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Erwin

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Everything posted by Erwin

  1. "...leaders would rally the men by paying them..." That's something we need in CM.
  2. That's a pretty good idea. Hope it's practical to program.
  3. The ability of inf to acquire ammo from tanks etc would be useful in other CM games as well. I definitely recall ammo being available in certain CMSF vehicles and it being impossible for anyone other than its crew to mount. Can't remember if we have the same in CMBN or CMFI.
  4. Played WEGO with 2 hour limit. Split all my squads and put ALL the LMG units in the upper floor and piled on fire on the bunker and upper floors of enemy buildings. That eventually KO'd the bunker and kept any enemy MG's suppressed. When the ATG appeared, my mortars and direct fire kept it suppressed till it died. Meanwhile all the SMG teams leapfrogged to the bridge. It didn't occur to me to blow the wire. They were able to simply run around it and onto the bridge. After that it should be easy to mop up as you are on the enemy's unprotected flank. They surrendered well b4 end of scenario. IIRC the MG was useless. I don't recall it being able to fire from the upper floor of the buildings. But, I may be remembering it wrong.
  5. "...it is nice to cycle through the numbers as it's easy to correct a mistake." Not just nice, but essential to keep up gameplay speed which will be a growing concern as the scenarios (hopefully) increase in size. Since keeping "brief" fire to under 60 seconds is what we're talking about here, why any need to go more than 15-45 seconds delay in (three) 15 sec increments.
  6. Will the CMFI one work ok in CMBN then?
  7. Do we need different mods versions for CMBN and CMFI?
  8. I dunno how detailed the trees and foliage issue is. But, since placement can be so critical that things can obstruct the trajectory, then, maybe the new target called for a trajectory that was blocked, and hence...
  9. "...fuzzy logic routines that model the typical shooter's accuracy and rate of fire, typical weapon dispersion, etc., and then a routine that puts it all together and literally tracks the bullet flight through 3D space to see if it hits anything." This must be an engineer talking lol. I don't want that detail of info. I was thinking of just some simple in-game easily accessible data that can briefly explain to newbies the relative strengths of a Tiger vs a Sherman etc. You know, a crayon-level match-up. Those of us raised on CM1 don't need a database. But, have been assuming that BF is interested in new customers who may not have had the benefit of CM1 experience.
  10. I don't know if there are actual statistics for how well a certain terrain or building helps or hinders the spotting process. Hopefully, someone else knows...
  11. I have simply been trying to figure out how to use CAS appropriately in the game. But, on these forums there is no such thing as a simple answer to a simple question. Interesting that you chose to not use it at all if circumstances were poor.
  12. Am hoping that once we get to the early 1941-42 era that we may return to the North Africa theatre since (at least) all of the German stuff will have been done.
  13. For what it's worth I think hit decals (and WEGO TCP/IP) could easily have been forgone. In a game like CM gameplay ease/efficiency is more important than more pretty graphics.
  14. If you have a short arc, it only means that the unit won't fire and give away its position that way. However, it can be spotted like any other unit. To avoid being spotted (easily) you need to be a) as far away from enemy as is "practical" to enable one to spot, and in as good cover as one can find. However. generally, any unit can be spotted given enuff time and eyes (pref with binocs) watching. To spot you definitely should not be in HIDE. That means burying your head in the dirt. IIRC Recon Platoons do not have any bonuses. (I always encourage designers to make recon units and all specialized units like engineers etc. at least one experience level higher than everyone else in order to give the specialized troops better capabilities.)
  15. Sent PM. However, the file is only about 12 MB. Could send via e-mail if you like.
  16. It's always a good idea to make things as easy as possible for your "customer/audience". Suggest designers include links/addresses in their scenario briefing that a player can simply copy and paste so he doesn't forget (or have more of an excuse to put off for another time) to give feedback or rate the game where you want it rated.
  17. Googling also takes a LOT more time than the old CM1 "simply hit ENTER". Ease of gameplay and speed of gameplay, since CM2 is so much more complex and demanding than CM1, is a serious issue. I can play CM2 cos I played CM1 for over ten years. Without that "training" I am baffled how anyone other than grogs can tackle CM2. "User Friendliness" shouldn't be a dirty phrase.
  18. Agree re the MG's now, But, I feel that HE blast effects of arty and CAS has been toned down too much. eg: I see 10 meter craters from 250 and 500 pound bombs a few meters away from an enemy, and they seem relatively unharmed and recover and fight quite quickly. Ditto for arty. You would think that 10-15 81mm mortar rounds on an ATG in a foxhole would kill it, but the ATG is often quite unfazed.
  19. Those are really good site, Vanir. Thanks. They should be in a database somewhere here.
  20. Yes, exactly, the stuck guy would try and run in one direction then another, but it was like he was a dog leashed to the tree. I think I have saves if anyone wants em. But, I vaguely recall this problem had been mentioned a long time ago, and I very rarely saw the phenomenon - until now...
  21. Interesting bg info, Jason. "...the size of the map has absolutely nothing to do with accuracy of any type of support." Yes, I know that Pak. The point is that CM maps are small and LOS is rarely more than 200-300 hundred meters. So, it's hard to target or be further than that from any type of CAS. Therefore, CAS in CM2 seems rather dangerous to friendlies, and probably shouldn't be used unless the map is very large and the spotter can spot targets 400+ meters away. (As I mentioned, I have repeatedly had friendlies bombed when they were about 300 meters from the attack radius edge.)
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