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sgtabell

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Everything posted by sgtabell

  1. Not hijacking thread, are you guys having any red button lock up issues playing? (if you are not playing by email, tell me to get stoofed). Thanks!
  2. Games for my pbem are starting as 1.10, so my posting on this thread was misleading in a way. Not working for me via email, even though we are playing same version. Any chance that I have commonwealth, and he only applied the patch being an issue?
  3. There is some work going on with the red button of death....problem is they need to get a hotfix out for it. I bought the game to play with a friend, and I can't. Doubly frustrating is the valiant attempt at the ipad game, which was great, but needed some time to bake more before release. Please get a fix out for email crash asap...I wanna play wif my friends!
  4. I am finding the subtley of the modern combat difference, (lethality being the main) to be the biggest issue right now....so I say start playing now. The bugs won't affect the tactics you will learn by getting used to the UI and everything.
  5. Another way to look at it is how long would it take someone with a weapon with clear los and no suppressing fire inbound to take 5 people out at 50 yards....not long at all. (Thus the crawling around simulates the chaos and death of the moment instead of flat out dying.) That was why I always used assault or advance commands to overcome that tendency. Yep, it's annoying. However, if the crawling around is over a couple of turns, it's an issue. sgtabell
  6. It's pretty funny how bad it was in CMBB, due to the Russian tendency to break morale easier...a well placed arty strike could stall out any offensive. There were times also where a well placed spotter would call down hell on your opening turn...(AI opponent of course). The best option for me is that if it is the case the designer has a reinforcement area/start area, that the player receiving the units should be able to place with some cover. Not sure if that functionality is part of the design UI tho. sgtabell
  7. I have played a couple of battles and I am seeing something that annoys the snot out of me for each CMXX game. Don't start guys in the line of fire/sight of enemies, whether or not they are starting units or they are reinforcements. The game does not show units that are going to be spotted in the next 1-10 seconds of gameplay, so it's really annoying to have your guys sitting there getting shot up as if they magically appeared. I am a bit disappointed that some of the scenarios that shipped with the game did not take this into account. imho... sgtabell
  8. I lurk here....alot. The reason I seldom if ever open my trap is if I look long enough, (since CMBO), I always find my answer, or the good devs fix something. These should be related. The first is if I plot a path, looking at the map from a 30-50 degree camera angle, in a town, the arrow tip does not place on the ground surface. Now I realize that I may be "viewing" open ground but looking through only the collision box, (if there are any) on a building. But the line of sight from my camera angle to the point on the ground contains no texture at all. I end up getting horrible paths. Second, there are times where I cannot select a vehicle. The time in question had a lampost and tree, in a town, interposed between the camera and the vehicle. (The vehicle was not under fire or had any game reason it could not be selected). Thoughts or threads that explain this? By the way Battlefront, I work in the game dev business as a producer in the "megacorp", and I feel the pain you folks go through to bring something of this complexity to the public. Please remember half the whiny folks can't even begin to understand the complexity of what is under the hood, while you are also trying have a semblance of a life with your jobs. Chin up always and keep up the good work. As long as you keep patching, I will keep buying. Sgtabell
  9. Two other points to remember, one for sure, the other not. For sure, elevation is ignored as cover by TACai, crunchies and tankies will not hide behind hills. Hills act in such a way as to decrease the statistical probability of being hit. (I think I heard the following). Each piece of terrain is a 20 x 20 meter square. I think the ai looks to the closest cover to the edge of the square. So if a unit is on the far side of a square, and the closest cover is nearer to the edge on the other side of the square, than it is to the edge the unit is located, the unit will run across it's 19' of square, to whatever cover is nearby. It's also good to remember that this simulates unit fracturing under fire. The unit does not disperse in the game but stays together as a unit. Most of the time under fire the unit would become ineffective under some of the conditions, and split up. I feel that the "confusion" factor helps make this a reality. IMHO SgtAbell
  10. I am posting here due to the this board seems to have more frequent visitors. I have had problems with opponents with email games. The problem is in the email service, not the game, but wanted to receive feeback. It seems I will not receive some emails with the .txt attachments, and other times I will. I have charter.net for email also. Is there sometype of common antivirus block on email servers out there or could it be the sender's domain? Thanks for any help, SgtAbell [ March 07, 2004, 10:07 PM: Message edited by: sgtabell ]
  11. To Nevermind, I was getting emails from everyone, but you, and then something happened which led me to believe there was a virus/ and an attack on my system. If you don't mind, send the turn again. Please don't be testy about it, trying my best. SgtAbell
