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Statisoris

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Posts posted by Statisoris

  1. ... It is my opinion that AI first turn Arty strikes help balance the AI's ability to attack and defend against the God Like ability the human player is, by necessity, allowed...

    I do agree that the first turn Arty strikes do help balance out the Human vs AI brain factor. Just finished a quick battle attack on AI. The AI sure does pick and set up forces really bad sometimes. Their entire force consisted of about 8 75mm AT guns and a few scattered LMG and HMG teams which were placed in weird locations like behind tall bocage with no sight lines in non-critical locations on the map.

  2. Vs human opponents, I feel anything goes, we can make our own rules. I think the main problem with preplanned barrages is in how the AI ALWAYS uses them to target setup areas and painted objective areas on Turn 1 (mostly applies to smaller maps with little room for setup choices). I've stated this in multiple threads but I will restate my points. If the AI has any artillery available at all, it will almost always target the objective areas and setup areas in an instant, preplanned, turn 1 barrage. I would not call this behaviour gamey or unrealistic, I would just call it annoying and not beneficial for enjoyment of the game vs AI. The AI is so predictable that you should never set up any units in the painted objective areas if you want to have a fun battle with a decent shot at victory and yes I know people define fun differently. This is a game and games should be fun and if you think pretty much losing a match against AI on turn 1 is fun, then I would call you a Gamer-Sadomasochist. Instantly losing half of your well chosen and planned out force is NOT FUN for most players who have very little time in life to enjoy their gaming hobby. If even a third of your units that really SHOULD be stationed in defensive positions inside the objective areas on turn 1, get creamed on turn 1, then why the heck would you knowingly put those units in harms way after spending so much effort and time in choosing and setting up your forces. I mean you could use self control and go ahead and place your units there knowing full well they will very likley get mauled on turn 1, but I personally very much dislike making those self control type decisions vs AI. Having to make those decisions vs AI usually means your decision is actually a work-around due to a flaw in the game.

    Preplanned AI barrages should not be banned alltogether, they should just be toned down, made more unpredictable and have a much greater random factor in target area and accuracy.

  3. Not to poo-poo the party, but I really thought CM:BN would be more fleshed out with newer engine features (vs CMSF) and with a greater variety of units than it currently has. I think that is the result of having a small staff indie developer and a 3D 1:1 environment though. Things take a lot more time and work than with 2D sprites. I was hoping so much that we could detail-tweak ammo/weapon loadouts for units in the scenario designer kind of like CMx1. I got so much enjoyment out of this in the CMx1 series. I really appreciate and enjoy what we got though. I've played it atleast a little bit almost every day since I bought it and haven't started to get bored or turned off by anything yet. It's definitely the best WWII era (realistic/non-realistic) game in any genre I've played in years since the CMx1 series.

  4. /Agreed, another possible solution for improving C2 in all sorts of situations would be a cherry pickable "Radio/Comms Team" in the specialist teams menu. You could purchase one of these teams and place them at whatever roster spot you needed them and they would act like a fully or maybe semi-mobile C2 link for your nearby commanders. What I mean by semi mobile would be something like a medium mortar's pack-up time but for the heavy long range radio/comms/encryption equipment.

  5. Just came across this, its the only thing I could find in 20 min search. Anyone willing to research the mentioned tank battalion further? Got to get off, busy at home.

    http://www.historykb.com/Uwe/Forum.aspx/world-war-ii/417/US-37mm-Ammo

    Upon further searching I found this. If these two bits of info are to be trusted, it means 1) Most if not all tanks in that division had 70% canister shot onboard 2) They are documented as being deployed and engaged during CM:BN time period. I'm sure if this division carried so much canister then others had to be using it in some quantity also.

