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General Jack Ripper

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Posts posted by General Jack Ripper

  1. This conversation takes me back to my days playing Close Combat 2. In CC2, when enemy troops surrender, they walk towards the nearest friendly unit and stand there with their hands in the air. Needless to say, the enemy player is able to spot the prisoners, and is then able to call in mortars on my troops.

    It wasn't long before I learned that some area fire with small arms is able to kill prisoners, and I soon got into the habit of executing prisoners before they could expose my positions.

    This feature was fixed in CC3 and beyond by having surrendered enemies exit the map off of the friendly map edge.

    While games might allow the killing of prisoners, I never killed POWs out of spite.

  2. Wait a minute. It says above your post that you have been a member here since 2000, and you do not know the answers to these questions you are asking?

    Are Battlefront not the same company that gave us a Windows Vista upgrade for the old CMx1 games? What makes you think they will not provide the same support for Shock Force and Battle for Normandy?

    Isn't Battlefront also a company that is here on the forums every day, listening to people complain; and yet find ways to constantly improve their product with both their own ideas, but also the ideas of people here on the forums?

    If you think there are better companies than Battlefront, then go shop at those companies. Delete your account here on the forums, and go post in their forums instead.

    I find it amazing that your first post here in a year is nothing but a complaint. Do you not have something constructive to add to your post?

    Good Day Sir

  3. I'm a bit bored this morning, so I figured I'd add my five cents, ask a few questions, and generally be a nuisance.

    2. Ambush command (your squad hides except for the guy one guy who is a lookout, he would be the guy with the binoculars)

    I thought when you order a squad to hide, they periodically do a spotting check from the kneeling level to simulate troops randomly poking their heads up to spot in front of them. Is not issuing a cover arc, and then ordering the squad to hide the correct way to set an ambush? Or is there something else going on to prevent this behavior?

    4. Easier to see Bocage gaps, and the difference between bocage and hedges

    Personally, I already think hedgrow gaps are easy to see, you just have to take a few seconds to look for them. Aside from putting a neon green sign over them that says 'here is a hedgrow gap' I don't think there is much else to do.

    6. Flamethrower capability

    Why? I see people ask for this all the time, and I have yet to hear of a tactical situation where using a flamethrower would be better than the application of high explosives.

    7. Inf passengers on AFV's

    Personally I think this would be cool for immersion value, but as soon as a tank gets ambushed by a hidden AT gun, and half of the squad riding the tank dies in the explosion, you would stop using this.

    10. Share ammo from neighboring units like from vehicles (also without having to waste a WEGO turn to embark)

    I don't have problems with this. Mortars and machine guns can already share ammo, and if you need to get more ammo for a squad more than once per battle, maybe you should pass out some ammo at the start. You can also detach a scout team to go pick up ammo, and let the rest of the squad keep fighting. I guess I just don't understand why this is a problem.

    12. Any tank crew to be able to recrew a similar model tank.

    Why? The only time a tank crew should leave their tank is if it's destroyed. What I'm saying is, how would you have an operational tank without a crew, unless the crew dismounted and got killed?

    13. More info in the initial scenario choice screen re whether it's suitable for H2H, vs AI (and which side(s), Designer name etc etc.

    What I don't understand, is why the mission select main menu screen is so damn small in the first place.

    14. The game tells the LOS from the gun itself re shooting capability. (Currently it could be from the 3rd loader or some other non-essential spotter, while the gun itself can't fire at the target.)

    I thought LOS was drawn fron the position of the gunsight or optics mounted on the gun. If it is not, then that needs to be corrected. I would also like to see a clearer difference between LOS and LOF when using the TARGET command. Sometimes I give an area target to a mortar or machinegun, and I just have to hope that the actual gun can see the target. Imagine my surprise when I give a machinegun team an area target, and the spotter opens fire with his rifle, because the machinegun can't actually see the target area.

    15. Vehicles to carry StG44 ammo for resupply (currently only available in bunkers for some reason).

    Why don't trucks and other vehicles carry this ammo? I'd like to hear the actual decision process that went with this. I'd also like to know what happened to the proposed CP ammo stockpile thing, that was spoken of before the game was released.

    I'm not trying to be hostile, I just have some questions.

