Jump to content

Binkie

Members
  • Posts

    164
  • Joined

  • Last visited

    Never

Everything posted by Binkie

  1. Hey there, The manual states (in the Ostfront section of changes at the back) that artillery will continue to fall beyond incapacitation of the FO as long as spotting rounds have begun to fall. Well, I just played Wittman in the East, and my Russian spotter got broken or routed by MG fire and he ran off and hid in a trench. The actual firing had already commenced, it was beyond spotting rounds, but it all stopped as soon as he broke. What gives? Has this been changed in a patch or somefink? Thanks for any help...
  2. Hey there, The manual states (in the Ostfront section of changes at the back) that artillery will continue to fall beyond incapacitation of the FO as long as spotting rounds have begun to fall. Well, I just played Wittman in the East, and my Russian spotter got broken or routed by MG fire and he ran off and hid in a trench. The actual firing had already commenced, it was beyond spotting rounds, but it all stopped as soon as he broke. What gives? Has this been changed in a patch or somefink? Thanks for any help...
  3. So now that we have had two follow-ups based on the original engine...please tell me the brand new game is next?! I've enjoyed the heck out of the CM products, but there are a few major issues with the current setup that continue to fatigue me...day after day, week after week, marriage after marriage... I speak, of course, about our need for: 1) Group waypoints 2) PBEM efficiency (2 files per turn instead of 3) 3) Full battle movie playback 4) Toggle-able grid overlay 5) Real-time neural interface with ranking HQ for decreased order delay times and opportunity to yell my own uplifting brand of "encouragement" at the troops These are the requirements for loosening my wallet yet again... Thanks for the years of fun so far!
  4. So now that we have had two follow-ups based on the original engine...please tell me the brand new game is next?! I've enjoyed the heck out of the CM products, but there are a few major issues with the current setup that continue to fatigue me...day after day, week after week, marriage after marriage... I speak, of course, about our need for: 1) Group waypoints 2) PBEM efficiency (2 files per turn instead of 3) 3) Full battle movie playback 4) Toggle-able grid overlay 5) Real-time neural interface with ranking HQ for decreased order delay times and opportunity to yell my own uplifting brand of "encouragement" at the troops These are the requirements for loosening my wallet yet again... Thanks for the years of fun so far!
  5. This is an easy one for me, because I have been thinking and whining about it for years now. In fact, we were led to believe that some of these things would make it into CMBB, but they weren't, and I did not buy that product as a result. Let's hope they want my money more for the engine rewrite! There are five must haves: 1) Full-game movie replays 2) Group waypointing, especially for infantry (god knows how much of my life has been consumed by plotting the same lines over and over again for each squad), but also including a special "fast as the slowest" command for AFV groups that move them in formation as fast as the slowest vehicle can travel 3) Togglable grid overlay for enhanced topographic height perception 4) PBEM system that accepts orders every round, eliminating every third mailing. Who really cares if one player always gets to see the movie first? Just swap for next game. 5) A "fire for effect" command that allows limited ability to fire beyond LOS. Like for when you want to bring a building down that you had been firing at, but there is an evil smoke cloud there now that somehow confuses you as to where the building might have gone...
  6. ...this would allow me to put all those MG improvements to use, eh?
  7. You are a classy guy, Dan. Thanks for your thoughtful responses these past years. Maybe I will buy CMBB and simply never attack, leaving the waypoint shuffle to my opponents...
  8. The CMBB demo seems to be lacking group waypoints. :mad: Tell me I'm dreaming here. The number one problem with plotting movement in large scenarios is the "individual squad waypoint shuffle", as my Grandma likes to put it. I am not a modern programmer, but I CANNOT BELIEVE this has not been addressed. It adds a whole lot of time and pain to what should be an easy, straightforward process. Meaning less time to enjoy the good stuff, and fewer scenarios played overall. I just spent an hour plotting a move that should have taken about 15 minutes. I have the utmost respect for BTS' past efforts but I must simply say... Tedious!!! For shame!!! You have probably lost my order because of this!!! Well, this, and the lack of a whole-battle movie generator. Ah well, I will just pray it gets into CM 2, while I continue to play CMBO for another couple years.
  9. When I check my bailed tank crews stats, they don't have the little message about "Should exit for points" like all my other units do. But I'm assuming that is not a conclusive piece of evidence. Anyone know if I get points for getting these guys off the map? It seems an important question because otherwise it will decrease my morale!
