advantages in this game, not in the war itself. Still though, it's interesting to hear people's views on this from a strategic/real-world level. I'm pretty much left with the same feeling as I go through and look at each side's units that in the beginning, the Soviets had their only advantage in armor. Two years later in 1943, the Germans invent the longer 75mm gun, gain advantages in armor and tank crews, and that's when the tide turns. After that, the Russians never catch up. Even though the Soviets had the T-34 which was fast, it only had a 2-man turret which is a big disadvantage. Going up against other German tanks seems to be an exercise in futility in that the Jerries not only had bigger guns and thicker armor in the front, but larger tank crews which means they don't have to button up to fire the main gun. Not only are the Soviets not up to snuff in AFV's but their arty is weaker too. Running some tests, I've found that the Russians have to wait 4-5 minutes to aquire the coordinates before a fire mission. It seems that the only area the Russians have an advantage in this game is in their cheaper infantry. Each man is about 2 1/2 points to their German counterparts of 3 1/2 (correct me if I'm wrong about this but that's what I remember seeing.) Taking this into consideration, one looking for fair fight (read: ladder player) would be wise to lobby for a scenario which gives the Russians lots of trees to move their infantry around in and also allow their T-34's to gain cover from German heavies while whittling away at the opposition's infantry. Discuss.
  7. What is the real strength of the German army in this game? The Soviets? At what time of the war do you think the German army was the strongest against the Soviets? When were the Soviets the strongest against the Germans?
  8. I hope that's the case since I would like to see the entire Western Front re-done first on the new engine so the graphics are the most up to date for that theatre.
  9. This is why we need to have more control over area fire. We should be able to shoot only 1 or 2 times per turn and then stop.
  10. I hate the change made to how the camera works. It was much easier keeping one finger on the shift key for when I wanted to scroll laterally across the screen. One more example of something that never should've been toyed with. [ December 04, 2002, 02:40 AM: Message edited by: Colonel_Deadmarsh ]
  11. I hate the change made to how the camera works. It was much easier keeping one finger on the shift key for when I wanted to scroll laterally across the screen. One more example of something that never should've been toyed with. [ December 04, 2002, 02:40 AM: Message edited by: Colonel_Deadmarsh ]
  12. What happened to the Outpost? That was a great-looking site.
  13. Not necessarily. And besides, I'd have to buy an entire company's worth of reserves to replace the front line soldiers when they run dry. The default turn length in CMBB will be adjusted to 40 turns. This obviously signifies that more turns are needed to complete a full game and still have things like flanking involved in battles. No way infantry teams right now will last anywhere near 40 turns. Plus, aren't squads firing at a faster rate in up-close battles? Not sure if that's just MG's or not but I've noticed my men seem to blow out their supply a lot faster in CMBB than they did in CMBO.
  14. Not necessarily. And besides, I'd have to buy an entire company's worth of reserves to replace the front line soldiers when they run dry. The default turn length in CMBB will be adjusted to 40 turns. This obviously signifies that more turns are needed to complete a full game and still have things like flanking involved in battles. No way infantry teams right now will last anywhere near 40 turns. Plus, aren't squads firing at a faster rate in up-close battles? Not sure if that's just MG's or not but I've noticed my men seem to blow out their supply a lot faster in CMBB than they did in CMBO.
  15. Does anyone have a list of links to all the mod sites out there for CMBB?
  16. I'd just like to say thank you for your insightful and articulate post...
  17. How about increasing the ammo load for infantry? In CMBB, ammo is used up faster than it was for CMBO and yet we need more turns to complete a battle. This obviously makes for a lot of infantry squads who run out of ammo early. Not fun. [ December 03, 2002, 02:10 PM: Message edited by: Colonel_Deadmarsh ]
  18. How about increasing the ammo load for infantry? In CMBB, ammo is used up faster than it was for CMBO and yet we need more turns to complete a battle. This obviously makes for a lot of infantry squads who run out of ammo early. Not fun. [ December 03, 2002, 02:10 PM: Message edited by: Colonel_Deadmarsh ]
  19. I think it's safe to say that their doodads look better than ours...
  20. --Relative spotting --Better infantry, fire, and smoke graphics --Aircraft animations with strafing and bombing runs --1:1 infantry display (all men shown)
  21. What's the difference in units within division types? (Soviets in particular) Without me looking them all over, which divisions have more units to choose from and which have less?
  22. Has PC Gamer reviewed it yet? I'd like to hear what Rob Smith has to say about it. I'm sure he'll make mention of how great it is to once again kill Nazis, only this time with the Soviet Army.
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