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Steiner14

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Posts posted by Steiner14

  1. Special Note: MGs now have more effective aiming, rates of fire, and suppression effects. These highly requested changes make combat even more realistic and more challenging tactically. Some players will find their existing tactics may need some adjustments, others may find no significant need for change. We recommend practicing attacks on MG positions before continuing an in progress Campaign or game against another player.

    Very, very nice!

    I couldn't stand it anymore, if imagined to sit in a Kübelwagen or Jeep and a HMG opens fire 800 m away, and it would be no potentially deadly threat. Especially with high ROF weapons like the MG42.

    Many other nice improvements (on paper; have to try first).

    For a x.01 version, quite good. Thanks Battlefront.

  2. Old and good wishes, long ignored.

    Honestly i don't understand, why this has no high priority, because multimedia interaction with the player, especially with a complex game, can decide about like or hate.

    A briefing system with pics and music/vids and messages during a battle and a scenario debriefing with additional infos should be working quite well in getting potential players more interested and involved when giving it a try.

    Prescripted messages during a game would allow to guide the player through a scenario. (move mortar to location X from direction Y, because that way you can achieve this and avoid that).

    How many potential players are quitting in frustration because of the complexity and never come to the point where they would begin to understand how the game works?

  3. Fed, there's only one movement rate "MOVE" and it is slow, but still seems about right. augusto is correct about loading/unloading to/from a truck.

    Deploying and packing up takes time and pushing a field gun across the map takes about as much effort as you'd imagine it would. But limbering the gun and 'mounting' onto a truck will allow you to scoot it around a map nicely. If you're finding guns awkward and dangerous to maneuver during a battle that's only because they were. :)

    Gun crews in the game always turn around the guns before moving, instead of immediately moving them backward.

    At least we would need the reverse command available for guns, too.

    But in combination with the ridiculous slow movement, even on streets and from the first meters on, in CM this is still not possible.

    With the bad protection from trenches, the inability to use guns heavily dug in, the outcome of the CM gun model IMO has not much in common with reality.

    But also the ROF for the german PAKs seems way too low (4 seconds for the PAK 40 with a trained crew).

  4. I find it interesting, that everybody is caring about a single bunker and how it reacts but no one seems to look at the more important fact, that this bunker can easily be spotted from the first second: because the terrain is deformed around it.

    That FOW with fortifications does not work. :mad:

  5. Obviously that is not a correct general statement, as I am yet to have a problem with the targeting cursor saying there is line of fire where it is clearly (not marginally) blocked by intervening terrain. If there is a mountain in the way, I get the "no line of fire" message.

    The problem are not obstacles clearly blocking the trajectory. The problem seems to occur on the border of blocked LOF to clear LOF, where the projectile is getting close to the ridge/terrain: the engine tells the player that there was still a clear LOF, while the trajectory already could be too flat and already hitting the terrain.

    Showing the curve with a certain confidence error would solve that.

  6. Please post a save of the problem you are having, since it might be a bug with a specific situation.

    We have learned, that this is no bug and so unusual on the CM battlefield, that there was no need to make any changes and you dare to write such things afterwards? You will not receive the fanboi medal with such an ignorant behaviour.

    Btw, I find this unwilligness quite strange, because a simple tool would already be of great help for the player: if the gun's parabolic trajectory would be displayed during the setup phase, the player could decide on his own, if obstacles were in the way or could be too close.

  7. Also, now that you know this situation exists do you think you might be able to adjust your playing style a bit to account for this 'situation'? Just asking.

    And how should i "adjust my playing style"? Placing the guns on forward slopes maybe because they are so well protected in trenches anyway? :mad:

    I find it strange that a customer should excuse himself for expecting that a game feature should work as claimed. :rolleyes:

  8. To be clear, this problem only affects indirect fire from an on-map flat trajectory weapon trying to fire a round at a target which is either at a significantly higher/lower elevation or with a high ridge between shooter and target that is at a range that doesn't produce a clear path for the shot to follow. This is not a common CM battlefield situation.

    So the game offers indirect fire for on map guns, it gives the player a wrong information during the setup phase about a clear LOF, but since this is not a "common CM battlefield situation" this is not worth being corrected? :eek:

  9. The argument that the replay would be too resource hungry doesn't convince me:

    1. Instead of a fixed full battle replay, 10 minute chunks, or user-definable replay durations, could avoid that.

    2. Each single one minute replay needs to load all terrain and unit data.

    But continuous files would not need that status data, since the previous action has updated the data anyway. Only the first file would need all the data, the rest of the files would only need to contain the updated information (= action).

    I guess the pure action data is only a fraction of the whole filesize.

    If a pre-rendering data extraction module could extract the update-data from the savefiles, the resulting files should be of considerably smaller sizes.

  10. Not a bug, really. I'm guessing your observer has no sight of the impact point and is therefore struggling to make a sensible correction. It's a bit of a FUBAR that the gun crews (who can presumably see the impacts, since they're on the same side of the hill as the gun) don't just unilaterally cease fire after a few of the spotter's corrections fail to lift the aim point enough to clear the intervening terrain, but games have limitations.

    You are funny. The player get's the indication that the trajectory of the weapon is ok or, if something is blocking the gun's trajectory. The player must rely on this information in the setup phase since he can't ask the gun's crew.

    But then the real trajectory obviously is somehow too low.

    This.is.a.bug.

  11. I would prefer quality over quantity. Instead of pushing out content after content which eats up resources, too, i would prefer to see the engine being improved faster. What is that much content good for, if we don't have ATGs with adequate cover or quick redraw possibilities? If bunkers on steep slopes are eaten by the terrain after setup? If on map guns are shooting into the crest of hills instead of indirect fire? If trenches do not offer adequate protection against mortar fire? If cover arcs hurt the eyes?

    IMO currently the content is developed too fast while the game development is lacking progress.

    Since the update scheme makes it necessary that every update is replicated over other versions, i think the updates of the engine should be more significant.

    Putting out too much content IMO also leads to a more shallow community becoming more and more focused on what is new and what will come next, instead of exploring what is there and what is available.

    I can imagine this also has a negative effect on scenario designers: it makes a difference in motivation if hundreds of players are downloading a scenario, playing it and discussing it, or if twenty or thirty players give it a quick look but then already the next content is released and the focus shifts away.

    Big companies release one family title every year and this usually is by far enough to keep the player busy. Here with one engine release we have two, and soon three new games (CMFI, CMBN, CMEF). This makes on average a new game every quarter.

    With the modules this average timespan for new content is reduced even more.

    IMO it would be better to lenghten the release durations but to invest more time into the next game version, a more rapid engine improvement but less new content releases.

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