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General Jack Ripper

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Posts posted by General Jack Ripper

  1. Since the scenario is released, I could post some screenshots I took, no spoilers though. MOS will have already seen most of these. I've been meaning to get back into the scenario, but it's something I would need to block off a whole day for. I just can't enjoy Combat Mission in bite-sized chunks.

     

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    A couple of jobs right off the bat. NEED AMMO seems rather easy...

     

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    Terrain can prove challenging. I hope y'all brush up on your forest fighting skills.

     

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    Engineers are worth their weight in gold.

     

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    Sometimes I really wish we had helicopters. Oh, well. Strykers are pretty cool too.

     

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    I once read the posting entitled, "Clearing Buildings, Quick and Agile," but the only thing I could think of was, 'Why didn't they just plaster the building with 40 mike-mike instead?'

    To this day I still don't understand it.

     

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    Managed to take one alive. Rare occurrence.

     

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    A modern-day Kampfgruppe. Engineer Team, Machinegun, Platoon HQ, and the Battalion S4 on safari.

     

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    Occasionally, you will get into VERY close contact.

  2. 4 hours ago, sburke said:

    As to your comment above wait till CMSF2 is out then go play circle the wagons. 😁  2nd platoon is gonna be too busy to take over for 1st platoon so you better be making sure of 1st platoon’s ammo state. 

    I dunno. I have a long history of unconventional solutions to conventional problems. My playthrough of The Hornet's Nest is easy proof of that.

  3. 7 hours ago, Erwin said:

    However, it bothers me re realism to have a squad carrying so many extra thousands of rounds - maybe 700-1000+ rounds per man - as it doesn't seem as if the game sufficiently penalizes the mobility of such a heavily laden unit.

    PER MAN?! Geez, and people call me a Pixeltruppen sadist...

     

    4 hours ago, Oliver_88 said:

    But seeing as you ask. Indeed I have had platoons run out with certain ammo types. Such as for the single 2 inch mortar in the British infantry and airborne platoons. Any resupply for them depends upon the availability of some infantry carrier/anti-tank section vehicles. Also ran out with grenades in an platoon before.

    This is a prime example of where to pass out extra ammo before a scenario begins.

     

    4 hours ago, Oliver_88 said:

    I am sensing some facetiousness. So yes please. And please also do one on how you would during battle resupply this pioneer section from this jeep in an airborne only battle. Do not bother I know the answer. First turn order disembark on crew. Next turn order embark on pioneers. Next turn order acquire and disembark on pioneers. Next turn order embark on crew. :rolleyes:

    LlRqs3q.png

    Jeeps are not bulletproof, so why you would drive one around during a combat situation is beyond me. I disembark all jeeps at the start of a scenario, and pass out all short ammo, such as SMG ammo, at the start of the scenario. The only time I actually use jeeps is if a unit needs a radio.

     

    4 hours ago, Oliver_88 said:

    An 2 inch light mortar crew for example knows there's an carrier containing 2 inch ammo nearby and gets that ammunition added onto it's own. So sharing between vehicles and infantry can work despite the distinction.

    I never even knew that was a thing. Then again, I barely play Commonwealth forces due to my utter disdain for Canadians.

  4. 23 hours ago, Bulletpoint said:

    If a tank commander wants the tank to go into hull-down, fire one shot and then reverse, that's what he will order the driver and gunner to do. He wouldn't tell the driver to go forward, wait exactly 10 seconds, then reverse.

    It would go more like this:

    • Driver, forward.
    • Driver, halt.
    • Gunner, target tank at one o'clock.
    • Gunner, fire!
    • Driver reverse!

    Which would probably take about ten seconds. Or, if you're feeling lucky, use a five second pause instead.

    What you're asking for is this:

    "Make me a whole bunch of highly specific unit commands that I will probably only use maybe once per battle, otherwise this game is incomplete crap!"

    *Shrug

     

    22 hours ago, Oliver_88 said:

    I do not believe Erwins stating that such things are not possible (other than the engineers blasting through). Rather that such things are possible but the amount in user interface actions required to accomplish those tasks is maybe excessive. They are taking numerous turns/clicks to carry out when with an more streamlined user interface that could be halved. I took his post to be able saving time and making actions easier rather than stating such things are not possible in any manner at the moment.

    Everyone would like to save time on everything, but that doesn't mean the devs should waste time trying to save everyone some time.
    Especially things as rare as driving a vehicle column down a road, which barely ever happens. You dig?

     

    22 hours ago, Oliver_88 said:
    • Adjacent units from the same group share ammo. Adjacent units from different groups cannot. So 1 Platoon cannot share with 2 Platoon etc.

    If 2nd Platoon is so desperately low on ammo they need to call 1st Platoon over to share ammo, you've probably done something wrong. Because what you should do is withdraw 2nd Platoon and leave 1st Platoon in their place, thus freeing up 2nd Platoon to go resupply. How many people have actually run out of ammo in this game? Ever? Can I see a show of hands?

    Maybe I should skip the next part of the TTP videos and make a new one called: "One easy solution to NOT run out of ammo!"

     

    13 hours ago, Erwin said:

    ACQUIRE to and from adjacent units is what we're talking about.  This would eliminate the wasted time and irritation of clicking in order to split units, embark units, disembark units and have them recombine... merely in order to resupply a number of units simultaneously.

    Vehicles do not occupy action spots. Thus, acquiring ammo from a vehicle would require a whole lot of work to implement, unlike ammo dumps which are placed directly in an action spot, and can thus be acquired from any adjacent action spot. In game terms, this cannot be done with vehicles.

