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Terrapin

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Posts posted by Terrapin

  1. Originally posted by Panzer Leader:

    One minute from rested to tired for fit troops, REGARDLESS of the environment or their orders, seems like the max troops can get tired out.

    See, this is the issue. It's NEVER "regardless of the environment". It CAN'T be. They're not supposed to exist in some sort of sterile, lab-white environment.

    If your recommendation was used, they wouldn't get tired under a minute while assaulting up a 45 degree muddy slope, in trees, in 100 degree temperatures. And, then what? How do you take into account more ideal circumstances? On a 60 degree day on firm, flat earth, do they assault for FIVE MINUTES without getting tired?

  2. Originally posted by redwolf:

    It is just not realistic that an advancing squad is so tired after 20 meters that it cannot do any step faster than walking speed

    I have to ask this: WHAT GAME ARE YOU PLAYING?, because it's CERTAINLY not CMBB. Not with "fit" troops. I can tell a regular squad to Advance about 70 meters without them hitting "TIRED", I can RUN them a 150 meters and have them recover from tired in ONE turn.

    Are you playing QBs where you've selected their fitness as "Poor" and then forgot about it later?

    Are you simply ordering them to run a quarter mile and expect them to not get tired? What are you doing with these troops?!!

    I've gots to know!

  3. Originally posted by Marlow:

    I'm playing a game where I am attacking with "weakened" troops, and am having very little trouble with their readiness state.

    I don't have any problem either. Most of the effects of the tiring are relatively transparent to the player (reduce ROF, hit rate, etc.), which are there for realism. Otherwise, it just serves to prevent the player from having super-athlete heroes that run straight from the assembly point to the VL with no breaks.
  4. I just played a whole lot of QBs and made sure to look for this stuff.

    Originally posted by markshot:

    CMBO, especially on heavily wooded maps with roads, I have seen the AI drive tanks down a road rather than scouting with 1/2 squad or advancing infantry 100 meters or so out in front along the two sides of the road. This invariably leads to too easy kills by panzerfausts, schrecks, and zooks.

    The AI isn't super bright about troop placement, but it does seem to be pretty careful with the tanks (i.e., it does a lot of shooting before it gets anywhere near your infantry), and it uses a combined arms tactic in most situations, so there's at least a few infantry around. Getting easy kills with any infantry anti-tank weapon is pretty rare. I've played a lot, and I've had only 4 kills, and they weren't easy. Plus, in the game, there's a lot less "bazookas, p-shreks, etc", due to the time-frame and area.

    Also, as mentioned above, I have noticed the big push to the objectives by the AI at times. However, at other times, I have noticed a sort of piece meal flow of units which drains the AI over time and bleeds out any chance of properly massing for a strong thrust.

    It depends on the map. In 90% of the cases I've seen, it uses a big push. Sometimes it does the piecemeal, but it seems pretty rare, and is usually caused by a REALLY strong defense, which probably means you'll win no matter what the AI does.

    In 90% of the cases, there's a big push, with usually one or two flanks. Every once and a while the flanks are big too.

    I also had the impression that VLs act too much like magnets to the AI. Thus, on a multi-VL map, the AI will continuously stream units to a VL which it doesn't have to the point that it looses the resources to maintain its grip on the VLs which it does have.
    Actually, I think in CMBB the AI isn't nearly as dilligent enough at getting to the VLs. I've seen it totally ignore an available VL, even if it's 50 meters away (not getting the points at the end). The VLs guide the AI, that's what they're supposed to attack after all, but I haven't seen it put unnecessary resources on one VL. It likes to move forward.

    I think the StratAI in the game is surprisingly decent, and is miles above any Close Combat. It does some stupid things sure, but overall it's very good.

  5. Try counting 34 seconds, as in "One Mississippi...TWO mississippi...", until you get to 34. Then imagine you're RUNNING with 80 lbs of equipment on you, up a STEEP slope.

    Dude, you wouldn't last 8 seconds!!

