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Vanir Ausf B

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Posts posted by Vanir Ausf B

  1. <BLOCKQUOTE>quote:</font><HR>Originally posted by Big Time Software:

    The IS-3 was produced in the thousands, but of course only after the war concluded. That means we really do know that the vehicle worked. <HR></BLOCKQUOTE>

    I have to chime in on the side of John Waters here. Everything I have read indicates the early IS-3s had serious problems that made them fit for little more than parade duty. If they are in I think the Panther F ought to be as well.

  2. Steve has stated that CM2 maps will be bigger, but what I am more curious about is their shape, not their size. Specificaly, will large pt. QB maps be deeper and more square for attack/defend type games than the curret long and skinny shape we get (long and skinny is fine for MEs)? Deeper and more square with VLs staggered front to back as well as side to side would be ideal for attack/defend or assault.

    Also, will the PBEM format be slightly altered so that the second player's computer generates the map (and units in computer pick games) so the first player can't "peek" and make a new game if he doesn't like what he sees?

  3. Colonel, go over to CMHQ and take a look at the CM2 screen shots there. Looks to me like there will be plenty of hills and trees for those who want them.

    As far as "the whole battle over there taking place in winter"... Umm, no smile.gif

    I'm looking forward to the East front because of the huge variety of units and equipment. CM covers 1 year of warfare, CM2 will cover 4 years.

    The only down side is that I won't understand anything my units say.

  4. CM actually began as a computer version of Advanced Squad Leader. The deal went sour early in developement and BTS decided to keep going anyway with their own new design and funding, but with ASL as a sort of inspiration.

    IIRC Steve at one time was the head of the QA department of Sierra On-Line.

    AFAIK Charles did not exist before he began work on CM ;)

  5. <BLOCKQUOTE>quote:</font><HR>Originally posted by Madmatt:

    #1 CM2 will NOT repeat N O T include relative spotting!!!<HR></BLOCKQUOTE>

    Whoa. Well, I was rather surprised when I heard it would be in as we had always been told it would not happen before the engine rewrite. I can see the writer must have confused CM2 with CMII.

    Now we have to feel disappointed that we are not getting a feature that we had been told all along we would not get anyway ;) I'm going to go read the ISU-152 thread to cheer myself up smile.gif

    [ 06-06-2001: Message edited by: Vanir Ausf B ]

  6. <BLOCKQUOTE>quote:</font><HR>Originally posted by Username:

    I believe that Steve's remark about the Elephants abilities and the SU's atributes started this.<HR></BLOCKQUOTE>

    The funny thing is that it was actually a misunderstanding of what Steve said that started this. I went back and looked and Steve did say 1.5 shots per minute, not one shot per 1.5 minuets as the original poster thought.

    Good discussion anyway smile.gif

    [ 06-06-2001: Message edited by: Vanir Ausf B ]

  7. <BLOCKQUOTE>quote:</font><HR>Originally posted by M Hofbauer:

    However, that beehive telepathic force entity does not seem to be universal in CMBO. Specifically, it seems not to apply to buttoned up tanks cooperating with infantry in regard to enemy regular infantry or tanks. Or am I wrong? To me it seems as though the butoned-up tank does not benefit from the spotting capabilities of a nearby infantry squad should an enemy tank appear at it's rear etc.<HR></BLOCKQUOTE>

    This is true. There is a built in delay between when an infantry unit spots a unit and when armor will react to its presence. The delay is greater if the tank is buttoned.

    I'm surprised people are just learning about the Borg spotting model. It has been the subject of much discussion here since the game came out.

  8. People cannot expect BTS to release an updated CMBO every other year. I'm sure when they are making CM3 they will have fans of the Russian front begging them to retrofit CM2. Doing that would get them stuck in a rut where they become a company that spends most of it's time retrofitting older products rather than making whole new ones. For die-hard fans of the old products who have little interest in anything else, this would be great, but it would not be healthy for BTS.

    By the time CM2 comes out, that vast majority of people who are going to buy CMBO will have done so.

    I'm sure BTS will revisit the ETO someday, but fans of the ETO will have to realise there is more to wargaming than that.

  9. A few points, my opinions only.

    1. No way will relative spotting be toggleable. That would require 2 different TacAIs. Also, being as it seems relative spotting is being incorperated into CM2's all new C&C model, playing without it would break the game.

    2. No way will it be backwards compatible. Robert laid out the reasons pretty well. They would have to basically remake CM1 all over again for free. I know Steve said they would try to make it backwards compatible last year, but he has been backing away from that recently. Personally, I think this is a good thing. It would be a serious mistake for BTS to make future games less than they could be for fear of making older games obsolete. That is called stagnation. If you're not moving forward, you're moving backward.

    3. From what Steve said in another relative spotting thread a few months back, the way it will basically work is that the player will always see all spotted units as he does now, but when he selects one of his own units all units spotted by that unit will be highlighted (different color base or something).

    It's true that you can never get 100% real C&C as long as one person (the player) controls all the units and has a god's eye view of the battlefield. You do the best you can and get it as close as you can instead of throwing your hands in the air and saying "We can never achieve perfection, so why bother."