  4. When I am starting a single battle I usually don't load up on any extra ammo, unless I am on the defensive. It seems all to easy to load up my troops with all manner of extra ammo and explosives, only to have a squad take a few casualties, and end up losing that extra ammo. Once a squad gets down to about 30% of their initial loadout, I will make an ammo run. The same goes for rockets and rifle grenades. If a team starts with an AT rocket already attached, I'll give them a couple of rockets, but leave the rest behind.

    On the defensive, I will pass out all of the extra ammo evenly among all of my squads. Personally I am of the opinion that there is no attack so large or fierce that cannot be stopped with the application of sufficient firepower.

    On campaign, things are different. With usually limited resupply of ammo in between missions, I tend to be very stingy with my ammo supply. I always have that old feeling, "but I might need it later". Which prevents me from using my mortars and rockets to full effect. The only time I will expend the maximum amount of ammo available from supporting assets is if they are assigned for just one mission. I mean, if you get some air support in a mission, you might as well use it up, because he probably won't be here tomorrow.

    Anyway, that's my five cents on the topic. I would have put in two cents, but honestly, who wants just two pennies anyway?

  5. The "Heart AttacK"

    16oz Monster Energy Drink

    10oz Vodka

    Mixed over ice in a 32oz cup and drunk through a straw as fast as possible.

    SPECIAL:

    +2 INT +1 PER -2 AGI -4 CHR

    I find I am drunk, impatient, hyper, and have quite a bad attitude over the chat channels. I also take stupid risks with my pixeltruppen that somehow turns out for the better about 75% of the time. I also fight scenarios much more aggressively when I am drunk.

  6. I use the XO team to guard the HQ and as medics.

    Me too. I usually keep my XO team behind my lead platoon to provide buddy aid for any non crucial casualties. (I.E. Not carrying a vital piece of kit like a BAR.) If my lead platoon is moving rapidly, then I use the XO team to provide extra eyes and ears, and/or flank security.

    On defense, I place the XO team with the HQ team for security.

  7. The AI can fire at suspicious places (helped by a hint from the scenario designer), as you may do.

    I understand that. What I am saying is that there was no possible way the AI had a line of sight to the marked location, thus they wouldn't be able to call in a fire mission on that location unless it was a preplanned strike. Which is the question I asked in the previous post.

    Was it a preplanned strike, or an AI spotting bug?

    Considering that the mortars landed directly on my troops position, and nowhere else, I think it's the latter. 5 rounds were fired, with 3 hits causing 4 casualties, in the middle of dense woods surrounded on all sides by tall hedgrows. I'm talking freakishly laser accurate mortar fire here.

  8. Mortars.jpg

    I came across a curious phenomenon. Playing Breaking the Bocage on Veteran, I hid my Co HQ in the middle of the wooded lot. I thought they would be safe, clear from any possible line of sight. Apparenly I was wrong, as the AI dropped mortars directly on their position. My question is, is the wooded lot some sort of preplanned target for the AI, or is the AI cheating by targeting hidden troops?

    I also suffered mortar attacks against a pair of my own mortars, who were hidden behind a big hedgerow. There is no possible way the AI could have spotted them.

  9. I just finished playing the tutorial mission as the U.S. and here is my official list of awesome:

    1) Three infantry squads dueling a pair of HMG42's.

    2) Both of my .30 cals using up all of their ammo (plus the extra ammo) in the space of one scenario.

    3) Using on map 60mm mortars with Emergency/Maximum on a point target.

    4) Watching three of my Shermans exploding and burning, because those 60mm mortars failed to kill an AT gun.

    5) Bridges over water.

    6) 75mm HE impacting against anything, and everything.

    7) Watching my dogfaces fire and reload frantically.

    8) Using the Assault command, and nothing but the assault command for the entire scenario.

    9) Assaulting a squad up to a hedge, and watching that squad get 16 kills in 25 seconds.

    10) Scoring a Total Victory my first time out, through sheer luck, determination, and use of the the assault command.

    Even on my wonky 6 year old computer I could play balanced/balanced at 1024x768 with no slowdowns at all. Even with the textures and resolution turned down, the game still looks great. I've played for 3 hours, and this weekend I have nothing to do but laugh, scream, cry hysterically, and play CMBN.

  10. Fast is now *slightly* more rapid than Quick. But there's still not enough payoff, IMO, to using Fast except on the rarest of occasions. I think these commands need more differentiation.

    I agree, the way I had always seen it Fast = Sprint and Quick = Run. However, I have not seen too much of a difference between the two.

    I think I'll make a little foot race to see the difference.

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