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MAsta_KFC

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Everything posted by MAsta_KFC

  1. Excellent work, Andrew!! I hope you start a trend, so that even before the demo comes out, we can mod like crazy!!! :eek:
  2. Hey Andrew, great work there! Just a question, why did you decide to ditch the brown tinge to your Vol 3? Was it to unrealistic/ahistorical?
  3. Actually I've had that happen to me quite a few times. Seems to happen more if both your artillery and support units are low/empty ammo, despite squads hardly touching them. I remember a battle once where my strategy was to pound the enmy with all my HE/Arty before moving in for the kill. To my dismay, after the squads traded a few shots, the auto cease kicked in. Had the course of the battle continued, I'm sure I would have won. Maybe the auto cease fire is dependant on percentage of total force with little or no ammo. Since artillery can take a large proportion of points and you fire all your shots, then according to the calculation, something like 25% of your force is out of ammo. That, combined with say another 15-20% from support on low ammo and technically almost half your men are out of ammo. Just a theory...
  4. I dont think you do, unless you're one of the chosen few to get a personal invite from BFC ! </font>
  5. I do believe that it is an unintended bug, however since it seems to benefit the attacker more than the defender, then it doesn't require priority fixing. I mean, if you want the attack to stop abusing this attribute, just don't lay barbed wire in the way which the tanks could make use of it. If the attacker couldlay barbed wire, then that would be a different matter altogether....
  6. Okay guys, after reading this post I made a test myself. It seems that it IS the case. I don't have screenshots at the moment but a test is simple. I chose a heavily forrested, flat field, some barbed wire and a tiger. Just lay the barbed wire longways, preferably in thickness of 2's to make a thicker 'road'. Now place the tank at the edge of the 'bridge' and give it an order to move to other end, not directly on the woods. The TACAI path finding will recognise barbed wire as usable terrain and the tank will happily roll across. ver 1.04 anyone?
  7. Yes, sometimes I find it absolutely RIDICULOUS, that veteran or even crack troops HQ confer little or not bonus. I don't know, but do Crack and Vet HQ receive minimum at least one bonus?
  8. I was just looking through the book store the other day but I saw 2 thick, hardback books regarding the east front by the same author. I think one was titled Stalingrad and the other something to do with Berlin. They were both thick and had a whitish cover. Forgot the author's name, does anyone know which ones I'm talking about? Do you recommend? They are quite recent. Also on that note, I was wondering does anyone have any recommendations for good reads regarding Operation Barbarossa and the east front? I find my lack of knowledge disturbing and I'd like to know more about what transpired. Thanks guys!!
  9. Yes, but if u 'Advance' backwards, u still present your back to the enemy, and in CMBB if you're getting shot at from the rear, you take major morale hit. In 'Organised withdraw' your troops are still facing the front. And I meant 'Organised Withdraw' is only a command to be used for squads and HQ, not for tanks and support weaponry.
  10. Currently in CMBB/CMBO we have an withdraw command that gets out little digital men out of danger zones quick fast, at the penalty or lower morale and the chance of getting shot in the back and suffering horrendous casaulties. I was wondering if BFC will consider adding or splitting it into 'Organised Withdraw/Retreat' and 'Immediate Retreat'? I can think of several pros and cons with this command so it won't be abused. ADVANTAGES: * Troops do not suffer such high morale penalties. So rather than have several squads of panicked/broken troops, a successful fall back maneouvre ensures they don't get trampled. They can fall back to a whole new set of trenches/foxholes to wear down the attacker again or entice him to overextend. Gives rugged defence a whole new term. * Troops fire back. This can be useful again for overzealous attackers. Also gives an aspect of 'covering fire' to other troops who may not have the opportunity at the moment to withdraw. DISADVANTAGES * Troops still suffer morale penalties. This command will still be useful when the outcome of the battle is uncertain. If your being chased by Tigers, being shot upon by overwhelming troops, your troops will still break, run and die. * Reduced accuracy/ROF/suppression. Troops concentrating on withdrawing and firing do not perform as well as opposed to firing from a static position. * Reduced speed of withdraw. As opposed to straight flight, troops may be exposed to enemy fire for greater periods of time because the need to keep some semblance of order. Commanders may wish to juggle this between ordering immediate withdrawal depending on the situation. * Fatigue. It's tiring to not try to trip over your heels, looking backwards and firing forwards * Reduced awareness. You're not going to spot much withdrawing. Then again, unless you've got eyes in the back of your head, at least if beats turning and running. It may SEEM that the disadvantages greatly overwhelm the advantages. This can be used to prevent possible abuse of this command. HOWEVER, I believe that this command will be extremely useful if used at the right time and situation. Imagine wearing down an attacker as he must fight every inch of the way to advance. As he thinks he has defeated your troops, to his dismay he must face a seemingly whole new line of defenders again. And again. He may be tempted to do something imprudent like rush his men/tanks forwadrd, only to be decimated and open to counterattack. Or it may work conversely. He may believe your troops are preparing another line of defence, hence interrupting his momentum. He takes time to scout and recon this new threat. In fact this gives you time rally routed troops and move into better defensive postions. It's all a mind game. So what do you think BFC? Sorry for the long winded post, but knowing your attention to detail, I don't think you would pay attention to something that wasn't fully thought out.
