LRC
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Posts posted by LRC
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Did anyone encountered the follwing issue:
- Start and play a new game -> Javelins/Precision artillery have usual efficiency (greater then 70% kill/mobility kill).
- save game/exit/restart the game, Javelins/Precision have systematic reduced efficiency (all miss, even under ideal condition/no suppression)
I initially thought it was bad luck, but it happened a few times already and when this starts Javelins/Precision artillery become useless (all impact appears to be offset by the same amount)
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Hi , I am playing CMBS TaskForce3-070, real time mode. At mid play of scenario "Poking the bear", controls freeze and I cannot pause the game or issue commands.
This is a repeatable problem. I have restarted this scenario 3 times and I observe the same issue.
This is a large scenario but It does not look like a resources issues (just at 50% of used memory and CPU)
Anyone else observing this problem ?
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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 ?
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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?)
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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 ??
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It cannot be stressed enough that this simply is not the case. The AI gets no advantages in these areas, ever. The only advantage I've ever seen confirmed for the AI is in the area of C2 at long ranges. As sburke says, all the technical advantages are, on paper at least, with the human player.
The "difficulty" level really doesn't have any effects on the tactical resolution of the situation.
Why do you expect to make progress at lesser casualty rates against a settled, trained, alert urban defender who knows you're coming? It takes armour support or serious odds advantages for the attacker in numbers of bullets outbound per second to cut those sort of figures. .
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...
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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.
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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.
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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.
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Trust me, I think we'd all like this. The problem is it's not easy to accomplish in a way that is either a) easy to use or reliable enough to trust the AI to do it for you. I'm not saying there isn't a way to do it, rather it's one of those things that from a programming standpoint can be a bit of a black hole.
To put this into perspective, the basic movement portion of the game has been around since 2006 with the first release being 2007. We are STILL finding situations where soldiers will go onto the wrong side of a wall. Yet what could be more simple than saying "have all your guys stay on one side of a wall"? Unfortunately from a programming standpoint it's not as easily done as you may think.
Steve
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.
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Any news/upgrades about orders for large units:
- all follow this vehicle ...
- all deploy along this line ...
- all advance V formation
etc ...
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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 ....
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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.
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It's a M26 Pershing.
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I understand what you are asking for, but your illustration is IMO only confusing, or so it seems to me.
Michael
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.
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Really? The command or the actual instruction for the AI?
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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About Group commands ( Ryujinpost),does anybody know if it is somehow in the plans ? This is a weakness of the game and basic group commands (like deploy along this line, follow this unit,...) shouldnot require to much code.
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Is there a post/website that describes the new capabilities that will be implemented in coming releases of the game. If not, if there a post/website to express wishes about future developments ?
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Agree but one issue with the current "all move in parallel", is that if the forces structure starts as a big blob, it also arrives as a big blob... I am waitng for CM5x where it will be possible to
select platoon 1> deploy from this .click. to this .nextClick.
select platoon 2 > deploy from this .click. to this .nextClick.
etc...
Note: If .click. and .nextClick. are next to each other, it is just equivalent to "go there and regroup".
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The game is perfect up to company size. However I find it really impractical to play for larger troops. Are there plan for groups commands like:
( for all selected unit )
->Deploy along this line.( can be used to regroup in 1 spot)
->Follow this particular unit.
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How can I position a MG team so that it faces WindowB and not WindowA (obstructed view) ? By default the MG goes at windowA even if covered arc if oriented toward top right...
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==| |=======| |==
| Wnd Wnd |
| A B |
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What's your opinion on the following ?
Start an artillery mission with 1Arty spotter + radioOp.
The spotter is killed.
In the game the radio operator can not cancel the mission ( denied message)
Note: he's 5 meters from another arty team + the Co Capt ...).
IMHO, it is acceptable/realistic that the mission can not be adjusted but a basic cancel should be OK.
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For information (and debug, save file available), I am also having a "no gun fire with perfectline of sight" issue.
- Gun behind low bocage.
- 5 AT rounds.
- No suppression.
- very clean Line of sight.
- Tank at 500m , side flank and then front.
==> gunner loops through spotting <>planning without firing
Problem may not be related to bocage because it fires OK on another thank at 300m at a different orientation.
icon when enemy unit are about to enter the map ?
in Combat Mission Black Sea
Posted
Is there a way to have a warning/noise icon when enemy units are about to enter the map in close proximity to your units ?