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MAsta_KFC

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Everything posted by MAsta_KFC

  1. Really? I'll check again Redwolf, but I swear I even saw yesterday a german squad firing a Pf-60 at a car and no suppression. I'll double check tonight.
  2. I'm in favour of either: 1) Half load spotters or 2) Increasing the artillery percentage allotment for allied QB's. I think the latter of the two would be easier for BFC to implement. Half load spotters would involve a bit more work to add in a patch, I'm not sure if BFC would be willing to spend that much time on it. The latter would be easier to 'toggle'.
  3. I agree, REV. Although I enjoy the realistic touch of this game at times, sometimes I want something that is unrealistic in terms of historical accuracy, but fair in terms of gameplay. That's what the QB is for, fair gameplay via use of points system. Like I said before, if you wanna play historical, play the scenarions. The point is, due to pricing atm, the QB system is NOT fair.
  4. Actually, to be honest, I'm the one whos the fairness freak I'd like to think I beat my opponent on equal terms, rather than due to inconsistencies in the game. Like I said before, I'm very pleased with CMAK pricing in general, just the Allied arty pricing.
  5. Yeah, but CMAK rarity and pricing being what it is, I doubt you could afford that much. And even if you could, would it be worth it in terms of other potential units you could spend you points on? The oppurtunity cost is just far too great for some Arty to be a feasable option for winning a serious match.
  6. Hear, hear, I want cheaper arty for Allies!! I miss the days of CMBO where the allies could make up for its generally inferior equipment by bombing the bejesus out of the enemy. Then the fight between the survivors and rest of the allies was more fair. I almost exclusively play QB's and although I don't know much about rarity in RL terms, I can tell you that arty is way overpriced for its game effectiveness. To me, I see CM like a grandeur version of chess, a game which could be taken seriously as a base of challenging fellow intellectuals. If you wanted realism in a fight, then make/play a scenario. If you wanted to prove to your mate you were better, than play a QB. However, the delimma seems to be balancing the points for a fairer fight. CM has the advantage that it is a computer game which can be patched to fix inadequacies, unlike the good ol' warhammer (and 40k) series which sometimes were seriously imbalanced in points/effectiveness. I've read many arguments about how germans were tactically and technologically superior and I'm not disputing that. These advantages should be offset by a fairer pricing system. And in general I'm pleased in CM that they are. Except the arty with rarity on Anyways, enough ranting and raving. It's time to take my medication and hopefully BFC will do something about the pricing in the future. There's nothing more satisfying as watching VT airbursts decimating fields of fascist scum
  7. I will try to reply with my 2cents worth, but don't expect a deep JasonC anaylsis Actually, there's another thread on this CMAK forum re successful attacking. There's plenty of useful information there which is already covered. I'm assuming from your post that you're having trouble carrying out a successful attack. Defending is relatively easy though. As a rule of thumb I always use trenchs and barbed wire to 'funnel' attackers into kill zones. Kill zones are terrain advantages where the attacker has little oppurtunity to bring his superior numbers to bear, allowing you to defeat him piecemeal. I find that typically good kill zones are open ground which defenders must cross to reach the objectives, but not necessarily the case. It might also include crest on a reverse slope defence. Try to 'keyhole' your support assets so although they can only fire at a portion of the map, they will still enjoy firepower superiority when discovered. Use overlapping keyholes for enfilading fire. hmm There's a whole lot more to be said, but I guess the fun is experimenting with the AI and other players. Try to find human players and challenge them. After the game, I find the 'look at map' battle revision stage the most useful for progress. Discuss with your opponent which tactics you tried, which ones worked, what went wrong. Was it because of poor timing, poor strategy or simply poor luck?. Examine the tactics that they tried in defence/offence and explore whether they were effective or not too. Trust me, playing a human player gains gives you plenty of experience which, sadly AI being AI, will not always provide. Reminds me of the days of Starcraft when I thought I was king when I 'finished the game' vs the AI single player campaign. I then started playing on Battle.net and promptly got my head and ass handed back to me Enjoy this great game and have fun! BTW the thread re Infantry attacking in CMAK is: HERE Also try to a thread search or search on posts by JasonC. I personally regard him as the sensei of CM combat [ January 19, 2004, 11:44 PM: Message edited by: MAsta_KFC ]
