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Larsen

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Posts posted by Larsen

  1. Hm. I downloaded CMBN Engine 4

    Unzipped the files. 

    Run the activation module and entered the activation key.

    It said activation was a success.

    Clicked on Play

    After that I get a splash screen with tank and explosion close by at night (I guess ) and nothing happens. It stays there for a while and exists without starting a game.

    If I run CMBN again it goes through the same routine - asks for an activation key, says it was as success, and once I clock play it hangs.

    Does anyone know what should I do differently? I am on Windows 10.

  2. I remember there was an application that would install and activate the modules. You just had to enter the product key. I can't find it anywhere. I forgot does it come with the games or should I download it separately?

    In general I have two games CMBN and CMFI with all the modules. Do I need to download all the files consecutively and install one after another until I get all the modules to engine 4? I searched and I could not find the answer...

  3. I think scenarios, campaign... they help new players to get an idea how to play CM. The game is too complex to have even a semi descent AI. In order to balance that the designers boost the defending AI with tons of points. Most scenarios that I saw basically give the defender and the attacker about equal points. If instead of AI you put any human player as a defender there would be no game. Of course there are scenarios designed for H2H games in those AI just can't compete.

    I strongly believe that CM was designed with the idea of humans playing vs humans. You want to have a good, fun game - find a human opponent. 

  4. I don't see why QB can not be ahistorical. It also can be unbalanced - there is a choice to give one side extra points. Basically CM gives us an engine that allows us to play a tactical game the way we see fit.

    There is a lot of different equipment in the game and it would be great if all of it would get used. For that different units, vehicles should be priced in a way to let people chose different force compositions.

  5. 4 hours ago, Flock said:

    Ok, I concede that my StuGIII value of 200pts is low and 220-230 is nearer the mark. However, I still don't see the M4 as being too cheap. Consider Sgt Joch's post on this thread

    the war economies of the different countries has been worked into the pricing schemes we have no control over this just as the soldiers of 44/45 had none, but as they did we also feel the effect of it at the front. This factor is a large part of setting the historical context for a QB. I would argue that flattening the values of M4 v Mk IV would remove a large slice of historical context. Put it this way, even if for some reason Germany could have made M4's under licence, with Germany supplying all the resources, they still could have not have made them as cheaply as the USA. This would have meant that a German M4 would have cost more points than an American M4. The QB points are already biased in favour the Germans despite the  greater cost for MkIV vis a vis the M4. Read once more Sgt Jochs post and give a little thought to the 7th Armies 15 StuGs. 

    The list of of potential options, kindly posted by Larsen, certainly displays the Stug III's overpricing. Having said that it makes no allowance for rarity value which would make it look like this:-

    5xStuGIII                  0pts

    6xMkIV                     0pts

    4xPanther                0pts

    4xJgdPzIV         3864pts

    4xJgdPzIV70     9716pts

    3xKing Tiger      8463pts

    4x Tiger              4320pts

     I reckon that will exceed most QB rarity  allowances. If you don't use rarity points go for it, but forget about historical context.

     

    Here we go again.

    Those who want some historical content can play scenarios designed with special historical considerations in mind or set the rarity to whatever they feel comfortable with - strict, standard loose. We are already pushed toward using historical formations by the way purchasing for QBs is done and by the the way C2 works in CM2.

    The point value of vehicle reflects just the vehicle value expressed in terms of points and in that way is related to the other units int eh game. consider points to be currency that you use in the game. Economical factors are well outside the scope of the game. Please, lets move on from that.

    I agree with Redwolf - Shermans, Pz IVs and StuGs should be priced about the same. They offer similar values and each have their own advantages and disadvantages and work better relative to each other in different situations.

  6. 1 hour ago, Vanir Ausf B said:

    Just be aware that each formation costs 50 points.

    I did not know that and I didn't bother to count points. Interesting. Each formation starts with 50 points. Thank you! I am not sure how to use that yet but it looks like adding single vehicles to the existing formations might be better rather than adding a new formation with few vehicles.

