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Jon L

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Everything posted by Jon L

  1. I think it depends on how the campaign maker has set it up. They can configure options in the campaign script for the likelihood of destroyed units being replaced or damaged vehicles being repaired. I haven't messed with this recently, but my experience from a couple years ago playing a campaign with very low replace/repair percentages was that immobilized vehicles were gone for good. If the campaign you're playing now is more forgiving you might have a better chance to see those units again.
  2. The command delay system isn't returning in CM:BN. http://www.battlefront.com/community/showpost.php?p=1222552&postcount=16
  3. I imagine that two of the goals for CM are to be an accurate simulator of tactical warfare, and to be an enjoyable game. Sometimes those goals coincide and sometimes they don't. You ask "why simulate everything?" I would say that if you compare the CMx2 engine to CMx1 it's clear that BFC cares about improving the quality of the simulation if it doesn't negatively impact the game. So, does the current system accurately simulate the morale effect that a squad should feel if they see another squad get torn apart? In my opinion no, the simulation could be improved. Would that change make for a better game? There I don't know. I'm sure there are players out there who would prefer anything from no morale or suppression model at all, to what we have now, to some theoretical system that's even harsher. BFC gets to decide where on that continuum is best for CM. I don't think making this change would significantly marginalize the player any more than the current morale system. We already accept loss of control over units if they're treated harshly. Is that removing the player from the game to an unacceptable degree?
  4. The CMx2 engine already tracks whether friendly units are aware of each other so you may be able to leverage that.
  5. To be fair to JasonC, I think in his latest post he finally proposed a mechanic which fits at the tactical level and could feasibly be implemented in CM. Instead of morale penalties being limited only to the squad or team that's directly suffering, have them be propagated in some manner to related or nearby units. If a platoon is maneuvering together and one squad suddenly gets shredded, I can understand it being more difficult to get the remaining squads to continue. Currently that's not really represented in CM besides maybe some temporary suppression if they're too close to the gunfire. It's much less draconian than ending the game after a casualty limit. Really you're just adding more bite to the current morale system.
  6. I'm not sure that's the case. I just tried a quick test with a Stryker engineer platoon (because they don't have HE weapons). One squad was placed in a small building and the rest of the platoon + vehicles were given area fire orders from a hundred meters away. After a couple minutes the lone squad had suffered no ill effects and their suppression meter hadn't budged.
  7. I've only tried this with the MGS, but if you leave the area fire target active for a number of minutes the main gun eventually starts firing at high ROF. It sounds like that might not be intended?
  8. With the MGS I've noticed a weird firing pattern for the main cannon. The first round is instant, but then it waits a couple minutes before going to sustained fire. I guess the wait is when they reload the autoloader? However it seems like the firing pattern is repeated for each new target. I would think that once the autoloader was primed switching targets wouldn't require a new reloading period. I'm also surprised that the vehicle operates with only one round ready to fire. I haven't had to engage armor with an MGS yet, but I'm a little scared that it will stop after only one round. Has anybody else seen this behavior?
  9. Ace Pilot, I sent you a couple emails late tonight. Could you let me know if they got through? Thanks, Jon
  10. I think everybody in section 6 is outside enjoying the summer. So far I've received only two files, both from the same opponent.
  11. Eric I believe he's talking about the AP penetration at 0 and 30 degrees. With that said I don't have an explanation, as you would think 500-1000 meters is well beyond the shatter gap threshold.
  12. Kingfish I just sent Xmas and Hosszupalyi again, hopefully they'll get there this time.
  13. Yes Frunze, it looks like the fight for our section went right down to the wire. I thought I might've closed the gap when your score for Xmas came in, but being 9 points under median for Beast hurt me a lot more than I was expecting. You deserve the title for your solid play in all five scenarios though, and I knew I'd have to play catch up with big wins in Xmas, Rearguard, and Hoss. I got the wins, but ended up just short in the standings. Maybe I'll begin campaigning for adding a wildcard spot in RoW IV.
