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SlapHappy

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Posts posted by SlapHappy

  1. What MikeyD said - Basically the point is in experiencing the game - winning is simply a bonus.

    But one has to remember that in the world of many on-line head to head or even co-op games, there exist a plethora of methods to "game the game". Silly tricks and exploitations that these players rely on for an edge - "base rushing", etc.

    When these methods fail to produce fruit in a more serious simulation like the CMX2 environment, these players become irate. As opined above, they become offended and pissed off. How DARE this game not conform to the same crappy, copycat mindset that has plagued strategy games for the last several years?

    Or has no one else noticed the over the top hostility laced comments left on other game forums about CM and BFC in general?

    And no, I'm not talking about Dorosh :)

  2. And still meaningless in the context of this discussion too. I don't think anyone is contesting the fact that troops used enemy weapons at some point during the war. That's really the only thing that a few pictures prove.

    If you're implying I find it imperative that BFC code picking up enemy weapons then, sorry, I'm not.

    I'm simply stating that it was not in any stretch a historical.

  3. Affirmative. Nearly every hedgerow I've come across has a break in it somewhere, a long one might have two or three. Some are harder to spot than others. The key, like womble says, is to get down in the "1" view and slowly move down the hedgerow from fairly close up. The trees and bushes are growing on top of an earthen berm and a break in the berm is a visual dead giveaway. You will also usually see a man-wide patch of daylight through the shrubbery as well. Men on foot can easily move through there. Movement through one of these breaks will be smoother if you split squads into teams and time the teams 10-15 seconds apart or more.

    Michael

    I think there is one scenario where the German HQ squad is trapped way in the back of the map from impassable hedgerows, but I agree this is pretty rare.

  4. Yeah, the few extra points you pay to upgrade units from Green or Regular is probably definitely worth it. I just wonder historically however how many units could factually be described as being Crack or Elite. Probably not many.

    At the squad level only it is probably more believable, however.

    I could honestly see an SS unit having a fairly large number of Crack units mixed together with a lot of Greens and Conscripts.

  5. Well, I can tell you from my experience with the halftracks (specifically the German here) that they have no such compunction from running away from small arms fire when it is laid on fairly heavily. In fact, it's damned hard to get them to stand their ground and slug it out with the MG. They can be quite skittish, in fact.......

  6. Yep, the final incarnation of the PzII was epitomized in the luchs (lynx) model and was fairly drastically changed from it's original counterpart. It was used to make up part of the inventory of some of the reconnaissance units.

    Don't know which theater they were primarily used in (East or West).

    Actually it would probably be fairly effective as a purely anti-infantry vehicle in-game,

    so it would be nice to have it.

  7. Simulating basements

    One thing I was experimenting with was piling terrain around the first floor of a two story building on three sides of the building facing the enemy and on each side. On the back of the building leave terrain at ground level and put wall skin with only one door as an exit. Total protection against small arms and excellent protection against arty unless the round comes in directly through the roof of the building. Troops can be moved to the second floor for spotting and firing if no bombardment threat is expected.

    Crude but effective protection, and the basement troops only have to protect one rear facing door. Alternately you could leave the scout group on the second floor with a hide order to improve tactical visibility, with a decreased visual footprint.

  8. Dunno if that was the best use of an SMG, they were more about lots of rounds at a close target rather than area suppression like an LMG

    That's why I mention "very close range". like when you get the drop on a MG position and want to take out the whole group at knife-fighting ranges. Or you have a line of enemy fighting from an interior wall at windows and want to hose down the group upon entering the building.

    There's a reason the Thompson was called the "trench broom".

  9. GAJ

    In Shock Force it used to be that if you ran infantry into a building they would completely ignore anybody in it and go park themselves at a window spot....and get mowed down. I made a few posts saying that a building attacker ought to have some chance of defeating a building defended enemy even if that enemy is not completely or remotely suppressed. It felt just too chess-like....if you entered an enemy occupied building and they weren't completely suppressed....they mowed your troopers down. So a tweak was made that gave the building attacker the ability spot and engage enemies without the annoying parking behavior from previous CMSF versions.

    Whether that behavior has not been put into the CMBN version, or it has been toned down a bunch, I cannot say. All I can say is the later CMSF model gave you a good opportunity to take that building in a standup fight.

    Found it. It was patch 1.11 for Shock Force. From the website:

    "Soldiers can "fire on the move" when inside buildings."

    Is this still in?

  10. I think they should drop the effective range of the SMG's (which, apparently they are) and increase their typical ROF at very close ranges. Would be nice if the SMG user had the ability to do a little "spraying" nothing outrageous, just a bit of extra wow. Somehow, I don't think this is modelled in the game, though, shots always seem to be fired at pinpoint locations/individuals.

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