  7. Everything is relative. Shermans feel cheap compared to Pz IVJ. Those are very similar tanks each with its own strength and weakness. They should be priced about the same. Right now M4 is more than 35 points cheaper. That is a price of a 60mm mortar. 

    I think StuG should be priced about the same as Pz IV J- around 220-230 points if purchased in a formation.

     

  8. I jsut went through the QB purchase screen. Everything is regular, Standard, 0, fit. September 44.

    5 StuGs cost 1470

    6 Pz IVs cost 1406

    4 Panthers cost 1418

    4 JPz IV cost 1338

    4 JPz IV/70 (V) cost 1438

    3 King Tigers cost 1259

    4 Tigers cost 1454

    The way StuGs are priced there is no incentive of buying them in a QB. there are just better options.

    If you want quantity and HE - get Pz IV and change. If you want a tough TD  - get JPzIV/70 (V) or JPz IV and change.

    If you want a tough tank depending on the map - you have options to go Panthers, Tigers or even King Tigers. All are better options than StuGs.

    What am I missing?

     

    Regarding the APCR rounds - I just checked. In September 44 M10(late) gets 2 APCR rounds per vehivle while M10 does not. Which makes getting regular M10 in a QB unpractical.

  9. That would be great if Steve or someone else from BFC would provide some rationale behind StuG pricing.

    I was under the impression that it was rarity that took care of availability of different units. Maybe some of that trickled in the pricing. In that case Axis players will always be at a disadvantage in QBs vs Allies as QBs don't have any historical meaning behind them.

     

     

  10. It isn't. I don't understand why people keep bringing up units that are not in the game.

    How StuGs priced in other CM games should be confined to those subforums. CMBN, CMFI, CMFB - are all independent stand alone games that are purchased independently. 

    Let's focus on StuG pricing for CMBN that covers western front from July 1944 to September 1944.

  11. I was wrong and you were correct JPz IV is not Hetzer. 

    The US forces in Sep 44 don't have any gun that can kill it from the front and British need Firefly to  penetrate from the front.

    Not sure what 90mm has to do with the discussion. This is CMBN forum. Let's confine our conversation to the equipment covered by the game.

    This is a thread about StuG pricing in QB. Not about anything else.

    I believe that the way they are priced now makes them a weird choice for the Axis player to even consider for QBs. They are essentially are priced out of the game.

  12. Correction. I am lookign at purchases for QB in the game now. When buying as single vehicles JPz IV costs 319 (StuG III late costs 296). they have the same gun. JPz has a much better armor, more HE and a working MG. JPz IV/70 (V) costs 362, Same armor as JPz IV and the gun is a Panther gun. This is Hetzer, a very good TD. It is 65 points more than StuG and it is a much better TD - better gun, better armor.

    When buying formations Hetzer costs 347 and JPz IV (late) costs 312. StuGs when buying in formation cost 284. Essentially JPz IV is 28 points more and is very hard to kill. One needs either a Firefly or a side shot. Even the US 76mm gun on M10 won't get you a kill from the front.

  13. I find Tigers to be more mobile than I thought. I guess once you start changing the ground condition to wet or dump you'll probably see quite a few bogged down Tigers. I think Sherman also would suffer.

    My point is that having some kind of formula is good as a starting point. After that prices have to be adjusted based on the feedback - how often certain armor is used in QB. If some tanks are never used that means that either they are completely useless or that their price is too high. The alternative is also true - if some tanks are getting picked all the time that means they are too cheap compared to the alternatives.

  14. That is my point. StuG could be a good vehicle for a combat if I could get enough of them in a QB. The way they are priced right now you need very special maps to buy them over Pz IVs. And even then I suspect you better off buying JPz IV (20 points more with  better front armor and more HE load).

    Whatever formula BFC is using to price them does not price them right at the moment. And also the same formula underprices M4s a lot. and I mean a lot.

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