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Vanir Ausf B

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Everything posted by Vanir Ausf B

  1. When playing against the AI you probably should be at a disadvantage. But in multiplayer games most people prefer more-or-less even setups. That's the purpose of the QB points system. It's part of the game, and it's no more wrong to discuss it than any other aspect of the game.
  2. Good questions. The soldier models for each of the US radio operators shows each of them with a radio on his back. Oddly, the soldier model used for German radio operators doesn't show any radio at all.
  3. In each of the 3 times it's happened to me I "fixed" it by cancelling the squad's current orders and issuing a new short movement order. In one case it took several turns for the stray to get back -- at Quick speed -- as it was several hundered meters away by the time I noticed it.
  4. Agreed. Rarity would be a good means to balance games if it wasn't for Panthers screwing it up for everyone.
  5. Rarity premium for Panther G early in August '44 is the same as for Pz IV H late -- zero Since that is the most common Panther it's probably more appropriate to use it as a comparison, so at 360 points it costs 145% of a Pz IV. I'm not saying the CMBN values are wrong. Indeed, I think they are closer to correct at least with respect to the Stug (and really, all the turretless TDs were underpriced in CMx1 IMO).
  6. Using the Pz IV H as a baseline. CMBB PzIV H: 134 Stug IIIG Late: 113 (84% of PzIV H) Panther D: 239/178% Tiger E Late: 212/158% CMBN PzIV H: 248 Stug IIIG Late: 295/119% Panther D: 352/142% Tiger E Late: 362/146% A lot of people, myself included, felt Stugs were significantly underpriced in CMx1 so I have no issue with them being more expensive now. The relative cheapness of Tiger and Panther compared to Pz IV is more difficult to understand. The KwK 40 L/48 isn't as effective against Shermans as it was in CMBB (I don't have CMAK so I can't check the values there). So if anything I would have expected the Pz IV to be relatively cheaper compared to the Big Cats.
  7. I have had multiple instances of #3 in my current game. I do have the saves. Of course I've seen #1 countless times. Except they are not ignoring the covered arc to open fire, necessarily, but they are just forgetting it. In the same game I have had 2 of my Co. HQs lose radio contact with the Bat. HQ for no apparent reason. None of them were under fire, none of them were moving or even had any orders. They would simply drop the communitarian for a short while, then it would come back again.
  8. If the FO will call FFE regardless of whether he sees the spotting round that could certainly explain it. But that begs the question: should he be calling FFE or should he be requesting another spotting round?
  9. I have to run the game at 1024x768 because I can't read the higher resolution text on my 16" laptop screen. It's microscopic.
  10. What a terrific idea! I didn't know this was even possible. I'll check it out.
  11. I've done the same kind of testing for Huge QBs and there is often one and sometimes 2 battalion HQs. They are much more likely to be there if the computer takes a substantial amount of infantry -- which unfortunately it only does sporadically. In about 1/2 the games I've tried the AI went all armor This was with force type on "Mixed". Could we please have a Balanced force option?
  12. Not really a guide, but a few tips: http://www.battlefront.com/community/showpost.php?p=1268647&postcount=22
  13. I've had several of these crashes playing a Huge size QB. My laptop has 4 GB, with about 3.2 available, running Win 7 64. I've noticed that if I exit out of the QB but don't exit completely out of the game, then load the saved game, it runs slower and crashes. So now if I exit the game I'm playing I make sure to exit completely out of the game and restart CMBN before loading it again.
  14. Yes, but it's only a small chance of deflecting the round. Sure sounds like it is I'd like to know this too.
  15. This is a good idea. Cycling though the units is ok, but when you have several in the same action spot it can be tough to tell if one of them doesn't have orders.
  16. I just ran into the same problem with low bocage, although I'm trying to dive a Jeep through it instead of a tank. Pioneers blasted 2 sections clear and then I plotted the jeep to move through the gap. The Jeep ignores the gap and drives around. I reloaded the save and blasted a 3rd section to make the gap extra wide. I tried using different move orders (Quick, Fast). No matter what I tried the Jeep won't even attempt to go through the gap. I have the saved game if anyone wants it.
  17. I suspect one benefit to not showing the exact data used, from BFC's perspective, is that nobody can tell them it's wrong
  18. The problem is that there is no equivalent to the "Balanced" force setting that was popular in the CMx1 QBs. "Mixed" is really the CMx2 version of Unrestricted.
  19. Yeah, US 240mm require a FO and probably anything larger but I haven't checked.
  20. Hovering high above the ground in CMBN actually does not give you a good feel for elevation and contour. The terrain looks much flatter than it is when you get down at eye level. Changing that is the whole point of gridded terrain and other mods being discussed. Whether or not that is realistic is not my concern. The game is meant to be played while hovering high overhead.
  21. Thanks for clearing that up, guys. I wish those options, or something similar, had been kept in for CMBN. Although I'm pleased with the QB system overall, it really needs some finer control over what is allowed. Armor only, infantry only and Anything You Want is all we have for now.
  22. I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched c-beams glitter in the dark near the Tanhauser Gate.
  23. It was actually today, but I'm just glad it was answered.
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