    I bike 28 miles a day, and I hike in the Mt. Washington area about once every two weeks, weather permitting. Believe me, you ain't doing it without hurling your guts out.

    You can avoid this problem in CMBB by getting the "QUAD FATIGUE BOOST" Power-up, usually found near scattered woods. On Jahnfelde, it's near the second 88.

    [ December 11, 2002, 10:42 PM: Message edited by: Terrapin ]

  6. Captain Wacky stood up for us in the Gamespy Forums! NOW WHO'S WITH HIM?!!! (crickets chirping). :D

    This poster on the forum sums up the general feeling toward Warcraft III:

    As for the crappy ending cinematic? Here's my excuse: It's like the Amish. When they make furniture, they always deliberately chip off a piece, because they say that nothing on earth can be as perfect as what's in heaven.
    Now, where's that bucket...

    [ December 11, 2002, 04:50 PM: Message edited by: Terrapin ]

  7. Originally posted by c3k:

    It NEVER targets a non-HQ vehicle until all HQ tanks are gone. (When I say "Never", I mean none of the 3 times I've played it.

    Wow, with a sample that large, it must be true!!

    Hasn't occurred with any game I've played. They seem to go after the guys on the roads. Are you putting your HQ as the first guy on a road, for example?

  8. True, the game is CPU bound, and if you have a 2.5 ghz, you won't notice much improvement. I noticed a significant improvement on some maps (1.33 Athlon).

    I don't know if you can use regular 4X, I didn't try it, but my experience with anything but that 4xS wasn't good. Quincunx wouldn't do it for example.

    The new color correction stuff in the new drivers is the most useful thing about it other than the AA adaption. You can make the colors in CMBB really pop out at you, or not, depending on your taste.

    I am using Win98, 256 PC-2100 Ram, GF4 Ti 4200 128MB, 1.33 Athlon.

  9. Originally posted by Tarqulene:

    It'd be interesting (and usefull) to find out just how much rifle and/or LMG firepower it does take to match the supressive effects of an equal-firepower HMG.

    I think it's entirely a range issue, the HMGs just don't drop off their firepower as much with range. I don't see too much difference in suppression between a full rifle squad at 50 meters, and an HMG at 250 meters.
  10. Originally posted by Soddball:

    I have just been reading the forums (ouch) and apparently "BF1942 r0ckz d00d it iz z0 real!!! W00T!!"

    Yeah, I read through a few posts too. Last Place in voting here we come!!! Pathetic. I tried to find even one mention of CMBB, but I couldn't.

    Here's a typically cogent argument found in the "Best Strategy Game Discussion"

    "Warcraft III. I believe you mention this to anyone on the street, they'll just rave over how great the game is. It has a really good hero system, I haven't really seen it in Strategy games that often so I think it's really innovative. Age of Mythology has really good graphics, but I find the campaigns quite boring. The ability to change your tech tree is also very new and creative, but the simplicity of Warcraft III draws me back to it again and again.

    HaVoC wReAkInG tImE yA?."

  11. Had a KV-1 fire a load of canister shot right into the back of the light-armored car right in front of it (which was backing up). Two casualties, and it looked absolutely hilarious.

    Car: "Reverse! Reverse! that Mark III is starting to look this way!!"

    KV-1 Commander: "Infantry contact 200 meters, load canister shot. Fire at will."

    KV-1 Gunner: "...but sir!"

    Commander: "You heard me, now FIRE!"

  12. I've never seen tanks go in before infantry by the AI. I actually think they should move the tanks up quicker than they do.

    The AI, from my experience, does a "mass attack" on one point, with usually a platoon or two to the sides to cover the flank (or just luck). If the scenario designer starts the attacker in two or more different assembly areas, you will, of couse, see a "two pronged" attack, and those come off pretty well.

    The one thing I noticed it's NOT good at doing, is sitting on the victory locations. It tends to ignore those and just go after your troops. If you don't care too much about that final score (where the VL's are highly valuable), you won't care, and to be honest, it's more realistic if they're not worried about holding onto the VL, but just moving forward.

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