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Chops

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Posts posted by Chops

  1. Something has been stirring in the back of my mind lately

    Don't scare us like that Michael.

    Hey, it's Summertime and the livin' is easy. Of course Steve is on vacation, and an extended one at that. Well deserved.

    He will return with The Patch, after Labor Day when school is back in session. So everybody just chill, and enjoy some ice cold lemonade for the next few months.

  2. The sound effects are the single most important effect for added ambience within the game in my opinion. They can make or break, and they're an essential part of this game. They really need to be improved upon.

    I totally agree. Sounds are a very important aspect of the sim (background, voices, vehicles, and weapons), and I hope BFC will make improvements in this area.

  3. hm when this issue is out for so long then has steve ever confirmed that optics are really reffering to the gunners optics (as far as i know he hasnt) ? if this is not confirmed than actually nobody knows to what optics damage in cmbn is really reffering to ! maybe weapon controls is reffering to the aiming system of the gunner ? thats why iam asking that question and thats why i want an offial answer because only the guys who have programmed it could answer to what it is really reffering to !

    Agreed, this would be a very good starting point. We need to know the definitions of the parameters modeled under the Damage Report, such as:

    CM:SF - Targeting, IR Optics

    CM:BN - Wpn Controls, Optics

  4. For what it's worth, I noticed the same issue in CM:SF. Tanks with destroyed optics were still able to target enemy units at will.

    This issue, is not like the "low wall" problem where we can setup our own tests to try and determine what is going on (i.e. we cannot place tanks on the map with optics already destroyed). It is one of those things where a problem seems to exist but it is very difficult to nail it down with data.

  5. I've been lobbying for 'Free French' units for an upcoming patch (don't know if I'll succeed, though). I can only imagine the mishmash of weapons they'd carry. Sten guns, 9mm-chambered Grease guns, Mausers, MP40s, maybe an 8mm Fusil Automatique Mle1918 for snipers. Perhaps it might be an easier task to code for enemy ammo to be scrounged if not the weapons themselves. US soldiers picking up MP40 clips from bodies wouldn't do them any good.

    Do you mean "module" rather than "patch"? or has BFC changed their policy on patches?

  6. Does the vehichle have smoke onboard?, did you issue a Face command?

    This is from the Manual Pg. 86.

    TARGET SMOKE

    Besides simple vision-blocking smoke only, CM:BN also features White Phosphorus

    smoke grenades, which can cause damage and burns to soldiers

    exposed to it (within very close proximity to an exploding shell).

    Infantry - not applicable. Uses Pop Smoke instead.

    Vehicles - The unit will fire smoke shells at the designated target or location.

    Restrictions - Units need to be capable of firing smoke shells, and ammunition

    needs to be available.

    Example - a major threat appears in front of your tank. The tank commander

    orders smoke to be fired in front of the enemy to blind it, gaining valuable

    time for a retreat.

  7. Just had the same stupid thing happen to me, got my anti tank team all neatly hidden in a building, a Sherman strolls by, i order the anti tank team to take him out, what do they do, they start firing their pistols and rifles towards it, Sherman turns it turret around, BWHAM! And my anti tank team is shot to oblivion...:mad:

    This may be due to the fact, that in the game, AT weapons cannot be fired from within buildings.

  8. Now, now gents let's not get off topic here. We have important business to address with this tank plinking, and lives to save,

    While you're at it, rename the enemy units after your "favorite" bosses, co-workers and in-laws. That should add a new level of satisfaction to your victories.

    although, I have done something similar to your suggestion. I always play as the Germans, and name the U.S. units after republican members of congress.

    At the end of a scenario, I often find these "republican" units cowering and panicked in foxholes, sucking their thumbs, crying for mama, along with obvious signs that they had wet their pants. Go figure.

  9. I like to add a sense of immersion and realism to the game by going into the Editor for Quick Battles and Single Battles, and renaming a unit (HQ or Squad) with my name. This effectively places me on the battlefield. It is amazing how the orders I give and the actions of "my" squad are very carefully considered before being implemented. I suggest trying this, and also adding the names of family members or friends to other units.

    Anyway, before starting a mission I brief my squad on certain procedures. One of the things I always tell them, is that under NO circumstances will you follow MikeyD's Manual on enemy tanks. Did you hear that? Under NO circumstances! If one of my boys decides to start plinking away at an enemy tank, without my orders, and a specific plan of attack, he will find himself all alone as the rest of us haul ass to a new location and remain as quiet as a pack of mice.

  10. When moving multiple vehicles in the same general area, or to the same destination, I issue Pause commands for each successive vehicle. First vehicle - no pause, Second vehicle - 5 sec. pause, Third vehicle - 10 sec. pause, etc...

    This helps with bunching up and other issues regarding vehicle movement. I use this technique in all the CMx2 games - CMSF, CMA, CMBN.