    All in all, great news. It's good to see that CM2 will be more than just CMBO with Russians.

    [ 06-05-2001: Message edited by: Vanir Ausf B ]

  10. <BLOCKQUOTE>quote:</font><HR>Originally posted by aka_tom_w:

    But I'm sorry I have to Ask:

    what is "76mm APCBC"<HR></BLOCKQUOTE>

    Armor Piercing Capped Ballistic Cap

    IIRC the shell has a flat cap on the tip that improves its performance against highly sloped armor by digging into the armor a bit on impact, turning the nose down into the armor instead of letting it richochet off (in theory).

    Groggier folks than me will correct me if I'm wrong.

    [ 06-05-2001: Message edited by: Vanir Ausf B ]

  11. Then maybe the LMG should be made more powerful.

    No one has yet provided a logical reason why 2 men cannot opperate a MG at full or near full efficiency given that the necessary equipment is near at hand.

    I restate that MGs are under modeled in CM under some circumstances as is, so a lessening of MG effectiveness would not result in increased realism.

  12. <BLOCKQUOTE>quote:</font><HR>Originally posted by FFE:

    Two men cannot operate a HMG as efficiently as Six, especially if one casualties was carrying spare barrels, optics, or whatever else is needed. <HR></BLOCKQUOTE>

    As long as the spare barrel and ammo are close at hand, I see no reason at all why 2 people could not opperate a MG at full efficiency or close to it. HMGs don't move around much, so it's logical to assume that if the guy carrying that stuff if hit, it will still be nearby.

    I agree that a MG reduced to one crew should be severely handicapped, and should probably just abandon the weapon instead of becoming immobile.

    I'm forced to agree with Lewis that the last thing CM needs right now are less effective MGs.

    [ 06-02-2001: Message edited by: Vanir Ausf B ]

  13. Would probably require the graphics engine to support dynamic lighting, which it currently does not and will not in CM2 either. DL is fairly CPU intensive unless you have a graphics card capable of hardware T&L (transformation & lighting.). It would be an awesome addition to the game for night fighting but we are not likely to see it until they do the complete rewrite of the engine (CM4 at the earliest).

    [ 06-02-2001: Message edited by: Vanir Ausf B ]

  14. <BLOCKQUOTE>quote:</font><HR>Originally posted by M Hofbauer:

    Steve:

    We released a "hardcore" wargame a while ago that was knocked pretty hard (webzine, not big mag) because they got someone who was more of a RTS fan to review it.

    That's just the kind of thing I was talking about.<HR></BLOCKQUOTE>

    Notice he said "(webzine, not big mag)". There are countless little podunk online review sites of various quality. We're only talking about the Big Three magazines here.

    <BLOCKQUOTE>quote:</font><HR>My only complaint would be the perhaps too opimistic previews but that is a pervasive issue with both websites and magazines.

    exactly my point. Everything's gonna be goody-goody-goody.<HR></BLOCKQUOTE>

    Notice he said preview, not review. I have seen many games get glowing previews and then negative reviews when it came out from the same mag.

    [ 06-01-2001: Message edited by: Vanir Ausf B ]

  15. <BLOCKQUOTE>quote:</font><HR>Originally posted by SenorBeef:

    Or, I can issue a paused movement order and a target order. If it targets and destroys the target on the left, and then, on pause, 30 seconds later, turns to engage the tanks on the right, it will attempt its only real chance at survival.<HR></BLOCKQUOTE>

    This is the one you use, except as I stated earlier, you do not use a paused movement order. You use an unpaused hunt order, so the delay is 13 seconds, not 30.

    <BLOCKQUOTE>quote:</font><HR>There is no intentional reason that BTS would simply make a hetzer sit there and do absolutely nothing to protect itself, completely ignore a target order.<HR></BLOCKQUOTE>

    I will repeat myself: The 13 second delay you are forced to wait for the Hetzer to start turning simulates the time it would have taken a real Hetzer to back up then pull forward to change facing. An imperfect abstraction to be sure, but more realistic than no delay at all IMO.

    I don't know how to say it any more clearly.

    [ 06-01-2001: Message edited by: Vanir Ausf B ]

  16. <BLOCKQUOTE>quote:</font><HR>Originally posted by KiwiJoe:

    You are right... In cm 1 crew hit means perm buttoning for all afvs.<HR></BLOCKQUOTE>

    Actually, this is not true.

    From the CM readme file under 1.1 changes:

    * M3A1 Halftrack, M3A1 Scout Car, and M5A1 Halftrack are not forced to remain

    buttoned up after suffering only one crew casualty.

    However, Humbers are not mentioned.

  17. I look at it this way: The 13 second delay you are forced to wait for the Hetzer to start turning simulates the time it would have taken a real Hetzer to back up then pull forward to change facing. 13 seconds is probably rather generous. An imperfect abstraction to be sure, but more realistic than no delay at all IMO.

    A bug is an unintentional mistake in the game. Only BTS would know if this is intentional or not, but it is so obvious I rather suspect that it is quite intentional and therefore not a bug.

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