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sightreader

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Posts posted by sightreader

  1. We've been having a lot of trouble getting tanks to stay put. Even after giving STOP and RETREAT orders, they immediately advance on their own initiative, unsupported and into enemy fire. Has anyone else had trouble keeping tanks from being too aggressive?

  2. Originally posted by Spartan:

    I have aways wanted to play a first person tank sim onlinemulti-player. What would you recommend? [/QB]

    One game that's both cheap and a heck of a lot of fun is Red Orchestra. You can download it on Steam.

    Of course, it's not realistic enough to be called a simulator, but it definitely gets the feel of tank combat across and numerous and skillful tankers out on the net more than makes up for any deficiency in realism.

    The only real failing I see is in the infantry behavior (hard for them to modify because of the shooter engine it uses) so you may have to avoid servers with a lot of that.

  3. Originally posted by Sneaksie:

    There will be 2 patches, first mainly improving MP and the second slightly later

    Howdy Howdy!

    Thanks so much for being so open about what's going on! We absolutely LOVE this game, but we can't play it because the majority of our MP attempts always hang... but it works JUST enough to make us DROOL!!!

  4. When we play CMBB, our tanks have little trouble backing down the crest of a hill without losing a lock on an enemy on the other side. This is because it seems that CMBB tanks have little trouble depressing their guns substantially below the horizon. These tactics met a rude shock when we tried to play "Red Orchestra". When we backed up behind the hill, even a gentle slope was generally too steep and our gun couldn't depress low enough to shoot a target on the other side. This seems to us to be a realistic and reasonable limitation on this strategy. Does CMBB adequately limit how much guns can depress?

    My apologies if this is an FAQ, but I wasn't able to find it in the list

  5. Originally posted by Moon:

    Unfortunately, hopping takes more...

    Oh, of course I understand that. I just wanted to convince someone in da know that this feature has serious market value if advertised correctly. GR had it, but it turns out that VERY few players are aware you can play this way. Everytime I play a squad game, people are like, "wow... where did you get this mod?"
  6. Originally posted by Moon:

    I agree that it might have been fun to play on AFTER you're dead, but the kind of jumping that Ghost Recon allows would have been bad IMO.

    Hello there! Thank you so much for responding!

    I completely agree that managing a damaged tank is quite appealing; however, I'm thinking more in terms of multiplayer. I believe that the "hopping" ability in GR makes human squad vs squad combat possible: without it, people pretty much ignore the AI tanks and do everything they can to kill the one human vehicle. Tactics become unrealistic: you treat your AI like fodder because you know your tank is the only one that's going to do anything. If you can hop, then the AI need only be good enough to follow basic directions and hang on when you're not there. If you cannot hop, then the AI has to be every bit as creative as a human to prevent degeneration of squad tactics into one on one with a bunch of excess targets wandering around.

    A second argument is more prosaic: once a guy is killed, then there's no point to him staying on the server. This will depopulate a server down to 2 players in very short order.

    Maybe the solution could be a server setting that enables or disables hopping?

  7. Originally posted by mike_the_wino:

    I think herr Moon has all ready said NO!

    Pretty sure we get some control of waypoints of other units but no jumping to a specific unit. Could be wrong but that is my understanding. I do like that idea and it would be great but I don't think we get that in this game. The repair feature should help you limp along until the death blow whipes you out.....I hope.

    Oh darn. It would be fun to play out even after you die. You'd think it wouldn't be too hard to do, provided all the tanks in your squadron are supported types...
  8. Is it possible to hop from tank to tank in your formation?

    In any game, the AI is limited, limiting the potential of platoon vs platoon games. However, if you can jump to any member of your platoon, then you can get some pretty darn good action out of your team. We had an absolute blast doing this in Ghost Recon: each player had 9 guys, you'd order the AI to simply position, then you'd hop in when it was critical.

  9. Would it be a good or bad idea to allow more than two players to play this game? They would be divided into multiple subcommands on two teams, and may or may not have limited information on what their partners are doing (thus a real potential for friendly fire).

    This would allow the game to be played much more quickly on large scale battles as each player has fewer units to control (I almost exclusively play TCP/IP). Would it ruin PBEM?

  10. Originally posted by Speedbump:

    I know this sounds strange (and probably impossible due to the game engine), but my example had an Italian tankette taking 5 40mm (A1 Cruiser) penetrations and continue to maneuver and fire. I thought that was strange in a relatively small vehicle like this.

    Speedbump

    My little Stuart took a penetration from a PzIIIc and continued fighting as well. It seemed odd.
  11. We've only played a few games so far, but have noticed that penetrating hits don't seem to kill nearly as much as before. In CMBB, usually only about a third or so of the shots that penetrate a vehicle seem to leave it alive. However, I used 2 Stuarts and a Lee to penetrate a PzIIIc no less than 4 times before a shot finally killed it. Similarly, one of my Stuarts survived a penetration from the PzIIIc and my Lee survived 3 or more penetrations itself.

    One of my friends had an aggravating experience with a Tiger. He had 2 shermans and 3 bazooka squads all over the thing, getting at least 6 penetrations from the side and rear and it wouldn't die.

    Have the effects of penetration been altered in CMAK?

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