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Cthulhu Dreams

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Posts posted by Cthulhu Dreams

  1. Originally posted by Sergei:

    I recall the Russian Panther has worse ammo as well. It's a bit of a shame in the sense that even if they did produce ammo for the long 75, they must also have used captured shells, and also from a game POV it'd be nice to have perfectly similar weapon systems.

    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?

  2. Originally posted by flamingknives:

    Check the unit stats? Do the German versions have radios? This affects reaction time.

    The Germans have better quality ammunition too, so if they hit they are more likely to kill.

    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 ]

  3. 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.

    B) 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?

  4. 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.

  5. Part of the problem here is that something that is easy for Walpurgis is not easy for the general body of CM players tongue.gif

    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:)

  6. 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."

  7. 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 smile.gif

    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.

  8. 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.

    B) 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!

  9. 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

  10. 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.

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