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Baneman

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Everything posted by Baneman

  1. Not a bad effect, Bil, it's just that grids totally destroy my immersion. I'll have to stick to the level 1 camera and guesswork.
  2. Actually, Vein, I think that desaturation effect is really good. It's not the grass change so much, but the underlying ground that looks much better - since, after all, it's the grass that makes the ground look green, so if you can see the blades, the rest looks better "understated". How large is large ? I'd be interested, thanks
  3. Pbem battle I'm playing at the moment. Sherman appears around a corner and begins duelling with an AT gun. Sherman fires 2 rounds short and the AT gun fires 2 rounds high. TC unbuttons and starts to have a go with the turret MG ( .50 cal ? ) - probably trying to suppress the AT crew more. AT gun fires again and again it's high. But TC disappears with an "Argh !" Yep, round wasn't that high. Took his head off. Brutal.
  4. I also use Slow a lot now - for vehicles, it's not actually that slow.. Hunt has kinda lost its usefulness now that it is "Move to Contact". It's nice that they stop to shoot like the old Hunt, but now they don't move on again. Not much of a problem in RT, but in WeGo, you can lose up to 59 seconds of movement if they spot something early.
  5. But, I carefully saved it. LOL. Appreciate the clarification, it was c3k who "reconfused" me
  6. Not sure I'd want to be in that house when the blasting is happening though. What with all the talk about Fausts, Shrecks and Zooks' overpressure, the bullet-swept street might be safer
  7. Ok, now you've confused me - so does CM:BN work on the "artillery time" principle, in which case the Smoke Rounds diminishing with the HE makes sense, or does it track rounds explicitly in which case it doesn't ? Or does it mix the two - you have exactly that many rounds derived from the time available for Artillery call so it's the usage that is abstracted - which kinda makes sense ?
  8. Just slap the middle 2 paragraphs of Steve's quote into the manual - it's pretty clear Best to maybe stick it into a readme - people expect to find info there that was too late to make it into the manual.
  9. Ah, is that it. Shouldn't the manual explicitly state that then, since the rest of the game tracks ammo by number of shells/cartridges etc. ? Just saying - the manual IS pretty good otherwise
  10. Pretty sure I noticed it first on the German 105's in the Closing the Pocket scenario in the demo. Should have said that, yes, it only applies to offboard artillery. TBH, I haven't checked it again on the full game, but I thought they were the same thing ( ie. full game is untweaked since the demo )
  11. Yes, but if you have 40 HE and 12 Smoke, when you get down to 12 HE, from that point on, Smoke and HE ammo diminish in synch, even if you're only firing HE. So even if you leave yourself 1 or 2 HE, you similarly only have 1 or 2 Smoke left too.
  12. Thanks for the info - lol, can't believe I got the only one I thought I knew, wrong.
  13. I'm sure bocage varies - look at 0.25 in that video - tank cuts through some thin stuff and then - bang ! dead stop. Hard to tell if they're stopped by something other than hedge though, but the stuff it's cutting through looks tall, but not so thick. Maybe a randomised timer between 5 and 60 seconds to cut through ?
  14. Ok, looks interesting, but what does it mean ? I'm guessing that the "------" symbol is cowering ( lying flat ), what are the others ? I downloaded both, but I don't see a readme "glossary". Cheers
  15. Yeah, if the Germans had had even 1 MG42 firing back to cover their buddies retreat, those guys would have felt pretty sick
  16. I thought that the response time to his arty call can be less than that of an HQ. Thought I'd seen that effect, but I may have been remembering 2 different games when I was learning it all. Will have to check.
  17. Sooo, any official word on this ? ie. how to tell which version of HT you're going to get ? Cheers
  18. Well, I do like the new method of showing the historical formations. The only problem I've found is knowing where to look for something. Eg. While trying to create a map just to test something, I wanted a platoon of Pumas. Hmmmm, where would they be ? It took me a good 20 minutes of breaking down larger formations to find someone who had Pumas in their TO&E. Yes, I know I could have just added some individual vehicles, but if you want something formation specific, it can take a while to learn where it is. My REAL beef is that when you're selecting a unit in CMx1, mousing over it tells you what it comprises. That would be nice in CM:BN for the more ... generically .. named stuff. ie. what is a Medium AT gun ? Is it a Pak50 or Pak75 ? Or are you meant to be the commander on the battlefield not sure what you're getting ?
  19. My method is to break large groups/columns up into smaller chunks - ie. if I have, say, 12 vehicles to move down the road, I'll set the first 3 to go with smallish pauses between them, then a much longer pause before the next 3 go and so on. This also gives the bulk of the vehicles a chance to "bug out" if the first couple run into trouble. It's slower, but it takes less time, if you know what I mean.
  20. Any movement key command will move the unit within the deployment zone ( I just use "N" for Move ). If the movement command would move it out of the deployment zone, a movement order line will appear. In at least one of the training scenarios, you can't move the units.
  21. Heh, yeah, I've tried this too and no matter what I do, all elevations on the map move - even the black "locked" tile. I assumed I was reading it wrong and haven't had time to reread the relevant section, so just quit trying for the time being.
  22. Ok, I've done some checking and you're right. It's also tied up with the "gunner stays/gunner goes" issue though - if you have a 251/1 with a gunner that "stays", you can only fit 11 men into it as passengers. If it's a "gunner goes" 251/1, you can fit 12 and one of them mans the gun when aboard. The question is, then, how can you tell ahead of time which one you're getting when, for eg. purchasing them in a QB ? As far as I can tell, this applies to 251/3's and 250/1's as well.
  23. Hmmm, I thought the grogs would be all over this one
  24. While looking at all the goodies while playing the German Panzer Lehr campaign, I noticed that some of the 251/3's have indicators for 5 passengers and some show 6. In the 3rd battle, you have a couple of 250/1's and some show 5 passenger capacity and some 4. I couldn't see any way to tell them apart - is there any way to distinguish and do you always just get a mixed bag - or is there a specific ratio of 4-5's or 5-6's in any given group ? Cheers
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