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Everything posted by Vanir Ausf B
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It's true. You can cheat like that in PBEM. Blame the flawed way CM sets up games. :mad: If this bothers you overly, then just use fixed rarity or no rarity at all. After all, if unit rarity never varied much from game to game it would essentially be fixed rarity anyway.
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Waypoint Command Delay Solution?
Vanir Ausf B replied to Black Max's topic in Combat Mission Archive #4 (2002)
And the counter point to that is that most of the orders the player gives to units in CM are depicting "common sense" type decisions that would be made by the unit itself, not given to it in a command. And round and round we go... -
Interview with posted at gamespy with Battlefront
Vanir Ausf B replied to Cubes's topic in Combat Mission Archive #4 (2002)
I would guess that he means the research will begin this year, with the engine rewrite beginning some time latter. Steve has stated on a number of occasions that CMBB will be the last game using the current engine. I can see why people get into making games. It must be a real ego boost to have people hanging on every word you utter. -
Various Minor Newbie Questions
Vanir Ausf B replied to Terrapin's topic in Combat Mission Archive #4 (2002)
I don't think so, but I could be wrong. Correct. -
BTW, Steve said in a previous thread that CM3 will look as good as WWII RTS, maybe better. A big advantage of WEGO is that most of the processor intensive stuff (physics, AI) is pre-calculated, so when the graphics are in motion you don't need as much CPU horsepower as you would if it were done on-the-fly, as in a RTS.
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The misunderstanding here is that the TacAI is not overriding the player's commands. When the tank finishes its Seek Hulldown move it no longer has any orders. So it makes up its own. This is not overriding. This is the third time this has been said in the last 2 pages. Since I am not seeing either command overriden by the TacAI I can't say.
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I disagree. It is true that the ISU-122 is unlikely to hit with one shot, but the same is true of the Mk IV. The Mk IV's big advantage is its ROF. If you reduce the contest to a series of one shot engagements, you nullify the Mk IVs advantage and tip the odds in the ISU's favor because of its greater lethality on a hit. [ December 03, 2002, 06:02 PM: Message edited by: Vanir Ausf B ]
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I completely disagree. You say "The only good use of the ISU, if you choose to take on the Pz IV is getting into LOS in hulldown, stop, get a shot off and then retreat", which is exactly what the Shoot & Scoot command does. This situation is what Shoot & Scoot was made for. If it's not appropriate here, it's not appropriate anywhere. You also ignore the fact that if you use Seek Hulldown the ISU-122 is more likely to stand and shoot it out to the death than retreat after one shot, which has been demonstrated to result in a dead ISU more often than a dead Mk IV. It would be nice if the first move in a Shoot & Scoot order was Hunt instead of Fast, but even as-is it gives the ISU it's best chance of beating the Mk IV. I would use it without hesitation.
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It is clear that the most desirable course of action for the ISU-122 in this situation is to fire a single shot at the Mk IV while stationary, then retreat. The problem is using the wrong command. Using the Shoot and Scoot order I have been able to get the ISU-122 to do this 100% of the time so far in my tests (using isuretreat6.cme). Of course, this means you have to eyeball the hulldown position like in CMBO instead of having the TacAI do it for you. It would be nice if the functionality of the Hulldown and Shoot & Scoot orders could be combined...
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]http://www.battlefront.com/products/cmbb/new%20features.html I'm not seeing it in there either. [ December 02, 2002, 02:30 PM: Message edited by: Vanir Ausf B ]
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Are you refering to the 1.01 readme? There is nothing on experience effecting bogging in there. If you do have info on this I would be interested. In CMBO, the faster you went, the less likely you were to bog, given an equal distance traveled. I don't know if this is still the same in CMBB, but I intend to find out
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These have been mentioned by people as possible factors since CMBO, but were never confirmed or disproved. However, since they are not characteristics of the particular vehicles being tested it would be easier to test for them by using all vehicles of a single model. Same with terrain.
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What the Rags are saying about CMBB
Vanir Ausf B replied to laxx's topic in Combat Mission Archive #4 (2002)
You listed the preview but not the review, which was one of the highest CMBB has recieved yet: Gamespy Rating: 94% -
There is no need to test different vehicles against each other sinse the chance of bogging is directly derived from the ground pressure rating. Just compare ground pressures.
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Division Types: Difference In Units?
Vanir Ausf B replied to Col Deadmarsh's topic in Combat Mission Archive #4 (2002)
On a few vehicles, yes. For example, Tigers are generally less rare in SS divisions than in Heer. -
Axis tank bogging.....
Vanir Ausf B replied to Krazy Canuck's topic in Combat Mission Archive #4 (2002)
AFAIK, no. However, the ground pressure ratings in some cases are fudged a little to take other factors into consideration. For example, the JPz IV/70 has a ground pressure rating higher that it actually had to reflect the fact that it was front heavy, and tended to bury the barrel of its gun in the ground when crossing depressions. At least that's how it was in CMBO. -
This could effectively be done right now in the 1.02 patch. In fact, I've been thinking about suggesting something like this for a while now. All that would have to be done is move the threshold of the "move to friendly map edge no matter what" behavior to when units reach routed status instead of panicked. I think this result in considerably more realistic behavior without messing with the basic modeling to any significant degree. I suspect it would be pretty trivial to code. [ November 30, 2002, 05:51 AM: Message edited by: Vanir Ausf B ]
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KwazyDog how can i contact you privately....
Vanir Ausf B replied to theDD's topic in Combat Mission Archive #4 (2002)
Click on his name at the top of the forum to get his email. -
V 1.01 infantry : heroes are back ?
Vanir Ausf B replied to Thin Red Line's topic in Combat Mission Archive #4 (2002)
I think the 1.01 patch is an improvement. The changes are pretty minor, and the effects subtle, but I think they are more realistic. I don't know why people are talking about 1.01 as if we are back to CMBO. Units still pin just as easily as in 1.00 and they tire just as quickly except when sneaking. You still have to use proper tactics and you will still get whipped if you don't. -
V 1.01 infantry : heroes are back ?
Vanir Ausf B replied to Thin Red Line's topic in Combat Mission Archive #4 (2002)
The 1.01 readme specifically states that units are less likely to panic, so I don't know why that would be a surprise. -
Best Game of all Time?
Vanir Ausf B replied to Gaylord Focker's topic in Combat Mission Archive #4 (2002)
Another uberlurker emerges from the shadows. -
Best Game of all Time?
Vanir Ausf B replied to Gaylord Focker's topic in Combat Mission Archive #4 (2002)
More Elite 4 info. -
Yellow livered IS2's
Vanir Ausf B replied to Kanonier Reichmann's topic in Combat Mission Archive #4 (2002)
http://www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic;f=23;t=003135