    How long, in real time, does it take to grab some ammo out the back of a truck and pass it out to everyone in a squad?

    Because if it takes longer than two minutes you have nothing to complain about, because the same action can be completed in game in two minutes (turn based) or about fifteen seconds (real time).

    • TURN ONE: Split scout team and order to move into vehicle.
    • TURN TWO: Acquire ammo and order to move back to squad.
    • Elapsed Time: 120 Seconds.

     

    12 hours ago, Heirloom_Tomato said:

    I learned a trick from someone on these forums for using Blast.  Get the Engineers into position for where you want them to blow the hole. Using the Blast command, place the way point to the action square or two immediately to the right or left of where you want them to Blast. They will set off the demo charge and then move to side, instead of charging through the opening.

    Nice. I'll keep this in mind.

  5. 21 hours ago, Erwin said:
    • "Shoot and scoot" for AT teams so they can fire and run, not sit around waiting to die after firing. 
    • Engineers who blast a wall but do NOT run thru it.  (Currently we have to time it out so they blast right at the end of a turn.) 
    • One click 180 degree covered arcs (like we had in CM1!) so one doesn't have to waste so much time performing dozens of clicks just to get a company of turreted armor moving from waypoint to waypoint with guns pointed in different directions. 
    • A new ACQUIRE system that allows adjacent units to exchange (reasonable amounts of) ammo (with time penalties).   Right now in order to resupply a platoon or larger efficiently one has to: 1) split teams; 2) order teams to board vehicle; 3) ACQUIRE; 4) Disembark; 5) move to their respective squads for recombination.
    • You can do this already with the existing orders. MOVE : 10 Second PAUSE w/ Anti-Armor Cover Arc: MOVE
    • You can do this already, just place the BLAST waypoint in the action spot the engineers are already located, they will blast the wall and then stay put.
    • Group select all units, place a cover arc. Done. Granted, a Shift-Click combination would be nice, but it's not a critical piece of the puzzle.
    • Adjacent units share ammo already. If you need to resupply a squad, split off a scout team and run them over to an ammo source. Acquire ammo and run back. That's how it works in reality too. For machine-gun teams, use the ammo bearers to run and get extra ammo, that's why MG teams use the ammo bearers ammo first, and the native team ammo second.
    • OR: You could stop using so much ammunition.
    • OR: You could pass out extra ammo at the start of the game, especially for HMG's and SMG's.

    I don't want to be a dink about this, but by far the most common complaints I've seen on the forums have long since had answers to them.

  6. On ‎8‎/‎24‎/‎2018 at 9:01 AM, Bulletpoint said:

    the game mechanics seem to be designed for real-time play where you have very fine-grained control of what happens and when.

    Indeed. I still remember the consternation I felt when Steve announced Shock Force was going to be a real-time game with an optional "turn based" mode which basically paused the game automatically every 60 seconds. It didn't even have the blue bar pre-processing of it's predecessor.

    However, things are not quite as bad as all that, you just need to train yourself to think in 60 second chunks. I.E. "For the next 60 second, this unit will do this:" and then plot your orders accordingly. Need a linear smoke screen? Check the wind speed and direction then fire away. Wait a minute or two for the smoke to spread out, then plot new orders.
    Need to shoot and scoot? Move forward, place a cover arc, pause for ten seconds, then reverse.
    Are you a scaredy-cat? Okay, just pause for five seconds instead...

    Having split-second fine control of your troops is pretty darn unrealistic, despite the fact one believes they can play in a MORE realistic manner by micromanaging excessively.

    Honestly, I think one reaches a greater enjoyment of the game by just rolling with the punches when they come, and using your superior "big picture" ability to win the game, rather than fretting over the exact proper placement of smokescreens, or making your tracer bullets fire in pretty patterns.

  7. On ‎8‎/‎16‎/‎2018 at 7:22 PM, sburke said:

    And just in case you doubt her, the one video not working in that link is her stepping in for Pavarotti when he fell ill performing Nessun Dorma.  She is part of our American culture.  Not black, not white, but American.  Rest in Peace Aretha.

    I was always more of a Tina Turner fan, but I still have some Aretha Franklin songs rattling around the noggin.

    We're getting old, gents. :( 

  8. It occurs to me I had forgotten to post part nine to the forum followers.
    Here it is:

     

    I have part ten recorded, and it will be posted after editing.

    Part eleven, coming sometime in the next couple weeks, will feature lots of gunfire and explosions, for those of you who only want to see such things. You know who you are... ;) 

    I think, at this point, a conversation about the psychology of playing Combat Mission against another human opponent might be called for, but I have naught for time right now.

  9. 38 minutes ago, Raptorx7 said:

    I wouldn't use Cooper as a source, hes gotten quite a few things wrong that unfortunately have become "fact" for a lot of people. For example, he says that the Pershing was delayed because Patton said he didn't need it which is blatantly false. I wouldn't trust anything the guy has to say about the Super Pershing because of that.

    Memoirs as a whole are generally rather poor sources, being entirely subjective in perspective.

  10. Art embodies mankind's aspiration to become greater than ourselves.

     

    On ‎8‎/‎11‎/‎2018 at 8:53 AM, Erwin said:

    Good find, General...  Sad that this now has to be taught to modern emasculated youngsters to help make em proud of their heritage.

    Aside from that, I think our civilization has lost it's appreciation for art, or at least any art that cannot be presented in a YouTube video.

    For example:

    "Have their minds furnished with beauty for the remainder of their lives," is one of the most profound arguments in favor of a classical education, and the appreciation of art.

    Peter Hitchens might just be the saddest man in the world. I want to meet him someday and give him a hug.

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