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GreenAsJade

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Everything posted by GreenAsJade

  1. It may be realistic that once any tank takes a few hits it's really out of action due to non-penetrative damage, but I'm finding it no fun whatsoever. It's very hard to have an enthralling tank battle when its number of hits taken rather than armour strength and gun penetration that determines the outcome. My experience at the moment is that irrespective of the armour of a tank, if you let it get hit, at all, by another tank more than once or twice, it will take a critical hit on some subsystem, and then it's effectively out of action. There are so many opportunities: tracks, weapon control, optics... As I say, this may be realistic, but right now it's taking some "getting used to" (a euphamism for "geez, this is no fun, I hope I get past it"). GaJ
  2. Totally agree ^^^ that's what I'm doing too. Still make me spit biscuits if my dude gets killed and I loose the battery... but at least this appropriate kind of precaution does indeed lessen the chance. GaJ
  3. Yeah, that guy in SPR died in the church tower, it must be true
  4. Hi Phil, Thanks for chiming in. On a somewhat related note: what become of that idea of a lightweight blog/report/update/post-from-time-to-time about what you guys are actually working on? Cheers, GaJ
  5. People are so wierd, and unpredictable. As they say "it takes all sorts". I am just astonished that anyone can be arguing that its acceptable that a spotter casualty can take out a whole arty battery for the whole game, converting it into a random storm of spotting rounds in the process. It's not just a casualty in a "precious FOs who should be protected anyhow" that cause this. It's any unit that calls in arty. What can I say? Astonishing. It seems like any game behaviour can be rationalised by someone. As a side note, I'm curious how you use FOs (or any spotter) in bocage country without having them on the front line, exposed to fire. Maybe you have big ladders, or portable towers, or something I didn't find yet? GaJ
  6. I can see that this is true. Is there an "easy building recog mod"?
  7. Thanks for that! Dumb question: what's this whole "modular vs independent" thing? GaJ
  8. I've had this problem. If you can't see the middle (action square?) of the ground floor of the building, you can't area fire at it. I don't have a situation like that right now, but I've definitely seen it... I thought we had an answer on this one from BFC like "yep, it's because LOS is calculated to the base of things". I could be mistaken, but that's what I remember.... GaJ
  9. Thanks for all this great information. Could you share your wisdom on "recognising buildings for dummies"? What is "modular" and "not modular"? GaJ
  10. Sgt Schulz on one minute boundaries
  11. You've nailed it. They implemented Sgt Schultz. I want Arte Johnson... GaJ
  12. A nice idea - will be interesting to see how it evolves. At the moment it goes too slow for me... it might be more "digestible" if you could easily scroll forwards and backwards smoothly in time, but that doesn't seem to work too well.... GaJ
  13. Yes all very logical ... except for an FO who knows exactly what landscape lies beyond and just needs to plan a fire mission... GaJ
  14. It's not clear from your response whether you understand the problem I'm raising. I am not arguing that units should be able to spot better while hiding or any other change to behaviour while hiding. What I am saying is that you need to be able to unhide them and not have to wait a while minute before you can do something else. If you unhide an FO, or an MG, you have to wait a whole minute before you can aim at something.... GaJ
  15. One could argue not usefully often. And, to my original point, I think this makes the point: the LOS tool should be indicating what they can see *when they peek*. GaJ
  16. Yeah... it's mostly arty spotters I guess. It seems another aspect of the "lack of peeking around corners" thing actually, which plagues AT teams. Men should peek around and over things GaJ
  17. So: when your guys are hiding behind some cover, they can't see into the target zone they're defending, because they are heads down. Which is a complete pain in the bum if you need them to pop up and start shooting, or (more importantly) call in some artillery. As it is at the moment, you have to give "unhide" and wait a whole minute to then take advantage of the new LOS. There seems to be no reason why they shouldn't immediately pop up... GaJ
  18. Nice demo of the problem! One could say that in your picture the problem is "contrived" by focussing on units in buildings: the worst case scenario. However, the times when I've had this problem more intensely have been in very hilly maps. The variation in actual possible unit height I think " destablises" your eyes from correctly interpretting where the unit will be based on the icon position. IE these icons are all fine in the flat desert, but as soon as elevation becomes a factor, they are more confusing... Just a thought. GaJ
  19. I thought they were simulating the downdraft of the helicopter that is carrying the camera... GaJ
  20. A while back Sgt Schulz offered a service of setting up battles like this for keen players. I didn't see anyone take it up ... a shame eh?
  21. I had this problem initially, thought it was really bad. I was going to say I don't have it any more. But I went and looked just now and it is still there. I guess I just got used to it. It's less noticeable with higher graphics detail setting ("]]]") Funny to have carl_render finding the rendering obtrusive GaJ
  22. I too have wondered about just how far the bullets richochet. My intuition about how much penetration a bullet has was completely wrong, so maybe my intuitaion about how far a bullet ricochets is completely wrong too!
  23. I think it's funny that the longest threads are almost always those in which there are people saying "this thread doesn't deserve any attention" GaJ
  24. Let this serve as a reminder to those who think of ferrying troops around an active battlefield in an HT
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