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sfhand

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  1. Thank for posting that sfhand

    To be clear, looking at the BN v2.01 release note reveal some of the same changes. For me the two biggies are the FoW information panel clamp (not listed), and the paused tank accuracy fix. Oh, and no need for the thanks but the sentiment is noted :)

  2. I am very eagerly waiting for MG, not only for the content, but to have the GL game improvements in BN. Now that GL has the BN v2.01 improvements+ it represents the state of the game. This is just like walking, one title is always a step ahead of the other.

    Here's the incomplete list from the GL readme:

    NEW v1.10 GAME FEATURES included in the Module:

    * Improved range of video card and driver compatibility with shaders.

    * Possible speed improvements depending on video card hardware and drivers.

    * Minor fixes and adjustments to shader behavior.

    * Corrected a problem that allowed mortars to change location but retain too much target acquisition.

    * Corrected accuracy issues with on-map artillery.

    * MGs fire longer, more accurate bursts.

    * Suppression from small arms fire accumulates faster.

    * Improved hit location calculations on bunkers.

    * Corrected a problem with soldiers bringing their weapons along when leaving bunkers.

    * Improved calculation of damage from anti-vehicle mines.

    * Path following improved on bridges, vertical moves between building levels, heavy weapon deployment and through marsh/ford areas.

    * Corrected small problems with the display of weapon deployment time.

    * Small arms fire versus unarmored vehicles is more effective.

    * Vehicles with paused movement orders no longer have lowered accuracy.

    * The purple targeting line for Pop Smoke disappears when it should.

    * Italian 47mm AP now has a bursting charge.

    * PSW 231 armored car turret rotation is properly centered.

    * SPW 251/10 halftrack can carry a 3-man HQ team in addition to its crew.

    * US high-explosive rifle grenades operate correctly.

    * Engagement range of US B.A.R. increased to reflect usage as a form of LMG.

    * Miscellaneous 3D model fixes.

    Not mentioned in that list is the "all important" FoW unit information clamp, this feature alone would lead me to playing mostly GL until BN has this feature.

  3. ...

    I don't get how two players can't look at a situation after the battle and say, "yeah your options really sucked, but you fought a great game. In fact your actual use of your limited options was better than what I was able to do." Net result, yeah the VP points are going to reflect simple point values, but you and your opponent have a much more complex perspective on how the battle went. Which of the two determines if you had fun?

    Good stuff... unfortunately my current losing effort in Macisle's White Manor h2h scenario isn't going to result in that type of statement. :)

  4. Icons flashing are easy to miss: the 'HIT: Penetration' messages aren't, or the columns of smoke that occasionally rise. Of course, you can replay at your leisure, but hey, I don't think it's a good design that to get an idea of what's going on during the last minute, one needs to replay the turn movie for a significant proportion of the units in the map (and I do that a lot). For a reinforced company, where you have split squads for maneuver (and work around TacAI limitations) you can have as much as 3 teams per squad, for a total of 27 units just for the line infantry. I've find myself adjusting my tactics, so I don't get as many units engaged as I can in order to be able to spend a reasonable amount of time figuring out what has been happening to my units.

    That's micro-management of information gathering, and it gets tedious quickly.

    Wow, we have really different experiences playing the game. I have no problem noticing when icons are flashing. Also, it seems pretty clear to me that the more units I have the more micromanagement will be involved. The thing is, the vast majority of turns (large battles) I'm not replaying more than twice and even then I don't watch the full minute the second time, just the parts I find interesting. And since I find it interesting it isn't tedious...

  5. I don't play RT... but if I did I'd prefer Dos Equis. Seriously, if I did I'd never zoom in and ditch Iron Mode. Even then, the game's already present notifications would seem sufficient to keep me informed of the "important" events. Then again, as soon as I focused on the unit needing attention I would lose most of my situational awareness. And with no replay I wouldn't know what happened to my tank on the other side of the battlefield while I was addressing the needs of other units. In that situation a list of recent events would help, but it wouldn't help as much as playing WeGo... which I play zoomed out until the icons flash...