  11. I think that BFC has done a masterful job at re-creating the challenges and frustrations that commanders had to deal with while mucking around in the bocage. If you are frustrated as a player trying to work your way through this nightmarish but beautiful terrain, imagine what the real commanders must have felt, while their losses of real people mounted.

  12. I have always been a strong supporter of BFC's Combat Mission games. I think CM:BN is outstanding, based on the demo. However, the sounds and voices are totally lacking. BFC, why did you go all half-assed on the sounds and voices?

    The sounds and voices totally affect the ambiance and immersion of a game, and in the case of CMBN they have a very negative impact, which is also the case in CM:SF NATO.

    What a bummer.

  13. Haven't you guys read the recent study concerning number of hours worked?

    Working over 8 hours a day significantly increases ones risk of heart attack. Even 8 hours a day is to much. I implore the BFC team to slow down and relax. Please cut your hours back to 4 or less hours per day. We don't want any mishaps.

    We will be happy to wait another month or so for the demo.

    All the best,

    Chops

  14. I also prefer a stream-lined UI. In CMx1 the ability to highlight a unit and then press the Enter key to get all kinds of good info was really helpful, and it kept the data out of the way until the player wanted to check it out.

    This discussion has kind of tilted toward effective range, however, as mentioned in my original post, ammo loadout is a concern.

    I have felt a lot of frustration while playing CMSF and CMA when trying to acquire the correct type of ammo for my troops, and am not looking forward to this issue again in CMBN. This may not be as big an issue in CMBN as it is in CMA.

    Please, just provide a complete manual that tells the player what ammo goes with each weapon including sniper rifles.

    Are snipers automatically provided with ammo? Can the player acquire ammo for snipers?

  15. Because as soon as we do that someone will demand we put something else in there or demand we take it out because it's ugly.

    There are no easy answers to the eternal battle between information and information overload.

    We are not planning any half-arsed increase in UI before the overhaul.

    Steve

    Ok, thanks for the update. I understand not wanting to clutter up the UI. How about at least providing the complete information in the manual as referenced in my first post?

  16. Now there's an optional version of the silhouette mod with effective ranges. (As per CMBN manual.)

    Marco, that certainly helps. Now if you could just add in the ammo type for each weapon we would be good to go.

    As an amateur weapons "expert" at least by my experience with quite a few WWII weapons in real life and a collector of sorts it's really very very simple for Normandy.

    Thanks for the great info you provided.

  17. Totally with you Elmar -

    In CMSF and CMA the type of ammo that goes with a particular weapon is not made easily accessible to the player, and often it is no where to be found. The manuals are incomplete. This is apparently still the case in CMBN.

    Googling this information is not a 5 second process. The information that is returned is often contradictory and incomplete. So, why isn't this information made available in the manuals and the UI for the player? As I mentioned previously, the data on effective range and ammo type for a particular weapon is critical to the squad leader.

  18. Knowing the effective range and ammo type for a particular weapon is obviously critical information for a squad leader to have, and will have a significant impact on the tactics that he chooses to employ.

    So, why isn’t this information made quickly and readily available to the player in CM? It looks like we are going to have the third major release of Combat Mission (CMSF, CMA, CMBN), without this information readily accessible to the player.

    In CMSF and CMA when a player attempts to Acquire ammo for a unit, he is presented with a list of various weapons and ammo available in a pop-up list. Often times, the unit may have weapons that require different types of ammo, and so the player is presented with the problem of trying to choose the correct ammo types for his units weapons.

    This information has been inconsistent and often omitted in the CMSF and CMA manuals, and looks to be the case once again for some of the weapons in CMBN. Supplying your unit with the wrong ammo type can have serious consequences when it comes time to fire the weapon obviously, and also can increase unit fatigue if they are hauling around a bunch of extra ammo that they can’t use. There is no ability to drop ammo in any of the CMx2 games so far.

    A solution to this issue would be to make tool-tips available to the player in the UI. By putting the mouse cursor over a weapon in the UI, a tool-tip could be displayed which shows the weapon name, effective range and ammo type. Problem solved, simple.

    I just reviewed the CMBN manual, and although it does a much better job in providing this information to the player than the CMA and CMSF manuals did; there is still important information missing.

    Some weapons where the data on effective range and ammo type are incomplete in the CMBN manual are as follows:

    M1 Carbine

    M1A Carbine

    M1903A1 Springfield

    KAR98K zF/4

    MG34 – range is presented in the interface, but effective range is not

    MG42 – same as above

    Regarding sniper rifles; in CMSF and CMA it seems that these weapons are automatically given ammo, and the player does not have the ability to Acquire more ammo, or determine exactly how many rounds the sniper has available. This is still unclear to me after playing CMx2 games for the last 4 years, and another gray area that has never been adequately explained in all this time.

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