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imported_no_one

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Posts posted by imported_no_one

  1. I do not want to hear any more stupid comments about seeing at exactly what distance something is spotted is equal to getting training.Finding out how many rounds a weapon can fire a minute is not even remotely the same thing as knowing that if Fritz moves his toe a half an inch farther forward he will be spotted under X circumstances.How oblivious are you people to the reality of what I am saying?

    The reason that I did not,and will not,answer JasonC's extremely vague question is just for that reason...it is vague.Besides,what do you want me to say?Sneak is,and will always be,a gamble since you rarely know what is where and/or what it is doing.If you learn to use it instintcually you will be just as effective with it.

    I am done with this topic.I am tired of trying to help people that don't want to be helped.Good luck in trying to find the answers to your questions.

  2. JasonC,

    Then please explain to me how it is that I managed to figure it out without these controlled conditions?I'll tell you why,because I try to always try different things.Just because you get burnt once or twice trying something doesn't mean that you give up on it.

    You have to understand,though,that I typically play really large engagements.As anyone who plays them knows,it will often times be like many little battles all in the context of one giant battle.This gives me numerous opportunities to test these things out.I guess I can understand why you wouldn't want to try such risky things in some 2000 point flag chaser.But,people won't believe me when I say that playing larger battles will help you learn more,and learn more quickly....so,why bother.

    Another very useful learning aid is to exchange passwords with your PBEM opponent at the conclusion of the contest.Then,if you save all the files,you can go back and watch the whole thing from their perspective.Very helpful in allowing you to see many things that you are typically left to ponder.

    Anyway,I actually don't care how someone learns these things.I was just trying to tell people that sometimes,apparently very rarely,a freak like me comes along that can get an equal understanding of these things as someone who tested it in an editor.

  3. Originally posted by womble:

    "...You also have to consider that,in all honesty,scenario editor tests are gamey..."

    Your opinion... I reckon scenedit tests are like actually having gone through training (in whatever aspect of warfare you're testing). The game is so ginormously variable that experience won't necessarily be the best tutor.

    An example: I wanted to find out how to make a gun fire one round of smoke rather than its whole load. Fiddling in Scenedit showed me how so I didn't have to account for all the extraneous factors. Integrating those factors into the method is what the scenario was for.

    Yes,but when it is used to discover precise numbers that are static THAT is gamey.Because it is a function of the game,not anything like getting training.What these tests are doing IS finding at exactly what distance and under exactly what circumstances something gets spoted.THAT is gamey,because no amount of training can tell you something as exact as that.

    Ultimately,it comes down to the way you think,or rather the way you were taught to think.But,I still say that these tests are not going to give you a full grasp of what you THINK you know.I also believe that falling back on these data excursions will continue to hinder your CM progress.However,find the answers you seek how ever you want.I would suggest looking through all the old forum postings dating back to '99.

  4. Ok,I can see where you're coming from,and I can see how this will help you in CMX1.However,with a dynamic environment in CMX2 there won't even be static numbers like this anymore(atleast I hope so!!).So,if you are planning/hoping that it will help you transition to it(CMX2),it will probably do more bad than good.Old habits die hard.Besides,that exhilaration that you get from not quite knowing if the tactic will work or not is what it's all about.For me anyhow.

    You also have to consider that,in all honesty,scenario editor tests are gamey,and I sincerely hope that it is impeded in some manner in CMX2.

    Sorry if this doesn't apply to you,but that is my mind set now.But,this is how I learned to play CMX1,and I am surely not all that bad.

    Anyway,good luck in your pursuit of CM knowledge smile.gif

  5. I disagree.These tests--no matter how many you do--will never give the full reality of the situation.Piss on scenario editor tests.If you want to learn how these things work employ them within the actual games that you play.Experience,in this regard,is far more valuable than these statistical excursion.

    What if sneak were used for shorter durations,making sure that the unit in question is hiding at the begining of the turn,and hiding at the end of the turn.What if they are in command to a HQ with stealth bonuses..would experience of the HQ matter?What if there is unspotted,distractionary fire on or around the spotting units?Etc,etc....

    Don't waste your time checking these things in editor tests.Use them in real combat and gain experience,not data that isn't always fully applicable to your situation.

  6. Originally posted by JasonC:

    Well I just did some tests, by no means exhaustive, and they lead me to substantially revise my opinion. As the original poster says, sneak is underrated and it can be quite useful.

    Well,like,duh :rolleyes: I wonder if that is why it is in the game?It's just like another poster said:

    Wouldn't a squad of troops 'sneak' and 'crawl' on their own initiative, as the situation demanded?
    Yes.Except that they can't,for obvious reasons.Just play the game like it's a realistic FPS.Have your men do what you would do if YOU were the one doing it :D
  7. If CMX2 and 1:1 representation accurately model infantry close assualts on armor this will be a more frequent occurence than most would like.

    The way in which people have been doing this in CMX1 has been taking advantage of the abstraction.That is the primary reason that infantry versus armor is so succesful in CMX1.

    In CMX2,the 1:1 represented infantry hopefully will actually HAVE to run out there and assualt the vehicle,not just "throw" the explosives at it.I know that the majority of the time that my infantry performs a succesful assualt on armor--from cover--wouldn't work if not for the abstraction.Regardless of borg spotting,in real life they would have been cut to pieces(just like when you actually use the "follow vehicle" commnad)by the overwatch units.Instead,they are able to stay in cover and lob the explosives via the abstraction and never even get spotted.

    BFC,please fix or do somefink!

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