Jump to content

Cthulhu Dreams

Members
  • Posts

    58
  • Joined

  • Last visited

    Never

Everything posted by Cthulhu Dreams

  1. Okay, so if I set my desktop res to something less than 1600x1200 that should get "close enough" Intresting.
  2. Just re-installing CM:BB after a long absence, and in said absence I've broguth a much bigger monitor. Deleted prefs file etc, but CM:BB refuses to go for the correct res and persists in 1360 x 1024 Desktop res is set to 1680 x1050, but CM:BB won't select that res. Any way of forcing it too that res?
  3. Yup, they all get worse. And stuff the germans capture gets better we should test captured soviet stuff vs finnish stuff Does that change at all?
  4. Well, that works to - but if he's asking about how to beat them, that means his opponent is taking them. Find new opponents is a good solution for many problems;)
  5. KV-1's are almost unbeatable in 1941. So don't bother. Play another date:)
  6. The units are exactly the same in all respects (radios, cupolas, blah, blah) except reported ammo quality which has nothing to do with my first two claims. I am going to run some more tests. I only ran 8 initially, but another person reported similar results when I mentioned it to him. Edit: Another observation, the german 43 (late) ones cost 16 more points than the soviet 43 (late) model. Testing Methodolgy: Flat map. Default map size and paramters. 4 Tanks present on either side. T-34 43 (Late) used on both sides. Date set to May 1945. Game loaded as hotseat, no orders issued for either side. Edit2: First test, all soviet tanks driven off for 2 german casulties. Test two: all soviet tanks abanonded or KO'ed for one ab. german. Test Three: 1/1 Ko/ab split for germans, 2/2 sobiet tanks ko'ed/ab. Test Four: 1 german Ab. 3 soviet ab, 1 ko. [ April 03, 2005, 07:52 PM: Message edited by: Cthulhu Dreams ]
  7. I've noticed with T-34's that their performance improves very markedly as a result of being captured. For an example of what I mean, add 4 IND. captured T-34 (43 models) vs 4 of the matching soviet models. Set the date to May 1945 to eliminate crew quality as a factor. Make the map pefectly level, and don't issue them any orders. At equivelent experince, the germans A) Aquire their targets faster. Fire first in the engagement C) Will kill all the soviet tanks with 0 or 1 loss to themselves every time. Why is this the case? It looks to me like the tank gets magically better because it's crewed by germans - but maybe I'm missing something?
  8. If I was your partner I'd turn around and wack you upside of the head. However, I have a question! Recently I've been experimenting with almost entirely tank based buys. I've been using stugs in an interlocking field of fire with a tiger as "fire brigade" and HMG's with a minimum of infantry. I tried this technique against graves registration and major vic'ed him - partly because my tiger came though and nailed 6 tanks in 6 shots. I did nothing more than drive around the tiger a bit and hit go. Force compisition was 6 stugs, 6 150MM HE chuckers 1 tiger and an infantry coy defending against a the matching soviet force - no rarity. How would you counter that little lot - I'm thinking with an eye towards purchases here (no rarity, 43)? Map was relatively open and my troops where veterans.
  9. Part of the problem here is that something that is easy for Walpurgis is not easy for the general body of CM players I've seen the method he proposes, and it requires a perfect tableau of timing and co-ordination amoung multiple units in a situation that might not be easily achieveable. However, Walpurgis can and has beaten the tar out of me with it - but I could not possibly hope to employ the solution against him:)
  10. The basic difference of opinion is some people are playing the game called CM, and some people are re-creating WW2 via the medium of CM. If you google for "playing to win" and sirlin there is a great series of articles on it, but basically it comes down to "If you think things are 'lame' or 'gamey' in tournments, maybe you should not play tourments."
  11. I started playing when I was 20 - AK time. It's a good game, I dislike some parts of it, like others, lots of replayability, frustrating balance issues, and I would love it if the graphics got a revamp Dawn of war style graphics would rock very much (Indivdual soldier combat animations, you see the guy throw the grenade etc). While it's not going to add to "gameplay" per say, it would make it alot more enjoyable to see your russian SMG platoon fanning out in the woods, moving from cover to cover etc. I'd like source style mods n stuff to, but that doesn't seem to go over well here. I just really enjoy compedative multiplayer games, because testing your mettle against another person is the finest form of gameplay:) Playing the AI isn't satisfying at all.
  12. Complaining about "gamey" play in a tourment played with a computer game is like complaining about being tackled in a rugby match.
  13. Always play full or extreme. I personally will never play less than extreme.
  14. Few things A) Get the flags first, this is the key lesson here. Even if you don't like that rushed style of player, it's still important to grab the objective first. Many of your problems are coming from the fact you have to attack SMG guys in cover. If ghe's attacking you, it's a different story. Tanks - if it's 43 or earlier, pick up the 80MM fronted stugs for almost all of your tank arm. If you are worried about flanking, buy 1 or 2 cheap ATG's and use them to cover your exposed flank. When the T-34's try and flank the stugs, your ATG should get flanking shots on them, which can be very painful. After that date, consider Hetzers for your tanks. C) Bring HE chuckers. The SMG inf is very good, no doubt, but if you can wheel up as stummel half track with canister rounds etc, and blast him out of the position, that can help alot!
  15. Scrap the shermans, go for M-10's and use the bonus points you save on something else. M-10 can face off most of the 75MM german guns if deployed hull down (Not panthers)
  16. Flak guns are virtually invisable, but I've nnoticed something about them and trenches - if the flak gun is in a trench, and generates a "sound contact" but the trench has not been spotted, a 1x1M square of the trench is exposed on the map, in the correct location. Just fire your DF weapons or mortars and that and voila!
  17. The current CM series modability is actually pretty low compared to some games. However, sucessful mods do GREATLY extend a games lifespan - while it may not be directly comparable, Half Life the orginal is still a very popular game 4-5 years after it's release (According to some places it's the 3rd most popular online game *still*) - on the back of its modability. The ability to do modelling and skinning would be a very intresting addition to CMX2, it would allow mod makes to add basically whatever they felt like in terms of details and additions. For example, you could mount track links that would be rendered in 3d, or do a new model for the IS-3
  18. Actually, I'd content you don't need hetrosexual romance in a film targeted at US markets, but you do need romance http://www.ruthlessreviews.com/80saction/commando.html Will be enlightening:)
  19. the learning curve on this game is very steep, and while it has great multiplayer depth, it lacks the balance of starcraft. Obviously it's not going to bust out in the mainstream market any time soon with those two key points.
  20. Entirely fair enough I'd seriously consider it, just about every round based "game" as opposed to sport - chess, bridge, every collectable card game inna universe, uses the swiss rounds. I'd avoid the usual cut to a single elimination top 8 though - extend the game time to much.
  21. Why don't you play swiss rounds? It gives you more accurate results, and doesn't increase the number of rounds. You don't have any additional overhead for the numer of players, except the caculating the swiss draw - but there are excel spread sheets that do that for you. Basically swiss gives you better (best over a given number of rounds) results for a very minimal amount of extra work on your part. Just make sure to give players the chance to drop after losing a round.
×
×
  • Create New...