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McIvan

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Posts posted by McIvan

  1. KV-Is and IIs ahoy? I hope not, but Russian early war players do seem to have an affinity for them. In fact they often seem to have nothing else......every other type of Russian tank usually seems to have urgent things to do elsewhere.

    Your lead tanks are, I think you'll find, screwed without infantry support. Actually I think they're screwed even with some infantry support, but at least they'd act as a delay, and defence in depth is a good thing. By themselves they're just a speedbump.

  2. Originally posted by Aco4bn187inf:

    There is a small but frustrating possibility, though, of a vehicle passing through a mine tile without setting off any mines. (Frustrating for the next vehicle.)

    It's actually quite a large possibility, in the order of 50-60%. Lower for AP tiles.
  3. Originally posted by M1A1TankCommander:

    </font><blockquote>quote:</font><hr />Originally posted by McIvan:

    Pausable realtime with rewind is essentially what we have now (for WEGO) but with rewind allowed anytime.

    I disagree. Right now in WEGO you can only issue orders in Pause mode, and cant change them until Active mode plays through.

    A Real Time with pause, with ability to issue orders in realtime and in pause mode, with ability to rewind last 60 seconds would be Revolutionery, and is not at all what WEGO is </font>

  4. A battle small enough that I can keep track of the whole thing in one screen...thereby not missing anything....is really not going to hold my attention.

    It may hold yours, sure....don't let me give the impression I'm dissing your preference. Doesn't do much for me though. I want a decent combined arms battle.

    Pausable realtime with rewind is essentially what we have now (for WEGO) but with rewind allowed anytime. Good idea. That would work for me from a single player viewpoint.

    I still want to play against another human however, and I very rarely get the big block of time needed to play IP, and my location in New Zealand makes it dificult to match time blocks with players in most other countries. So pbem is important to me. The subset of people for whom pbem is important may however be small. That's Battlefront's job to assess....whether it's cost effective to include decent pbem play. I hope they do, for personal and inevitably selfish reasons.

  5. My biggest irritation with Real Time (and I don't mind pausable real time as such) is that you miss far too much of the action. Blink and your T72 is gone. Where'd that atgm come from....too late. If you aren't focused on it that exact second, you missed it.

    That's why the cobbled on WEGO, with all its limitations and quirks, has become the way I play the game. It's the only way to actually see what happened.

    If it is dropped from WWII that really will be the death knell for me. Not only will pbem be impossible, but the game itself simply won't as much fun, by reason of the fact that you'll inevitably be missing a large part of what is going on.

  6. What a load of completely uncessary sarcasm.

    The question is: Does the CEB bonus simply increase the experience level of the Ai troops, or does it alter the tactics of the AI?

    All you've said is that a good designer can work with the AI's predilictions to create a good fight. Well, hallelujah, and I am (sarcasm aside) deeply indebted to the designers such as yourself who take up their spare time to do so......but I don't think that was really the issue.

  7. Originally posted by Runyan99:

    </font><blockquote>quote:</font><hr />Originally posted by Deathsai:

    Sorry, I guess I'm too used to the now-inferior CMx1, where if you clicked on a conscripted T-34 sitting on a road, and put a move order down the road, it went there in a straight line without freaking out. How ridiculous of me.

    Yeah, I don't really understand why vehicles do not simply attempt to drive the exact path you lay out for them. I played some of Allah's Fist with lots of tanks. I noticed that when I gave my tanks a move order through the empty desert, instead of driving exactly along the path ordered, they would take an oblique path slightly off to the right, for no apparent reason, then turn back towards the end of the movement to end up on the waypoint I ordered.

    Why? </font>

  8. To be fair, (and I'm quite critical of the present state of CMSF) Firefight is the result of ten years of improvements and has mediocre graphics. It's an unfair comparison to a high graphics game that's been out a few days. Give CMSF ten years and see how good it is.

    [ July 31, 2007, 08:40 PM: Message edited by: McIvan ]

  9. Originally posted by B00M$LANG:

    </font><blockquote>quote:</font><hr />Originally posted by LuckyStrike:

    That pic of the 10-12 Strykers all mashed together is priceless

    All I can say is that, to get something even close to that, the person had to have either a)done it entirely on purpose, or B) hasn't a clue on how to play the game or maneuver forces.

    Take your pick, because I have a feeling both may be true... </font>

  10. Surely there is some sort of valuing system already, or how do QB's get picked already? You can increase your force by 150%.....well....150% of WHAT?!?

    That's been picked up on at least twice already in this thread, but it's not being acknowledged. How exactly does it work?

    I'm unable to see why cross-attachments aren't possible from other units if you are interested in simulating realism. If it's an impossiblity from the programming point of view then fine, can live with that.

  11. Will CMX2 vehicles be moddable by anyone without a spare week or three? With the increased complexity of the vehilce models, I have this nagging feeling that modding will be beyond the patience and time of most....any information on that?

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