  6. Here is the map showing all of the OAKOC overlays showing how they interrelate.

    By the way, the red grid on the topo map are spaced at 200m. I think you can get an idea of the scale of this 1.6 x 2 km map...

    Bil, many thanks for providing the details that lead to this insightful document, it is very much appreciated. I will do any game related favor you might ask of me as proof of my gratitude.

  7. It is a little unclear to me if you are attacking or defending... I thought you were attacking based on your opening remarks but some of the banter makes it seem like you are defending. And then there are select remarks that make it seem as though you should be doing both :)

    edit: Okay, I just took a look at the axis thread and I know you are defending. The peek over there means no advice over here (free advice is worth what you pay for it, and it usually comes with "hidden costs" when it comes in the form of CM tips from me).

  8. While I wouldn't be able to do a terrain analysis on a specific map (if I do one for you then I'll get a dozen requests ;) ).. in my next AAR (might be coming up quicker than you think) I'll do an in depth terrain analysis and include details on how to apply OAKOC to a map in CM.

    Then you could apply those principles in your own scenarios.

    Bil

    Hey Bil, thanks. FWIW, the reason I suggested Huzzar, aside from my own inabilities to grok it, was because it is a map almost everyone here has access to. As I wrote in an earlier post in the peanut gallery thread, screenshots don't always grasp the nuances of the terrain (at least for me) whereas with a map like Huzzar I can read your analysis, look at the screenshots, and then do a drive through of the map and try to see what you see. I guess I could wait until release of the new module to do the drive through.

    I hadn't thought that people would start requesting you interpret maps for them, I thought you could post your terrain analysis here as a "public service".

    I don't want any of the above to seem like I don't appreciate what you've done already; I appreciate it very much, I'm just a greedy bastage I guess.

  9. Thanks Hister.

    Why would the side of the map I am on change my tactics? Or the OB either? I still would do a good terrain analysis, scout, then make my decisions based on what my scouts tell me. Scouting should never end also, it is not just a pre-battle activity.. it should always be on your mind. You need ears and eyes on your flanks, in your rear (if that is a potential danger area), and as deep into enemy territory as they can get.

    GaJ had a force that needed to keep mine at arms length and fight me with his LMGs and light mortars, only closing in when my infantry was suppressed or attrited... in the game when we closed to less than 100m I think I won every fire fight infantry to infantry... only getting pushed back and taking serious casualties when his light mortars deployed.

    So at the lower levels I would most definitely have fought differently.. I saw early on the advantages of the Brit infantry... I also saw his advantages as well which is why when possible I tried to get very close to him while trying to mask my units from his follow-on force (read mortars).

    Bil

    Hey Bil, I know you're a very busy guy, but I've got to ask, is there any chance of you putting together a terrain analysis video (similar to the Wargamer tutorial videos but more in depth)? Some maps seem pretty easy to figure out but others just seem to sit there taunting me, e.g. Huzzar.

    Thanks again to both you and GAJ for the AAR and for your beta work as well.

    edit: Heck, it doesn't have to be a movie! A screen shot or two of the Huzzar map with circles and arrows and a paragraph on the back of each one would be awesome... I'm not asking for much, am I? :)

  10. I'm wondering how many others really had no idea the intricacies of that map. While Bil and GAJ did a nice job with the screenies and descriptions I found it difficult to visualize. What I wanted to do was zoom in and pan around the screenshots (I almost always try to do that when I watch CM videos too) so as to really understand how Bil could advance uncontested up the center and GAJ couldn't put his tanks in a long range overwatch position to move Bil's Sherman off the mountain GAJ was trying to get behind. Bil's initial map with key terrain features and avenues of approach was somewhat helpful in this regard but difficult to keep track of.

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