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Goose

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Posts posted by Goose

  1. Welcome aboard!

    The controls themselves are very intuitive, so I expect your biggest problem will be to develop the proper tactics. It is for me smile.gif

    For learning tactics, you could try reading some AARs and then trying out the scenario yourself.

    I would recommend "Gefächtsaufklärung", as it is a small, relatively straightforward scenario.

    AAR here

    You'll find links to additional AARs here

    Good luck!

    [ October 22, 2003, 06:05 AM: Message edited by: Goose ]

  2. Frankly, I don't see the problem with subtitles: Already you can only see unit info for one unit at a time, so why not show subtitles for just the selected unit (the one whose info is currently shown)? The subtitles could be put in the unit info pane, by the unit, or at the top of the screen, I don't care. The point is that you would get translations for your currently selected unit only, so no mess smile.gif

    Sure, to undestand everything everybody on the battlefield is saying would involve a lot of tedious replaying and moving around. But this is no different from what people will have to do to closely monitor any other unit characteristic. So people would typically monitor the few units that appear to be saying something interesting, I think.

  3. Originally posted by MrSpkr:

    What would be even better is if BFC would have their voice actors record in both English and the given language (Russian/Romanian/German/etc) and allow us to choose which of the two we want to hear.

    Or, as I think somebody suggested in another thread, subtitles that can be toggled on/off. I would prefer this, but then I'm used to movies being subtitled (I'm danish). Other nationalities might prefer voiceovers.
  4. Originally posted by von Lucke:

    Messing around with a late-war Soviet offensive kind of thing, when I noticed something odd: Some German air support was lining up on the attacking enemy armor, but the tracers were going the wrong way!

    If I understand you correctly, I think you may be experiencing an aliasing effect. When something is travelling fast relative to the frame rate, you can get this. Example:

    Fast framerate:

    </font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Frame1: "- - - - "

    Frame2: " - - - - "

    Frame3: " - - - - "

    Frame4: " - - - - "

    Frame5: " - - - -"

    Frame6: "- - - - "</pre>

  5. I'm no expert on guns, but I would expect gun barrels to be rifled for the same reason that rifles are: Rifling makes the projectile spin as it leaves the barrel, giving gyroscopical stabilization and thus higher accuracy.

    This also means that instead of flying "head first", the projectile will tend to keep its heading, even as it flies along a ballistic curve. This in turn means that in your example, the round should have LOWER penetration ability, since it is not striking the armour plate head on.

    All this assuming that I haven't fundamentally misunderstood gun barrel design, ballistics, gyroscopics, or armour penetration mechanics. ;)

    And your question: is it modeled? I haven't a clue. I would guess no.

  6. Originally posted by Sgt. Emren:

    Furthermore, presenting two half squads to your enemy means that if he has only one squad, then he can only target one of your half squads, and only pinning one at a time - while you have one un-targetted half squad available.

    Well, not quite. Half squads have lower morale, so they pin easier. Meaning that the enemy can quickly pin the one half-squad, then switch target and pin the other. Due to the lower firepower, the initially untargeted half-squad will have less chance of achieving a pin of the enemy unit.

    Of course, if you have widely separated your two half-squads, then the added effect of fire from different directions might help you.

  7. Originally posted by Walpurgis Night:

    The best way around this is to find a "one layer deep" patch of woods or pines, and place the trench in the open, directly behind it . . .literally 1 foot away, so it is just barely in the open. This way you can fire through the trees, and still hide, move, and rest without being seen unless there are enemy units really close, and you avoid those nasty treebursts from arty and mortars.

    If you're 1 foot from the treeline, I'd think you would still be affected by a treeburst just inside the woodline? I.e. treebursts have an area effect which in this case extrends outside the woods.

    Of course you only get treebursts from shells landing on the wooded side of the trench, so you get some protection.

  8. I'd like this too. I think play-aids like this "move preview" would help a lot reducing the steepness of the learning curve. The problem is that some - BFC probably included - would define aids like these as gamey.

    So how about introducing realism/difficulty settings? Then the veterans can disable all these naughty, gamey functions, while newbies can setup coordinated tank assaults in less than 100 tries.

  9. I've made a tool for myself that remembers and resets camera angles (not zoom).

    It is a program that runs in the background and monitors keystrokes and mouse actions.

    It works on Win98 and maybe other Windows versions too. It has some issues, though:

    - At the moment only works in screen resolution 1280x1024

    - Only tested on danish keyboard (should work on other nationalities, though).

    - Must be started *AFTER* CMBB or else system crash.

    Are anybody interested in this? If so I will put it on the web, and maybe try fixing the last few issues.

    [Edited to say that if you guys at Battlefront are planning to fix this anytime soon then please let me know, so I don't waste a lot of time improving this workaround smile.gif ]

    [ January 07, 2003, 07:07 AM: Message edited by: Goose ]

  10. Iron roadblock spoiler

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    I got a total victory, first try :cool: I sent most of my tanks through the scattered trees towards the large, shallow depression. The guns and the remaining 2-3 tanks poured AP/HE fire on the KV, and were supplemented by the reinforcements as they arrived.

    With that many shooters the KV was hit almost every second(!) for several turns. This produced a number of gun hits etc, causing the KV to be gun damaged and immobilized by turn 10 or so. It was kept nicely buttoned up, too smile.gif .

    Didn't kill it 'till th 88s got there, though.

  11. Funny thing: At GameRankings, there is a reviewer from Mad Gamers who give an even lower score (65%) to CMBB. But reading his review it sounds like the guy actually understood and LIKED the game?! His only real gripe was with the graphics as far as I coul tell.

    I think perhaps he estimated the average gamer at about 40% of his own intellectual capacity, and then rated the game according to that? Judging from the "Computer & Video Games" review, 40% could be a bit high, though.

  12. If you look closely at the armor penetration tables you will see that T rounds don't always have better penetration than AP rounds. IIRC it's mentioned in the maual somewhere that T rounds have a higher probability of richocheting(spelling?) when hitting sloped armor. I believe there's also something about shell speed dropoff differing between T and AP. But I'm at work so I can't check it.

    Anyways, I think this is the reason your tank commanders sometimes hesitate to use T rounds.

  13. I think it boils down to this: You earn points by

    - controlling flags

    - killing enemies

    - exiting units

    Casualties are dead/wounded/captured/knocked out. Captured units give extra points, but I'm not sure if dead/wounded makes any difference, and I don't know how much exited units are worth.

    Your victory percentage is then - I think - calculated as your percentage of all points earned by you and your opponent:

    victory % = Your points / (Your points + Opponent's points)

    On the subject of victory points I have a couple of questions to add:

    - Anybody know how it works out for crews? That is, if my Tiger is knocked out but the crew lives then how many points have I lost?

    - Regarding FOs: Do they change value depending on whether their ammo has been expended?

    - Does an immobilized tank cost victory points?

  14. In my experience (CMBO) sound contacts are shown with the correct orientation. This is especially usefull if you are being fired upon by an enemy unit that has only been spotted as a sound contact.

    I have on occasion been able to distinguish between possible enemy positions (patches of trees) by looking closely at the "Sound contact" unit's facing.

    Of course this works best if you're pretty close to the enemy, as this gives the largest difference in angle between possible enemy positions.

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