  12. Nevermind Where are you? What about our game? Is email fuxored? SgtAbell
  13. To Nevermind, I have sent you numerous emails about our PBEM game, and remember you said something about the cherry waffle thread. Contact me to tell me you aren't interested. I got stood up in high school too much, I have a complex! Are you there, or cowering? SgtAbell [ February 24, 2004, 06:09 PM: Message edited by: sgtabell ]
  14. Kingfish and Holien, please check your email. URGENT! SgtAbell
  15. Kingfish and Holien, please check your email. URGENT! SgtAbell
  16. Kingfish and Holien, please check your email. URGENT! SgtAbell
  17. Ahhhh,,,very cool. Is there a "repairability factor" within the game....such as Shermans being easier to repair, etc.? Thx for the answer. SgtAbell
  18. I have a feeling this may have been addressed in CMBB somewhere, but not sure. I was playing the Castleforte scenario. During battle 1, an M10 GMC, part of a platoon and still under command, bogged, and became immobile. During his recess, he fired alot of HE ammo about the field, (in case low ammo makes a difference). When I started battle 2, he was not present, nor was there any wreck left behind (abandoned), however the commander and other two tanks of his platoon were still present. Bug or low supply or something I missed? SgtAbell
  19. Because of life, I didn't get to the sign-up in time. Please consider me an alternate. SgtAbell I am soooo f$@#$@# pissed that I missed it, and it's 100% my fault....grrrrrr$@#$@#$@#$@#$@#$@#$
  20. Ignore the bit about the photographer,,,eeek. Tried to post my pics and it didn't work. SgtAbell
  21. Hey all, This is a spoiler if I get pics in this thread.Sorry I have pics but don't know how to paste them. Well, I got CMAK, and have obtained little sleep. I don't know if this is an issue with CMAK or all CMX at large. I was playing an Italy map, and had a tight platoon of regular Fallshirmjager (sp?), with a commander with only +2 on attack. I moved them up to the edge of a slope, so they would have some cover from being on the reverse side of the slope from the enemy. The enemy were in foxholes, at the same level as my units. When they took fire, they moved across open ground to get cover from scattered trees, (and possibly a wall). To their rear, (under the place where the photographer is), was under complete control of friendly forces. When they took fire, they moved across open ground, instead of just backing down the slope, before they even panicked. When viewing the target of their move, it was not the wall but the scattered trees on the other side of the wall. In short, it seems that only terrain features, not interposing hard cover, are acknowledged by the tacAI? I my book, they should have moved behind a stone wall, or back down the slope. If one is to use terrain for cover, my hopes would be that the AI would do so also. My guys didn't crack from taking fire until they Feel free to move this to the issue thread, but this one was big enough for me, (and there aren't many of these), to make a seperate posting of it. Thanks, SgtAbell
  22. I shall finally avenge myself!!! Wait, CMAK,,I have to buy it yet,,,oh well, "wife, now I really have to get it!" I promise a better challenge than I was last time! SgtAbell,,(single-time ROW vet).
  23. No, you won't be able to to my knowledge. However, I have seen threads starting to discuss the "rebuilding" of all CMBO battles into CMAK. SgtAbell
  24. Pardon Fluf if I subsume your thread, however I played the demo last night, and would like to expand on some "dust" issues/features. The following is not a criticism, but more observation. First, I think the AI is reacting to dust, and it is reacting to sound also. My panzers were moving, below LOS, and the AI worked to get a flank. However, they were not in sight, so I am assuming a bit of both. (Aside here: It was awesome to see the TacAI flank when in a defensive position). However, I have a rather large concern about dust, as it relates to TacAI. LOS is being interrupted with much greater frequency by dust, and I note that my tanks are not staying locked on to their targets. I realize this means we will have to use the cover arc more to control the situation, however, it was a bit frustrating as I would then have my panzer shift it's turret to react to sound of another tank, however, as soon as the small amount of dust passed, the allied tank had a bead on me. In short, we will need to "force" facing using the cover arc, and in addition, assume that reg and under will not necessarily follow the order. Here is the gamey tactic exploit: Gamey exploit 1: Defender has a small rise between them, and a valley, which has a high rise for the attacker (from which the attacker could view defender and vice versa). Attacker gets a fast mover into the valley, and runs it back and forth to raise dust, which allows the attacker to go over the high rise into the valley, thus closing distance at no cost of smoke. (i.e. Free Smoke for the cost of a truck, which works much better than smoke at obscuring.) Gamey Exploit 2. Ok, this isn't as gamey, and was used to some extent, but the use of Scoot and Shoot takes on a whole new meaning. It will now be Scoot and Shoot and Fall back into the dust cloud of your own making. As cool as the dust is, with the exploit possibility, and the non-knowledge of this user how to tweak the TacAI, I would almost like to see the dust removed or not have it affect LOS. My humble opinion, SgtAbell
  25. What, are you sure,,are you really really sure???? Oh my,,,pant pant pant.... I still long for CMBO and the ability of it to render fog...hold it, you said dust,,,so fog is still out? Waiting with anticipation... SgtAbell
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