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GerryCMBB

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Posts posted by GerryCMBB

  1. I just don't understand how they feel they can leave things like this out of the manual. It is poor customer service. And people are paying $50+ for each game with modules around $35. It seems to me that the customers deserve better service. It is unfair to have customers have to set up tests to figure out something that someone in the company obviously knows.

    Gerry

  2. In real life, if it was the commander that saw the PzIV, but the gunner could not, they would soon figure it out and adjust. There is no possibility in the game for the player to do this adjusting. Would be nice if the gunner cannot see something that the game shows this somehow. I think the same can happen with ATGs when someone can see a tank but the gunner cannot.

    Gerry

  3. I appreciate it is a simulation. And I am happy for those that like it. It is not a game, for me at least. The Artillery was one of the things that makes it impossible for me to enjoy it - the small mortars that killed way more than MGs; and so much Artillery per scenario. I play wargames for scenarios and campaigns, not QBs so I do not want to go the latter route.

    Gerry

  4. Over time it has been amazing to me to see how much effort supporters of the game and/or Battlefront are willing to put in defending CMx2. If someone dares question something they better have done a scientific study to prove their point. Pretty soon many of the regular supporters are on here mocking their ideas. It's embarrassing at this stage. In terms of the mortars I don't think BF has even acknowledged the problem to their paying customers.

    Gerry

  5. I made a mistake. Let me clarify. I don't play Battles vs AI; nor campaigns as they are against the AI; nor QBs (I like the history part of Battles).

    So let's not get hung up on my mistake and sorry for the confusion in the first place.

    I am sorry but I believe that all Battles provided for purchase should be play tested to be reasonably balanced for H2H. I define "reasonably balanced" as giving two players of equal strength a fighting chance, and therefore much more engagement and fun.

    CMx2 is a lot of work for players. It is reasonable I think to expect scenarios to have been play tested H2H to make for enjoyable H2H experiences. Notice that this has nothing to do with ego or winning versus losing. I lose at lots of things.

    Gerry

    Uhhh.. yes, I know. Which is why it makes no sense to assume that since he doesn't play AI, that that would mean that he doesn't play QBs. QB's are for Human vs Human.
  6. Hello All:

    I wonder what I paid for with CMFI after reading the thread about battles set up as best vs AI. I don't play vs AI and obviously not QBs then. There could be a 1000 QB maps and it would not matter to me.

    There were some new features added but some did not work (assigning numbers to HQ units) or did not work well (Target Briefly did not work well with Mortars). So mostly I am paying for new units and battles.

    I play small or medium H2H games. So that is not a large selection of battles. Now if some were never tested or initially designed with H2H in mind that list gets smaller.

    I am curious how many battles are tested (percentage-wise in a module on average) for H2H play.

    Thanks,

    Gerry

  7. I agree with GAJ. Not much fun playing another opponent if one is getting trounced and never had a chance from the beginning. No challenge for the trouncer either. Not looking for perfectly balanced, just want a fighting chance.

    Gerry

    You start a game with your H2H oppo, exchange passwords, excitedly read the briefing, and then get to the last page and it says "Best played VS AI".

    FFS!

    GaJ

  8. I really agree with this.

    I do realize there was fighting outside city areas in relation to the operation but surely the iconic fighting was in an urban setting?

    Right now I cannot see how that works well. I struggle to see where to place infantry in buildings so that they can defend a piece of terrain (currently defending in a Villa. Imagine the Villa divided into 3 connected buildings A, B, and C. I placed a unit on the Floor 2 of building B and it is able to targets units in Floor 1 of Building A (basically firing through the ceiling - no holes in it so I didn't imagine they would have that LOF.).

    Also hard to know how much waypoint management to get them into a particular building location so that they don't take a dangerous path. They still run through walls to get into some (all?) buildings.

    I know there is abstraction of some kind going on but that is not defined and you have to figure it out as you play. Some of the strange things I see in terms of firing is a unit in the middle of a building floor firing at targets more than 100m away through a part of the building where there are no windows or doors. Some say imagine holes in the walls. Even if we can do that they couldn't fire from the middle of the room through these holes; they would have to have the rifle next to the hole.

    Take care,

    Gerry

    If they really want to do Market-Garden correctly, they are going to have to tackle urban combat in a big way. So it might come earlier than you are expecting. But who knows, maybe they just won't be able to get that one together in time for its scheduled release and it will have to wait for the v3 upgrade.

    Michael

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