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Cambronne

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Posts posted by Cambronne

  1. That is not really the case. Syrian FOs will call fire on any units that stay in LOS too long. I recall this specifically from several scenarios. It is absolutely nerve wracking to play.

    What the AI can't do is make informed guesses about if sees A and B it should probably be calling fire on C where the bad guys are going to be in minute or ten. Two things that make it less effective than it might be otherwise are generally lousy Red force coms, and the combination overly specific knowledge of enemy units types combined with very effective blue optics. To whit Red FOs have mountains of ordinance dispensed in their direction with great frequency, and Red is too dependent on that limited supply of observers.

    But how can the spotter keep LOS on target if he keeps assaulting?Or is he programmed to stop once he gets LOS on an enemy unit?

  2. It wouldn't look right at all if we didn't include that bit of the strap since any picture of any Kar98k at the front would have that end piece there on the stock. Just because we don't simulate the strap itself is kinda irrelevant since either way it's "wrong". But the way it is now looks less "wrong".

    Steve

    Or you could make a "shorter' strap.I think this way the lack of animation wont hurt that much since a shorter strap is by itself more rigid than a long one.Just a thought...

  3. re the Maps, again I hope you are right but I suspect that once people actually try to build their own map and find that it takes days / weeks to do a small map compared to the maybe hours to do a large CMx1 map due to the intricacies involved, the enthusiasm may ease off.

    Re points, sorry but I've always been in the "Buy units, don't cherry pick" camp but that's just me. :)

    That's why I think is important that the maps,once created,should be compatible to the future releases,for ex being able to use CMBN maps with CM Bulge. It would be a pity for such hard worked maps to be lost when a new game arrived.

  4. I took this quote from a DAR thread but I didn't want to overpopulate it with non DAR posts so I started another thread.

    I can answer the question about on-map indirectly. From the spotter's perspective there is no difference between on and off-map behavior. When you think about it, there shouldn't be because we're simulating the indirect fire, not whether the asset is on or off the map.

    Steve

    can you tell us how is the AI using the spotters/HQs to call the on map artillery? Can they call the on map arty the same way they call the off map? In CM1 the AI's on map guns stay in the same place all day long,no matter if the AI is attacking or defending.Now,in CMBN is the attacking AI pushing forward its guns?

    Thanks in advance!

  5. Steiner,Ok ,the lone JgPz may fight an unbalanced battle,but are you sure he would have done better to bring the other vehicle along? What about the other flank? Enemy units were spotted in front of the left flank as well and maybe he wasn't sure he could switch the armor fast enough in case of an attack on his left( which as I can see is suitable for armor attack).

    Overall I agree with you:concentrate all armor on the right,recoil the Americans,and after that move back as fast as you can in order to be ready in case the main attack is on the left.But we have to follow Jon's strategy to understand his approach.

  6. a couple of minutes,but we are in the field for one whole night contemplating that piece of nature...and brrr got really cold.

    Anyway,it may be because you guys want to keep us busy till the release,and if you'd have posted 10 turns per day we would have been bored again in just a couple of days. As it is now... a road here,a text there...not bad either.If each of you manage,between these,to post DAR twice a day I am all right. Thanks!

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