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stikkypixie

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Everything posted by stikkypixie

  1. Just curious, but why doesn't the bug in CMx1 where a tank that has just moved by behind cover can still be hit? That was always a game breaker for me, or artillery falling down at the end of the turn while everything on the map is "on pause".
  2. No problem, I know how much work these things are. Still have to do some myself. I was wondering because, it's a very binary thing spotting. And if say the Sherman spotted the Pz IV by about a second faster, it would seem less spectacular than 41 out 50 times, although not much .
  3. I did some "test" tests () to see what can be influencing factors and here some observations on the infantry squad spotting the sniper: - The spotting time can vary a lot - Successful spotting is probably influenced by the aim of the sniper - Snipers that hit their mark, or that make the infantry squad duck for cover are not spotted easily - Snipers that fail hit suppress their targets, i.e. the squad doesn't cancel its HUNT command, can be spotted almost immediately in the extreme cases This done with the rocky+brush tile. And again it seems logical to me. I don't have the time right now to do full testing, but this should be kept in consideration I think.
  4. Well there is muzzle flash, sound report and dust being kicked up. Using hunt also tells the guys to be extra on the look out. So it does not seem *too overly excessive*, although it does does feel quick. Also remember that besides the sniper team, there isn't much to distract the squad. Anyway, it's all a bit academic really as we don't really have real life numbers to compare, other than stories of squads having trouble spotting snipers or stories of how snipers have to relocate after every shot, but I'll run some tests anyway for the heck of it . I'm planning to do 3 variations: the one you described, one with a wheat tile instead brush and using quick instead of move. That way we should be able to know the influence of having really good concealment and the Hunt command.
  5. I did a quick test (no repeats) to get a feel of the situation. This is done in CMBN mind you. I place my sniper team on rocky + brush (in contact with its HQ). I placed the US rifle squad about 600m out of a perfectly flat map (in contact with its HQ as well). The first thing that struck me is how bad the spotting is: - At first I didn't give any orders to the rifle squad or the sniper squad and neither one of them spotted the other. Mind you this is on a perfectly flat, grass plain. I waited five minutes before proceeding and still no contact. - Then I gave a single Hunt order to the rifle squad, moving straight to the sniper's location. The sniper team spotted the rifle team right away, but the rifle team was still oblivious to the presence of the sniper team. - It is only when the sniper team started firing that they were spotted (about 10s after the shot hit the dirt). However if the lull between the rifle rounds was long enough, contact would be lost and only the marksman was spotted, not his assistant. Although on the fast side, this did not seem too out of the ordinary to me as visually the combination of rocky + brush does not seem to offer much concealment. I'm curious what you guys think. I'll definitely do something more extensive the coming days.
  6. I would like to give your test scenario a go, but you need to provide me with a copy of CMFI with it . Do you have a similar one in BN?
  7. Have you tried looking in the game folder itself? That is where it is on Windows.
  8. A small workaround maybe, if you don't already do this, is to set the game to show all movement paths, and if you see that you are plotting moves for multiple units, simply press back space to delete all the move orders at the same time. But it does indeed sound annoying
  9. Can you do this already with the face command or is that too cumbersome?
  10. Use the shift key + the hotkey for the cover arc.
  11. There mods that help unclutter things a bit. One makes the icons smaller and the other (mine ) makes them more transparent. It's not the same of course, but it will have to do for now.
  12. I always thought they picked up the extra weapon and not trade them. Maybe you can run a test by having that guy fire off all his ammo (save before).
  13. What scenario did you download? Maybe I can give it a try on my pc.
  14. Glad to see more and more games are taking advantage of this. I can finally start justifying my expense on the x-number of cores I have
  15. Just curious here, which ones? Most ones I have are single core.
  16. The biggest difference is I recall correctly is the increased difficulty in keeping your troops in command. On elite difficulty the visual contact is much more generous than on iron.
  17. Take a look at this guide (make sure to read the one comment as well). http://www.battlefront.com/helpdesk/index.php?_m=knowledgebase&_a=viewarticle&kbarticleid=181 At first glance I don't think you need the 1.20 patch if you have the Marines module, but I might be wrong.
  18. I think it's best just to download the demo's and see what runs best. Keep in mind that the missions that come with the demo tend to be a bit smaller than some user created content out there. Have fun
  19. Combat Mission was/is conceived as a tactical wargame, not an operational wargame. It gives you the flexibility to scale up somewhat but that's not what it's good at. 10 by 10 km maps or "missions" that last more than a couple of hours are not on a tactical scale any more. Things like fuel, fatigue and supply lines then become a factor. It would not be realistic to have them in otherwise. They are other games which are more suited for that . I would like to note though, that if you play scenarios that are set at dusk and last long enough, the skies will become brighter. So day/night cycles are in. I do agree with you that the game could use some bells and whistles. I do not agree with being to see aircrafts on the map when in reality they are several km away from the action. And as for civilians, that's just one big can of worms. Just my two cents.
  20. Having radios is not enough, they need to C2 as well. Your mortars lost C2 to the higher up parent HQ because they were linked via the MG HQ to the Company HQ.
  21. What I usually do is exactly leaving all the mortars behind with the Company HQ. So it is possible. The second thing you have to make sure off, is that the unit calling the fire mission can reach the Company HQ. This means that both the unit calling the fire mission and the Company HQ have an uninterrupted link to their closes parent HQ. Is this the case?
  22. They show a red dot for the Company HQ because the MG HQ is most probably not in contact with the Company HQ. You can verify this by looking at the MG HQ in command status. The red dots do NOT show whether a unit has contact with a particular HQ (as unintuitive as that may seem), but rather show if it is possible to reach that particular HQ. I *think* that if you make sure the mortars are not in contact with the MG HQ any more, they should fall under the command of the Company HQ and should be able to use them for fire support.
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