  14. Right... I've avoided coming in here for the last couple years, but MrSpkr you've left me no other choice. Send the bloody setup for Sector 43 already, and don't whine that it's too complicated or requires any great leaps of intellect. Just line up the KV's and send them clanking for the far end of the map, like you Orange types always do. It shouldn't take a week for you to figure that much out.
  15. John, There's no way I'm letting a little computer trouble keep me from my matchup with the fabled John Kettler. I anticipate actually understanding what you're talking about in your cryptic reports. I believe mine is the fifth setup. I sent it a few weeks ago, but it will be on its way to you in a few minutes. Jon_L EDIT: Actually, it looks like I did that setup on a different computer that I can't access right now. Let me know if my email didn't get to you and I'll redo it. [ January 31, 2003, 04:47 PM: Message edited by: Staneth ]
  16. Abell I will have Xmas returned to you by the close of the weekend, after I handle some stuff. As for tools, a strong memory and stronger coffee. Jon
  17. Section 2-2 Rear Guard Action vs Tero - Turn 2 and progressing. Hosszupalyi vs John Kettler - Waiting for John's new computer, setup sent anyway. The Beast vs Jeb - Setup sent, awaiting reply. The Christmas Battle vs JAT - Waiting for a couple days until JAT's time frees up a bit. King of Debrecen vs Frunze - Turn 1 and progressing. Jeb and John, have you received my emails? Jon
  18. I didn't write an AAR as the game was progressing, so this account will be to the best of my memory. I decided to keep my force massed together as my limited experience with night games has been that they are quick and messy affairs. My main plan was to avoid contact with the enemy until I had my company inside the perimeter, and then march around the houses clearing out defenders as I found them. I figured that there was no way U8led could have enough forces to hold the entire wall in strength, so I made my landing on the coastline facing the flag-less side of the compound. Hopefully if my opponent was going to deprive one of his flanks it would be the one without victory locations. The first 15-something turns were complete boredom, the only excitement was the loss of a couple men due to mines. A complete wall of wire popping up at 50 meters was certainly a rude surprise, I didn't want to fight my way through that in the teeth of occupied houses. I finally decided to shift my entire force down to the very corner of the compound, the one near the big house but without the flag. At this point the wire curved away from the wall, providing a small area where I could rest between barriers. Additionally, at the corner I was able to cross almost all of the wire before I would be in LOS range of the nearest house. The entrance went seamlessly, my entire force was through the wire before sighting any enemy and it was a cakewalk after that. There was no way the German player could win fights against a massed company of elite Para's. Whether my opponent's poor luck in not guarding that corner or my good guess, it seems like a clean breach of the perimeter was key to the allied attack. I can certainly understand why others would feel this game was not suited to a tournament environment, but it did earn me the movies . Thanks for the games U8led, and all my other opponents in this tourney. If we meet again in RoW III you'll most likely have your revenge, luck tends to run out eventually. Jon L
  19. I have also run into this case, but specifically only when a gun is abandoned, and subsequently knocked out. Much like firing on abandoned AFV's to brew them up, it appears that additional damage to guns can eventually KO them. In my experience this leads to the gun being counted on the kill sheet for the unit that forced the abandonment, as well as the unit that changed its status to KO'd. Jon L
  20. From what I understand, the M41's turret was significantly weaker than later models'. You might want to go back and check whether the majority of your penetrations are occurring against the turret. Jon
  21. Mike, I would definitely appreciate a chance to play in the next round. I can't think of a better way to end the hours of enjoyment I've gotten out of this game and tournament. Jon L
  22. The green box in the lower left corner is actually used to show C&C status. Green for in command, red for out of command. I agree with most of your thoughts to some extent, but for the moment the rest of the game is good enough that I can live with some interface quibbles. Jon
  23. Big X, Treeburst started a new thread here, so it's time to let this one die its quiet death. Jon
  24. 1) Vader send me a turn for St. Mere Eglise! 2) Ted thanks for some amazing scenarios. Jon
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