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LRC

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About LRC

  • Birthday 05/20/1967

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  • Location
    Austin, TX, USA
  • Occupation
    Engineer

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  1. It looks like that large (155mm) artillery does not breach hedgerow even after direct impact (blast or general ammo) . This does not seem right. Is this intended or is this just not modeled in the game ?
  2. Is there a plan to have Platoon or Vehicle column movement orders or at least a basic "follow this team/vehicle" . For 10 groups, repeating 10x time the same path with N waypoints is killing me. In CM3 (4?5?) maybe ? With a final order for "deploy along this line" would be perfect ? (CM12?)
  3. OK, private Smith knows that the full wehrmacht is hiding behind this city wall. How can I instruct him to throw a few grenades above this wall ??
  4. The bottom line is still that when comparing "Human vs AI" and "Human vs Human" (exact same tactical config, teams,...) the kill factors are strongly biased for the AI. (only for urban combat, no observable bias in hedgerow configs ) Just try, you'll see...
  5. Any recommendation about how tho fight the AI in urban terrain ? With CMMG, the AI seems to have abnormal advantage for spotting and cover. I did a comparison (exact same urban assault, veteran difficulty) of H2H hotseat vs. Human againts the AI. Even with cover arcs and teams spread all around the building at close range, the AI has kill ratios greater than 5to1. This would be acceptable with wrong tactics but with realistic tactics, this seriously limitS the game play in urban terrain.
  6. Any recommendation about how tho fight the AI in urban terrain ? With CMMG, the AI seems to have abnormal advantage for spotting and cover. I did a comparison (exact same urban assault, veteran difficulty) of H2H hotseat vs. Human againts the AI. Even with cover arcs and teams spread all around the building at close range, the AI has kill ratios greater than 5to1. This would be acceptable with wrong tactics but with realistic tactics, this seriously limit the game play in urban terrain.
  7. It looks like that CMMG got some players frustrated with urban terrain combat (against the AI). Going back to open terrain should bring back the game into a mode where it is much more realistic.
  8. About "trust the AI to do it for you" : There are possible "10% human / 90% AI solution" that would be useful. Example1: Human draw all waypoints for 1 unit, then select all other units and select "follow this unit" order. All other units would then have same waypoints as "followed" unit. Example2: Human selects multiple units, select "deploy units" order, draw start&end of a deployment line. AI then generates waypoints distributed along the deployment line.
  9. Any news/upgrades about orders for large units: - all follow this vehicle ... - all deploy along this line ... - all advance V formation etc ...
  10. Has anyone found a working tactic for the Heuman lock bridge ?? SPOILER ALERT! I have been able to suppress the bunker with snipers and eliminate thge AT gun with mortar. But the MGs in the buildings are almost immune to suppressing fire. And I jsut have 3 round of smoke ....
  11. Did anyone notice a change in building cover with the new MG. I just played "Sacrifice for new religion" and I find that rifles/mg (at range 100m) are good only for suppression when unit are in some buildings.
  12. Michael, The snapshot is supposed to described the following : - Implement a group order, that would automatically distribute waypoint to all the units selected. Example: - select 5 units - Group order "deploy" from this location (click1) to this other location (click2). (this makes a deployment line) - CMB2x automatically distributes Waypoint for each of the 5 units along this line.
  13. As much as I like this game, managing large formation ( 1+ companies) is limiting game appeal on large scenarios. Any news/rumors about basic formation orders - deploy along this line ( see attached example where click count is reduced 2.5x ) - follow this truck in order to reduce clicks count ?
  14. Sburke, Coding should be basic because it is a matter of autogenerating waypoints ( the actual routing algorithms, ie "how to reach way point", are unchanged) . See the attached pictures: step1: select units, click1 +click2 to define objective line. step2: way points are autogenerated and distributed along objective line. step3: default routing.
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