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The Coil

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About The Coil

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  • Birthday 11/11/1972


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  1. Yeah, Cirrus appears to be using "direct" to mean "firing at a spotted target" and "indirect" to mean "area firing". If you want, you can just put a little piece of tape on your screen where the AT gun is, then switch to the mortar and target the piece of tape. That's what I do. It might be a bit "gamey", but I've found it's an acceptable workaround.
  2. So, I've heard some general admissions from KD and Steve that the UI "needs improvement" or "isn't perfect," along with a lot of reasons why many of the customer suggested improvements are silly/unworkable/etc. I'd be curious to hear from BF folks - what are the issues you guys feel need improvement/what are you working on improving? My apologies if that's been addressed in this thread and I missed it - I've only been skimming the last few pages... Edit: Oops, that was sort of addressed on p. 7, I and I did miss it...
  3. Full Disclosure: I'm a CMx1 player who gave CMSF a pass. In the bit I've played around with CMx2 I've struggled with this issue, hopefully with a (somewhat) open mind. That said, I suspect the issue is a bit subtler than just the relative complexity of CMx2's terrain or intuitive vs. non-intuitive styles of players. Say me and a buddy were looking at a muddy field. I say "Dude, no way you can make it across that in your pickup truck." He says, "I can make it no problem." So he jumps in his truck and drives across the field. The final arbiter is reality - he either makes it or get
  4. Sure, I'm always looking for someone new to get beat by. It keeps my self-esteem low. I'll shoot you a PM over there...
  5. I've been hanging out mostly at World at War lately - lot of good players, a great ladder, and easy to find either on or off ladder games. Curious as to where other people are finding games?
  6. That thread sort of begs the "how do you know?" question in regard to HQ combat bonuses affecting firepower. I guess "what the heck else would a combat bonus affect?" would be a reasonable question in response...
  7. I think maybe that is a bad assumption - a quick test showed no change in the stated FP in or out of command. Of course, another quick test showed no change in stated FP no matter what combat bonus I gave the HQ. Are you sure that combat bonuses increase FP? If so, it doesn't show on the stated FP number when you target a unit...
  8. Vehicles that get bogged into immobilization sometimes go back to 'bogged' status, but are, of course, stuck where they lie. They start the next game with a chance to unbog, or they can go back to immob'ed. Had it happen even when they're in NML. If they're behind the enemies line, they abandon. At least, that's been my experience...
  9. Interesting on the auto-surrender. I did a quick check - it turns out you will get auto-surrendered, but it appears that you must lose your entire force and not have any reinforcements coming in subsequent battles in order to trigger it, a set of circumstances which I can't imagine actually happens often. (Didn't test every circumstance - for instance, if you lose your entire force and reinforcements don't come for a few battles afterwards). It is strange to see the game go on with no units on the board, though - all the enemy units go to contact markers... Interesting stuff, SteveP. D
  10. Been playing a few ops lately, some observations re: your observations... 1) It seems to me like the map (and the lines) move with respect to the relative "centers of gravity" of the attackers and defenders force. Thus a narrow, deep penetration may well move the map considerably in the attacker's favor, provided the bulk of the attacker's force has moved down the map. It's not so much the width of the penetration as the amount of your force you've moved forward from the starting lines. Conversely, if the defender moves his force forward of his starting position, he can offset gains by t
  11. One other difference - all vehicle MGs have a max range of 1000m, regardless of type (which is further confirmation that they are treated as something other than their unmounted counterparts). Not that this makes a huge practical difference, in that you're probably not going to be hosing targets 1000m off, anyway...
  12. Just to be clear, the effect is: Unit, say a gun, in command of a leader with a combat bonus. Gun shoots at a target unit. If the leader has LOS to the target unit as well, combat bonus applies. If the leader does not have LOS to the target unit, the combat bonus does not apply. I'm all but certain it applies to both CMBB and CMAK, not sure about CMBO. It's easily demonstrated if you set up a test with a gun firing on a tank - watch the hit chances change based on whether or not the HQ can see the tank.
  13. To be fair, there are a lot of events that appear random, but in fact are not. I think DC's inquiry was along the lines of "this appears random, I sort of expect it to be random, but was just wondering if anyone had stumbled across anything to suggest there was some non-random trigger, even though I expect there not to be".
  14. For the record, my purely anecdotal experience is that the biggest influencing factor is morale state - they'll almost never let fly if not at 'OK'. Um...is there a difference in the frequency of satchel chucking if you area target a unit v. directly targeting them?
  15. Ran a quick test, lining up a whole bunch of engineers of varying experience levels, and let 'em have at it. I learned...nothing much. Granted there probably weren't enough of them for any kind of statistical significance, but they all started chucking satchels pretty quick, starting, oddly enough, with the conscripts. Everyone (talking 30+ squads here) chucked at least one satchel in the first turn, most chucked 2, a few chucked 3, except for one green squad who held on to their satchels. Draw whatever conclusions you like. JC: How do you know this stuff? Not doubting, just curious.
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