  8. I will try to reply with my 2cents worth, but don't expect a deep JasonC anaylsis Actually, there's another thread on this CMAK forum re successful attacking. There's plenty of useful information there which is already covered. I'm assuming from your post that you're having trouble carrying out a successful attack. Defending is relatively easy though. As a rule of thumb I always use trenchs and barbed wire to 'funnel' attackers into kill zones. Kill zones are terrain advantages where the attacker has little oppurtunity to bring his superior numbers to bear, allowing you to defeat him piecemeal. I find that typically good kill zones are open ground which defenders must cross to reach the objectives, but not necessarily the case. It might also include crest on a reverse slope defence. Try to 'keyhole' your support assets so although they can only fire at a portion of the map, they will still enjoy firepower superiority when discovered. Use overlapping keyholes for enfilading fire. hmm There's a whole lot more to be said, but I guess the fun is experimenting with the AI and other players. Try to find human players and challenge them. After the game, I find the 'look at map' battle revision stage the most useful for progress. Discuss with your opponent which tactics you tried, which ones worked, what went wrong. Was it because of poor timing, poor strategy or simply poor luck?. Examine the tactics that they tried in defence/offence and explore whether they were effective or not too. Trust me, playing a human player gains gives you plenty of experience which, sadly AI being AI, will not always provide. Reminds me of the days of Starcraft when I thought I was king when I 'finished the game' vs the AI single player campaign. I then started playing on Battle.net and promptly got my head and ass handed back to me Enjoy this great game and have fun! BTW the thread re Infantry attacking in CMAK is: HERE Also try to a thread search or search on posts by JasonC. I personally regard him as the sensei of CM combat [ January 19, 2004, 11:44 PM: Message edited by: MAsta_KFC ]
  9. Excellent stuff as usual, Andrew. Keep up the good work! Hope to see the day where every uniform in the game has the AndrewTF magic touch Of course, the default unis are pretty good too
  10. I remember being in a discussion back in CMBB re the auto-ceasefire function. There was a theory (mine, I think) that when a certain 'percentage' of your troop points reach the 'low ammo' or 'out of ammo' status, then the auto would kick in. This was especially noticeable if a large proportion of your points were allocated to artillery and/or support. Ie. If you had a 600 point force, 300 points in arty, and you fired it all in a pre-planned strike, then technically half your 'forces' are already out of ammo despite everyone else not firing a single shot. Skirmish a bit and then you'll reach the auto cease fire level. I don't think BFC every commented regarding this theory, but it's the only one I can think of which would fit why sometimes auto-cease seems to kick in so early, despite the lack of 'real' fighting. It was confirmed though in CMBB that partisans tended to a lower ceasefire threshold, but I dont think that's a problem in CMAK
  11. Yay! We will spare you a gruesome death by stoning as long as you keep the mods coming! :eek:
  12. It is due out 'When it's done' To be honest, no idea, and I dunno what BFC plans to patch either. As long as they fix the panzerschreck/faust/Bazooka bug, I'm happy
  13. That's why it's just a request I understand that Andrew probably has other unis he needs to attend to, but maybe, just maybe, one day....
  14. Andrew, do you remember which division used the triangle? I can't seem to find a triangle insignia in the sites I've browsed so far, although it's probably out there. According the notes in the site I linked; 'Note: 6th Division:- flat rectangle, 7th Division:- diamond, 8th Division:- oval, 9th Division:- initially a disk, then a T for Tobruk after 1942 ' And two more pictures from that site: Would it please be possible to create 'options' for the divisions? Please? Thanks!!
  15. Andrew, do you have any pics of Australian uniforms which you based your designs on? Out of curiousity, is it possible to email some of them to me? Thanks! Actually I found an interesting site with some good pictures of Aussie North African Uniforms. You can find it at HERE I'm trying to track down who the site owner is, but of interest is this picture: BTW, If anyone is interested in using the 'Rising Sun' icon as the last known location icon instead of the default Aussie Flag, then I've posted a mod up at the usual place, CMMODS [ January 13, 2004, 08:11 PM: Message edited by: MAsta_KFC ]
  16. Oops yes, I meant down the barrel, Lol. Has anyone read about any past experiences re storming a tank with nades? Ie Crawling all over it and causing serious damage? Or is it just pure hollywood?
  17. From what I can imagine, forcing a hatch open from the outside would be pretty well impossible. I thought the hatch was secured quite tightly and it would take more than a pair of strong arms to pull them open. Please correct me if I'm wrong though. Reminds me of Saving Private Ryan when they try to storm the 'Tiger'. The HQ was probably stuffing nades down the turret instead, which would be how I'd interpret it.
  18. I downloaded the TACOPS demo and also read your review of it, Redwolf. Sorry to say though, i just didn't get what was going on and hence lost interest quickly. Maybe I should've read the manual more carefully. I hear it's pretty good.
  19. Hmm, I've never created a scenario before. What's a dynamic flag? How do they differ fromt the normal flags?
  20. Dangerousdave, I'm guessing that sorta feature would not be included in a simple patch. It would most likely require an engine rewrite, ie CMX2
  21. I'm surprised noone has mentioned this yet. PANZERSHRECK/BAZOOKA/FAUST firing indoors-no surpression bug!!! Please Fix!! :mad:
  22. So Andrew, hows them uniform mods going? When will we expect to see them? ?
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