    http://www.trailblazersww2.org/units_attached_tanks.htm

    735th Tank Battalion

    Activated on 10 January 1943 at Fort Lewis, Washington, under Lt. Col. Ralph Alexander, commanding. Committed on 15 July 1944 in Normandy near Sallen. After breakout, fought at Angers, Chartres, and Reims. Crossed the Moselle in early September and became embroiled in fighting around Metz. Joined fruitless assault on Fort Driant in October 1944. In November, supported 5th Infantry Division's drive into Metz and reduction of forts still holding out. Relieved elements of 778th Tank Battalion in Saarlautern east of Saar River On 17 December. Deployed northward to join fighting in Ardennes beginning 21 December. Remained in Luxembourg until February 1945, during which month the battalion conducted limited offensive operations against Siegfried Line with the 87th Infantry Division. Reached Rhine near Koblenz 13 March and crossed 25 March on rafts as part of the 87th Infantry Division assault. Dashed across Germany, reaching Saale River on 13 April. Crossed the Weisse Elster near Brockav on 16 April and went onto defensive.

    I need canister ...

  6. Actually, the trees seem to be represented abstractly, so a tank can visually drive straight through a tree (or a telegraph pole) without manoeuvering around it.

    Hence you can park a tank with a tree sticking out of its turret.

    Strangely, tank shells seem to hit specific trees? :confused:

    Yeah, I've found this especially weird since most everything physical is suppose to be 1:1 in game. Lol, Trees seem programmed to follow the rules of Quantum Mechanics instead of General Relativity. They are there, but not really...

  7. I noticed today in my PBEM game that when plotting covered arcs from future waypoint nodes that the displayed range (meters) is being measured from the unit's current position instead of originating at the waypoint node. The range displayed at the cursor when plotting arcs should be from the node w/ the preplanned arc. This would be very useful data since one of the primary purposes of arcs is for planning ambushes and range of engagement is important to know to maximize the effect of the weapons being used for that preplanned arc.

    What do you all think about this? Has this already been discussed elsewhere? Didn't have much time to look around.

  8. Vs AI, I love defending as German infantry from massive combined arms assaults by US forces in all types of terrain. I make sure to have plenty of AT assets in the mix and I recently disallowed artillery for US since all they do is dump on you at turn 1 in the objective areas. I never use arty on turn 1out as germans either. Sometimes Ill throw in a Lonley team of vet/crack Tigers, Panthers or MkIVs to give me some mobile toys when things get slow. Also, but more rarely, Ill play German armored. (Tanks) attacks into US territory with some panzer recon and or a small mech infantry force thrown in.

  9. How easy would it be to create a mod that changes the ground icon for land mines from the "bear claw" to a base that shows the exact area covered by one placed "unit" of mines? It would make placing and marking mines an easier task. Also, I'm assuming that one unit of mines covers one action square? Would anyone be willing to create this small mod? I would experiment and make it myself but I don't have the time to get into it these days b/c of 2 kids under 2 years old here :/

  10. ...Perhaps the issue is you don't like the answer rather than you don't get one.

    No, I don't prefer that answer, I would rather have a date but completley understand why one is never given. Chill sburke-BF-HardcoreDefender, I'm just playing.

  11. You have about as much chance of seeing a damn unicorn in your back yard as getting a strait answer from BF on the patch. I think in 10 years of reading these boards, the question has been answered satisfactorily about 3 times. I was thinking the other day if I was rich I would probably try to bribe BF with large "investments" for patch release dates every so often, lol.

  12. I'm looking for a worthy opponent, one hopefully with some patience, for my very first ever CM PBEM game! Any takers want to teach me the difference between AI and human play?

    I've been playing CM games since CM:BO came out but I've never played a multiplayer CM game before, isn't that just weird? I would like to play a network game, but I have kids and my play time is very fragmented :/ so PBEM method will probably work best.

  13. Then I would offer this minor niggle: Breaching speed and experience should make a difference.

    Agreed, you would think an experienced tank crew and driver would be much more knowledgeable about the limitations and various quirks of their machine vs a crew that has just been "textbook trained" on their tank. This should make some difference in chance to eventually become immobilized. Maybe still accumulate dammage at the same rate and slow the tank down, but have a lower chance to become completley immobilized after the same number of breaches.

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