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Col Deadmarsh

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Everything posted by Col Deadmarsh

  1. Thanks Kwazy. I emailed that site you got it from and asked them too. Hopefully someone over there knows the answer. ------------------ Yeah, but in Close Combat...
  2. Umm...what does Arbeitlung mean? Tiger, did you make the mod for this tank with the "A" on the turret? Surely the maker knows what this meant... Somebody help me here, it's driving me nuts not knowing! ------------------ Yeah, but in Close Combat...
  3. The best CM ladder is at Tournament House. www.tournamenthouse.com They have the most to offer including the best rating system, and everyone I know who's playing this game is on that ladder. Go check it out. P.S.--Oh yeah, and they're having a CM tourney soon. Cya there! ------------------ Yeah, but in Close Combat...
  4. Yeah, I like the idea of listing in order of rank too. Yobobo, is it possible to give the user a choice of whether to list by alpha or by rank? If we had two different choices, that would maybe serve two different purposes. ------------------ Yeah, but in Close Combat...
  5. bump--somebody knows the answer to this... ------------------ Yeah, but in Close Combat...
  6. I love the Tiger mod which has the "A" on the turret. Can someone tell me what this stood for and when the Germans started using it on these tanks? P.S.--I also like that creaking sound the tank makes. It really adds a degree of realism to it. ------------------ Yeah, but in Close Combat...
  7. Good suggestion Def Bungis. Uh...any relation there to Def Leopard? Anyhoo, the alphabetize thang is a good idea because as the ladder grows, we will surely need this feature to find our favorite prey. *Evil Laugh* ------------------ Yeah, but in Close Combat...
  8. I would be happy just to see a patch that implements PVK's suggestions. Most of these buildings wouldn't crumble to the ground in a heap of rubble. Yes, most of the buildings would take massive damage. But these are trained soldiers we're talking about. They are not idiots and when a building looks weak or has taken hits, they are not going to stand there and let the roof fall on their heads. I recommended that the AI move out the men. Some people said that this would only make things worse because they would probably end up getting shot by other teams as they ran in panic. After hearing this, I think you're right. That would be a hard thing to code to make it do the right thing at the right time and it would probably just make things worse. I think though that the solution to this problem is to lessen the damage to the squads while they are in the building at the time of destruction. I only have control over my men every minute. If the AI cannot move my men to safety at the right time and without doing something dumb, then I believe the damage they suffer while on their own should be minimized to reflect real life common sense. ------------------ Yeah, but in Close Combat...
  9. I don't understand why Netscape and MS can't get together and agree on one standard. It would make things so much easier for us web designers. ------------------ Yeah, but in Close Combat...
  10. <BLOCKQUOTE>quote:</font><HR>Well first off you weren't talking about fixing mistakes. You only started hinging on this when someone else brought it up. You're original message said quote: -------------------------------------------------------------------------------- I give these orders and then realize that I don't wanna wait 15 seconds for the new orders to come in -------------------------------------------------------------------------------- . Sounds to me you didn't like that people started bringing up a valid counter of "commander-indecisiveness", then decided to change the basis for wanting a "redo" button to "fixing mouse-click mistakes".<HR></BLOCKQUOTE> I'm not changing my basis. I'm just defending the other person's reasoning in addition to my own. I still believe I should be able to make a mistake and be able to fix it without re-loading everything. I also agree with KiwiJoe in that since you have the option to do it anyway, why not make it easy to do? <BLOCKQUOTE>quote:</font><HR>Secondly, there's no need to be an ass when someone offers differing opinions.<HR></BLOCKQUOTE> Kick back Tiger. I was just being a little sarcastic. ------------------ No, it can't wait till CM2.
  11. Redundant? Let's say I spend 20 minutes to set up my men and then make a slight mistake that I want to change. Now I have to exit the game, reload it, and then re-issue orders to my men. Having a button that would do all that in 1 second would hardly be redundant. Believe it or not, there are some of us out there who aren't into the 100% realism/real life BS. Some of us just want to play a fun game with features that make it easy to play. Why stop here? I say that for every man in a squad that gets killed, that player should have to suffer the same pain they do. Maybe that player could have his buddy pump a few rounds into him so he can bleed along with his soldiers. Alright, who's with me? ------------------ No, it can't wait till CM2.
  12. <BLOCKQUOTE>quote:</font><HR>[re: indecisiveness... I don't really buy this argument. Most of the time when I want to "undo" an order it's because I had the wrong unit selected, or misclicked, or let go of the mouse button too soon, or didn't quite get the point where I wanted it. I don't think that troop performance should be penalized for this kind of user-input error in a game of CM's type. I want to concentrate my meagre mental powers on making the right tactical decisions, not on being absolutely sure everything is just so before I release the mouse button.] ------------------ Leland J. Tankersley<HR></BLOCKQUOTE> Good reasoning Tankersley. Some of these grognards will take any glitch that comes up and give it a "real world" excuse for being part of the game. Some of these excuses are reasonable. This one however is ridiculous. The player should have the right to change his mind or re-cover from whatever didn't transfer correctly from the human brain, through the mouse, and into the computer. ------------------ No, it can't wait till CM2.
