Jump to content

Treeburst155

Members
  • Posts

    3,174
  • Joined

  • Last visited

Everything posted by Treeburst155

  1. "....a very important part of the process." Naah, I'm just adding a little cheese to go with the fine wine. I'm happy to do it. Treeburst155 out.
  2. Yacinator, I wouldn't worry about gamey play. It usually doesn't pay off against good opponents anyway. On another topic: I, Treeburst155, hereby pledge $20 US to the winner of ROW V. This makes me a sponsor. I always wanted to be a sponsor...and a player. Treeburst155 out.
  3. Watch your arty in CMAK. You'll get bad strikes due to the dust if you're not watching for spotting rounds. Treeburst155 out.
  4. ROW....hmmmmm....I'm gamey enough to beat these guys..... Treeburst155
  5. I really liked that scenario too. I PBEMed it several times. I don't think it would play the same in CMBB. The units are too different. A conversion to CMAK would probably work. Treeburst155 out.
  6. "Gathering Before The Storm" by Berlichtingen. It's on your CD. Treeburst155 out.
  7. The 66.93 drivers have apparently solved all the CM graphics problems I've ever had. The program works perfectly on this setup: 1) fully updated Win XP (SP1 plus all other fixes) 2) Nforce2 mainboard with latest nForce drivers 3) Latest Direct X (9.0c) 4) Geforce4 Ti-4200 overclocked to 275/500 (10%) I can use any anti-aliasing/aniso setup I choose without workarounds. Performance is as good as I've ever seen before. Yippeeee!! Treeburst155 out.
  8. The very sneakiest things involve game mechanics, having a thorough understanding of how the program works. Your opponents will often think you are lucky, or that they are unlucky. Mike
  9. Embark orders simultaneous with vehicle movement orders: Make sure the vehicle is delayed by a period of time greater than the passenger delay + travel time to the vehicle. Disembark at current location with simultaneous vehicle movement orders: Make sure passenger disembark waypoint is less than 20 meters from vehicle. They will disembark immediately, wait their command delay out, then move to the disembark waypoint. Disembarking at end of vehicle movement: Plot disembark waypoint anywhere you want while vehicle is moving. Troops will not execute an embark order when the chosen vehicle is moving. After the vehicle stops they will begin moving toward it.
  10. The "Peng Challenge Thread"!?!? C'mon now, Elvis. You can do better than that. You chose a title somebody like Berlichtingen would come up with. I say CM 2 (or is it CM II) will have UberAussies in it. Waddaya wanna bet? What would make me think that? Over your heads? I give up then. I'm returning you to your regularly scheduled manure. Treeburst155 out.
  11. Congratulations, BFC! I know this is great news for some; but how long will this delay the new game?
  12. The curse of "doodad only" terrain features...I'm glad others have finally noticed it. I've mourned the "doodad decision" ever since it was announced. If it can't be seen from view 4, it shouldn't affect combat or movement. Treeburst155 out.
  13. Are there any M3 "greaseguns" in CM? I haven't run into them. Maybe the caliber conversion kit is too difficult to model correctly. Treeburst155 out.
  14. Very interesting, MrSpkr. I'd say your opponent stumbled onto a gamey tactic. I hope I get a chance to use it on you too. Treeburst155 out.
  15. I never target specific units with arty for just this reason. Targetting nearby ground is close enough. Treeburst155 out.
  16. All these molotov cocktail details are quite interesting. However, the main point of this thread is the fact that the much less effective molotovs are used before the close assault (grenades), all the time. The existence of molotovs DETRACT from a squad's ability to deal with armor. This is the problem. If a squad is to have molotovs, and those molotovs are to be used BEFORE a close assault, then the molotovs should be at least as effective as a close assault. Experienced players should not find themselves wishing their squads had no molotovs. Treeburst155 out.
  17. I've just seen two Mark IVs back away from a lone IS-1 at 1100 meters. One of them is probably dead because of it too. Also recently seen was two IS-2s battling with two Tigers at about 920 meters. No cowering, even after several ricochets. From the Russian point of view, all enemy vehicles involved in these fights were fully identified. Treeburst155 out.
  18. Minimize losses, retreats.....this is how I play when things get real bad. It's realistic, and interesting too. It's not easy to break contact. I never surrender until I've evaucuated the battlefield. If my opponent wants to agree to a ceasefire before then, that's fine with me. Treeburst155 out.
  19. In the late sixties we played Avalon Hill games like "Tactics II", "Blitzkrieg", and many others. They were as realistic as could be back then. Rules were VERY involved. Michael Emrys, You don't know what you're missing. Playing humans is the ultimate CM experience. There are many PBEMers out there who are NOT ego-driven assholes. I'm playing about six of them right now. One guy hit Ceasefire the other day just in case I was tired of the punishment he was dishing out. I declined. All my opponents fight hard, lose gracefully, and win gracefully. I like to think I do the same. Treat yourself to a CM battle against a human opponent. You will be surprised how much more thrilling the game is. Treeburst155 out. Treeburst155 out.
  20. How about they close assault (grenades) until there are no more grenades, then light smokes with the molotovs after the enemy armor is destroyed? That's what the German units would do. To all of you who have lost armor, or killed armor, with molotovs: I'm sure we've all seen molotovs do what they are supposed to do. The thing is, they don't work very often...not nearly as often as close assaults (grenades). Treeburst155 out.
  21. c3k, Great work! I've always wondered about smoke duration; but never got around to testing it. I won't need the info for this arty thing because I'm done testing now; but it's interesting and useful information nonetheless. I would have guessed somewhat shorter smoke durations. Treeburst155 out.
  22. I have a JS1 doing combat right now on my computer. He's survived several turns against a Panther even. Would a screenshot be proof of JS1 85mm in combat? Treeburst155 out.
  23. NFOW is a designer's tool. I wouldn't enjoy a battle like that. I do like some of the arguments put forward for PFOW and FFOW. I've never even TRIED anything but EFOW since CMBB came out. Treeburst155 out.
  24. Yep, the best thing to do is go into the editor and remove all molotovs from all scenarios. Wipe them out of existence! Boycott molotovs! Refuse to play any scenario or QB where they are present, unless you want to grant a handicap of sorts to your German opponent. Molotovs in scenarios is the same thing as an Axis bonus. Manly Axis opponents would INSIST that all molotovs be removed before beginning. Rant...rant....rant.....blood pressure pill......RANT....RANT.....rant Treeburst155 out.
  25. Redwolf, I managed to block spotter LOS after the first spotting round was fired (the critical moment), but BEFORE that same round impacted. The strike was still good. Timing that one was rather difficult. This further supports the current definition of the critical moment as the FIRING of the first spotting round, not the impact of that round. A prediction: You'll never be able to reproduce a 2 spotting round, off-target strike. The phenomenon is tied to a turn break glitch like the invisible dust/smoke. So far, you are the only one who has reported seeing such a strike. Treeburst155 out.
×
×
  • Create New...