  11. Umm isn't that just a visual aid to the player rather than anything in-game? I don't think it would make a difference.
  12. Thanks for the tip Wardogz. I've also got a 9700 Pro, and was thinking of getting an Audigy, but now it seems otherwise. So u can't use both CP and Audigy? And does the EAX and all those other settings you use in the Audigy card effect CMBB much? DOes it help to enrich the sound experience? Thanks
  13. Cmon guys? Anyone? I mean, sound is one of the best aspects of this game. I'm sure someone here can give me tips to make every Qb I play sound like Saving Private Ryan!!
  14. Okay, recently I made a small investment in the Creative 5500 Inspire 5.1 speakers. However, I'm currently running that off the inbuilt ALC650 sound on my Gigabyte 7-VA mobo. I'm thinking of buying a sound card to beef up my CMBB experience. My question is, which sound card do you guys recommend? WHich one are you running at and do you recommend it? I'm thinking about an Creative Audigy2 but then the other Hercules sound cards etc look tempting too. Any input/hints/suggestions/recommendations appreciated. Thanks guys!!
  15. Why does everyone refer to them as the uberfinns ??? I've hardly used them, are they extremely good? :confused:
  16. Can we please please have more than 1 vs 1 MP in CMAK? Thanks!
  17. You sure you're not using a pirated version, Treadhead? :eek:
  18. Are you sure about that? I remember reading a thread a while ago where a member ran some tests regarding this. I think the results were once a tank is immobilised due to bogging, the game engine sets it on permanently immobilised, despite pushing it out of the area.
  19. Umm isn't there already this option? If ure all on LAN, just use TCP/IP. Please, can we have more than just one-on-one for TCP/IP?? 4 players? Can't be THAT hard to add in CMAK can it? I know, this is a CMx2 topic, but please?
  20. Thanks Redwolf. I know its a rather subjective topic, but I usually use the squads to suppress until the HMGs and or tanks/vehicles arrive. HMGs seem to take forever, despite me assigning HT's to cart them around. And the turning times for all the vehicles are shocking. Anymore comments/hint/tips/opinions anyone? Thanks.
  21. I know this may be a silly question, but I just wanted to ask, does a unit with a higher level of experience cause proportionally more suppression fire on a target than one say, which is of lower experience level? Ie say does an elite rifle 41 squad firing at a targe cause the opponent to go 'heads down' than say, a regular unit? Is it worth it to get high level troops, or (dis)economies of scale set in? The main reason why I'm asking this question is because I'm trying to formulate whether it is worth it to purchase, small but elite 'task force' for pinpoint surgical tasks or to purchase large numbers of cheap, inexperienced troops and simply roll over the opponent with waves of men. Comments/Feedback welcome, thanks guys!
  22. Actually, that first question is very valid. It probably won't affect my decision whether to purchase CMAK or not, but still, I'd like to know now... :confused:
  23. Hmmm, it would be nice if we had official word on whether explosions cause secondary damage to nearby units. ANyone? :confused: ?
  24. Yes, afterwards when we were having a chat, he pointed out that was one of my mistakes. Originally, that was what I was doing, but then I got a tad over confident, due to the M8HMC vs PV4G battle victory, and paid for it. Redwolf, why are you surprised he used SMG + PV4 combo? Is that not a common force?
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