  13. <BLOCKQUOTE>quote:</font><HR>Originally posted by Mannheim Tanker: uhm...you can already. Simply go to the map display and click on a unit to see which enemy units it killed. You can do this for both your units and your opponents. Perhaps I misunderstood the question - are you looking for a tabular roster? MT<HR></BLOCKQUOTE> You might be able to get a vague idea of how your teams did but I think we'd all like a complete AAR at the end of our long battles showing how each squad did with all kills available. It would make the game so much better. Another thing that should be added would be when you pulled up this report, it would highlight the squad on the map in an outline. That way, if your B-2 rifle squad kicked butt, you'll be able to know exactly where on the map they died or their last position at the end of the game so you don't have to go searching for them on the map screen. ------------------ No, it can't wait till CM2.
  14. I noticed that while playing, if I gave one of my teams orders in the previous turn to say, crawl to a certain spot, if I change those orders to a move instead or whatever, that team must wait 15 seconds or so for new orders. Ok, make sense. But...if I give these orders and then realize that I don't wanna wait 15 seconds for the new orders to come in, I can't reset the original orders and have to issue a new crawl order which also makes them wait for the new orders to come in. I'd like to see a "reset" button so if you give new orders to units during your turn and change your mind, you can reset those orders to the previous ones. That way, your team which is in the middle of carrying out these orders from the last turn won't be penalized because you changed your mind. ------------------ No, it can't wait till CM2.
  15. <BLOCKQUOTE>quote:</font><HR>Would love to see soldiers engaged in sneaking in that half bent over skirmish position, possibly raising their heads occaisionally to look around. Would be a good graphical representation to help distinguish between sneaking and moving.<HR></BLOCKQUOTE> Agreed. This would be great to see in a future patch. It bothers me when I tell my men to sneak and it looks like they're out on a Sunday Stroll through the park. Doesn't seem like it should be too hard to model either. BTS, is this viable? ------------------ No, it can't wait till CM2.
  16. I was just wondering if anyone has had any luck using foot soldiers to attack armor. I read in the manual that light-armored vehicles can be assalted somewhat easily by squads with enough chutzpah. Anyone record a kill doing this? Also, what command do you give your squad? Do you tell them to fire at the armor or to charge (move fast) towards the armor? ------------------ No, it can't wait till CM2.
  17. Ah...I see. I thought sneaking was a slower form of crawling. Now it all makes sense... ------------------ No, it can't wait till CM2.
  18. I noticed on two occasions lately that when I issue the sneak command to a unit, they get up and start walking instead of crawling on their bellies like they do with the crawl command. Has anyone else noticed this? ------------------ No, it can't wait till CM2.
  19. bump ------------------ No, it can't wait till CM2.
  20. Each game fullfills a specific need for me. The hard core grognard in me likes CM. The real-time fanatic likes to play CC2. So, to please both parties, I like to exercise my individual freedom and play them both. ------------------ No, it can't wait till CM2.
  21. Even though I want to start every reply off with, "Yeah, but in Close Combat...", I won't do that. I realize that CM strives to be as realistic as possible and apparently history shows that these buildings come down quite easily. I can accept this. My problem with this is that I choose what looks like a safe location for my men and then 60 seconds later, I find out a tank who wasn't even in LOS has moved into sight, shot a couple of rounds, and killed half my squad...all in one turn. Now, I'm sure neither BTS or anyone else with a copy of the game wants to go to 30 second turns for more control. So, since I can't have that kind of micromanagement, I'm lobbying for this "Common Sense Tac Ai" thing to be put into effect. This would mean that infantry being pummeled in a building by a tank or tanks with large guns, make a wise decision and get themselves to safety so they can live to fight again. To be honest, I'm worried that flat maps with little to moderate tree coverage, where men have to hide in buildings because there's no other place to hide, are gonna be killed too easily by tanks. It seems as if men are already seen too easily by the enemy in this game...but that's another thread. BTS, I'm lobbying for something to be done about this before we draw parallels from the weakness of infantry in this game to the infantry in CC3. ------------------ No, it can't wait till CM2.
  22. Those first two on the left are beautifully done. ------------------ No, it can't wait till CM2.
  23. <BLOCKQUOTE>quote:</font><HR>I have to say that I'm also not very happy about the building issue in CM. One minute is a very long time and even the heaviest building can be destroyed in that course of one turn if the fire is heavy enough. I'm not unhuppy of the graphical representation or the devastating effects for infantry located in a collapsing building, I just think the problem is that the Infantry does not realize that the roof is going to fall on their nuts. A possible solution is maybe that the TacAI decides to withdraw the Infantry from the building when it's condition changes to heavy damage. After all, a routed squad is better then an eleminated one.<HR></BLOCKQUOTE> Now there's a good solution. If it is indeed realistic that these buildings would fall to a few shots from a tank, then at least let the Tac AI move these men outta there. Having a team of men see that a building is going to collapse on them and then not doing anything about it is NOT REALISTIC. So, if total realism is what we're going for here, then let's have those men make a common sense decision to get themselves to safety. they do that when a tank is firing at them when they're hiding in trees. It only makes sense to have them do the same thing here. I'm still in favor though of making those buildings stronger. ------------------ No, it can't wait till CM2.
  24. BTS, can you comment on this topic of houses blowing up and inform us if anything is thought of being done about it to make it safer for infantry to occupy them. If not, I'm gonna send all my men over to the war in Close Combat 2. They'd have a better chance of living in that game. ------------------ No, it can't wait till CM2.
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