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Erwin

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Everything posted by Erwin

  1. Should be called the "BTR and its < 60 seconds of Doom b4 it's out of HE ammo". Ammo conservation is a big part of TOC. One needs to decide on a strategy for resupply. eg: Do you send units back to base to resupply from dumps or from vehicles? Sending units back to base takes valuable time. But if you exhaust vehicle ammo supply then you are in trouble if your units run out while at remote locations etc.
  2. CM1 featured more randomness in units one would receive at an experience level plus a variety of weapons possessed by any unit. For some reason. CM2 only offers standard cookie cutter units that are all identically equipped.
  3. Astonishing number... Certainly doesn't support the myth of virtual invincibility that even I bought into.
  4. Went for a walk in the park and saw hundreds of large US flags all over the place - one for every life lost with name attached. The actual anniversary is Tuesday. But, I suppose the ceremonies are today (Sunday) for convenience. ...Lest we forget...
  5. Got over my TOC burn out after testing a few too many Betas and am really enjoying playing the final version (this time for fun!). MOS has made significant changes/improvements since the final Beta so, some of the intel events and "incidents" are new even for me.
  6. If true, that's "Holy Cow!". Need to buy shares in whoever is building and selling them the things!
  7. Nice job. Have you considered some damage or wear and tear on the building walls and roofs? That would help mitigate the "train set building plunked down on the carpet" look.
  8. Agreed. In interest of full disclosure, am speaking completely from POV of a wargame player seeking verisimilitude and the illusion that am a brilliant CO rather than RL accuracy (which is often boring). CM system has many abstractions in order to offer the micromanagement experience. In an ideal game of this nature one would issue "big" commands to a Platoon CO (or maybe squad leader) like "Take that building!" and the AI would mount a credible assault.
  9. Maybe offer to send em to Scenario Depot in case you have more than it does.
  10. WEGO with variable player set time duration would be interesting. One of the biggest challenges of WEGO is the pathing system. eg: When one is in heavy combat it is frustrating to see troops ignore the door you want them to enter by and go someplace else and get shot. This sort of event is the primary reason I save and replay a turn as it's the AI's or game engine's fault rather than my tactics. If one could set a turn to (say) ten to twenty seconds it could be helpful. But, that would have to be possible in the middle of a game. There are many situations (eg moving long distances in safety) where a more than one minute turn would be an ok time interval.
  11. FWIW I don't recall seeing that in my games. I use a lot of mods incl terrain. So, that may be a solution.
  12. IIRC if there is a mathematical possibility of harm, a unit will shoot. Maybe to degrade optics etc?
  13. +1 re SSD's. I have an old machine which still runs everything pretty well on SSD's.
  14. ...and also the game afterwards perhaps??
  15. "A full-grown Nile crocodile was also discovered in the man's basement as Baranenko (the tank's owner) just seems to be fond of large green things."
  16. Replace "Tiger" with most modern weapons systems and one sees much the same doctrine still in place.
  17. A small copse or bushes (that the unit can see thru, but which provides "hiding cover") surrounded by open fields is good.
  18. Wow. Looks amazing. Great editing job btw. Nice use of slo mo.
  19. I think they mentioned that in his eulogy.
  20. Have found that leaving them in the open (hopefully not in sight of enemy ground troops) and not hidden in trees is the best way to deploy AA units. And yes, one gets all the missiles one can in case the spares in the vehicle get blown up. Designers just need to provide more AA units. Also, have found the RED manpad units were more effective vs air than the expensive & sophisticated RED AA missile launcher vehicles. (Not sure if that is also true for BLUE units.)
  21. Have any tests been done on how units react on MOVE? IN CM1 it was very bad/risky to use MOVE unless one was 100% sure there were no enemy in the vicinity. However, in CM2, I get the sense that MOVE is more akin to "HUNT LITE" and am starting to use it more and more when it is merely possible (as opposed to highly likely) there is enemy in the vicinity. When shot at, units on MOVE are not as vulnerable as they were in CM1.
  22. Well clearly that's a must have. But, am convinced people will one day regret using internet banking.
  23. As with all your other (xnt) suggestions, this one has also been discussed b4. IIRC players with color blindness expressed concern.
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