  10. Hehe, well sorry to bug you again. All I remember was Moon saying that it wasn't in yet, I didn't see a post from you. I also checked the FAQ first but they still have the old "important" answer down, so now that can be updated. Thanks for your time, Kwazy! I am deeply disappointed about this and feel you guys are missing out on a big selling point to the less groggy of us out there. But I suspect I will still be forking my money over next month
  11. I'm ready to start the pre-order party...as soon as I have word about full game, continuous movies! This is my most anticipated feature (after the "move to contact" order, I suppose). Has it happened yet? Or is it still "important"? Or what's the deal? Bone please!
  12. Anyone know if artillery explosions that happen just off the map edge (still visible though) cause area effect damage to units just on the map edge, assuming those units are within the appropriate blast radius?
  13. Will applicants have to bend over and spread 'em as well?
  14. Yes, please smooth our collective ruffled fur and tell us that it is still on the "Important" list for CMBB!
  15. I think positive news on this would make me literally jump for joy.
  16. <blockquote>quote:</font><hr>Originally posted by Puff the Magic The magic of CM is: nothing is undefeatable. Well, maybe except the Jagdtiger. But I haven't faced them often enough to verify.[/QB]<hr></blockquote> Don't bother with the gun damage, I had a veteran bazooka take out a moving veteran Jagdtiger at over 180 meters in a fiery explosion of death. IIRC it was a nice flat hit (because of the lob required at that range) on the back end of the side superstructure. That brave SOB also got a Puma in the same 60 seconds. I've got the movie to prove it, if anyone wants to see! :eek: By the way, this gave him a cost to return ratio MUCH higher than what JasonC suggested is possible with zooks...
  17. Bertram, thanks for the info, it makes sense, and actually, when I ordered one of the Pumas in question to fire HE at a particular squad which ran across open ground the following turn, it was most definitely a waste of ammo. But my gripe remains. Why? Because in most of the cases I have personally seen, the infantry targets of opportunity have been stationary in woods or scattered trees, and the PSWs still have not fired on them. There was no movement involved. Also, I'm not so sure about the MG-only philosophy encompassing all armor in CM...I have seen plenty of tanks open up with HE on infantry running around several hundred meters away. With good results sometimes, other times not so good. Which gets back to my original point, I think the PSWs act differently from the others. It ESPECIALLY irks me with the /1, as it carries so much HE.
  18. The /1 does indeed posess HE ammo, and a lot of it, much more than AP. The Puma tends to get more AP rounds, but both of mine in the QB in question had over 20 rounds of HE left during their "inactivity". My only guess is that perhaps the gunner feels that 200+ meters is ineffective for 50mm HE? But it doesn't make too much sense to me because when I order him to fire it, it IS effective, yielding both suppression and damage. It is a high-velocity gun, almost 900m/sec.
  19. I posted once before about the /1 not firing its 20mm at infantry unless instructed to do so manually, but now I've got two Pumas that are really petrifying my head. I'm moving them into nice sniping positions to aid the war effort and what do they do? Fire the MG. They follow the target with the turret, but only fire the MG. That'll take down Uncle Sam every time, eh? Anyone else seen this or have a work-around? Besides waiting for next turn and choosing "USE MAIN GUN BECAUSE OTHERWISE I'M USING THIS AMMO AS A CARD TABLE?" [ 01-03-2002: Message edited by: Binkie ]</p>
  20. It seems that just about any unit can engage in fierce hand-to-hand fighting, which is absolutely righteous. I just had an isolated PIAT kill the last two men of a Fallschirmjager squad that rushed his bungalow. No shells were fired, it was all knives to the gut, and the PIAT ended up untouched. And then there is the story I never get tired of telling...that of the halftrack crew headed up by Corporal Mace...
  21. LOL, Ryan. There should be a command for Volkssturm to piss a swastika in the snow and then run for the rear.
  22. Yeah, I messed around with it myself and came to the same conclusion about the shared sounds. It's too bad, kind of like the shared texture issue with certain AFVs. I would love a compromise sound if you can find one...I had to go back to the wimpy sound for now. Thanks for your work!
  23. Alright suckas, I've got a good one for ya...I had an uncommanded veteran bazooka take out three fast-moving SPW/1 HTs at about 60 meters in less than 30 seconds. Against Fionn. I don't remember if he survived or not, but he definitely lost his loader, at least. Also in a different game, had a supported bazooka miss a Puma at close range several times, then notice a King Tiger moving away at about 180+ meters. What a lob it required, but the second shot sent the thing to hell in a fiery explosion! Then he turned back to the reversing Puma and bagged it too, all within the same turn. Both team members survived and are currently headed for the rear, out of shells. Those were some of the most exciting single battle actions by one of my units, but I feel that the real heroes are usually the outgunned, isolated ones that hold important ground "until the cavalry arrives". They are the ones I decorate.
×
×
  • Create New...