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nachinus

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Posts posted by nachinus

  1. That makes sense, but highlights another LOS irritation. Just like with MG's which can't see and shoot at the target even when the 3rd ammo bearer can, you'd think that it would be automatic to move the support weapon a few inches so it can fire.

    If you don't want the crew weapon to move, then don't order it to fire. But, if you do order it to fire, it should be able to move a few inches so it can fire. This is probably my last remaining major gripe with the "realistic game" part of the system.

    Completely agree!!

  2. Target smoke seems to work indeed. No HE shells are carried aparently, since I've yet to see my pixelsquads used as a grenade launcher.

    If it's true that they were only issued to airborne squads as a smoke discharger... isn't it a bit silly? Carrying such a piece of equipment just for smoke, when there's HE ammo available for that weapon, which is used to great effect in other arms of the armed forces, sounds really silly.

  3. I'm playing MrX's 'Welcome to Sicily' mini-campaign (really enjoying it so far, btw), and in the second mission I'm comanding a british para company for my very first time. I noticed that all squads have a 2inch mortar, but I don't know how to use them in this fashion.

    It doesn't seem to carry any ammo, but that's perhaps because the ammo screen only shows 4 lines, and the mortar ammo would appear if it could be scrolled down.

    Even if I Split teams, mortars always teams with a bren gun, and the target tool doesn't work as in regular dedicated 2 inch mortar squads, allowing you to fire over some cover. If the guy with the mortar spots enemies, he switches to his sten while I rip my hair off.

    Any tips in how to use these mortars as I would use them in a regular infantry company?

  4. I'd love a Blitzkrieg years family for CM as well. There's something about that campaigns that fascinates me. These are the years that changed warfare and shocked the world with all these new weapons and tactics. Yet, a mere 3 years after that, these revolutionary weapons (PzI, II, even early PzIII), were terribly lame and useless.

  5. Buffpuff, I haven't played this campaign yet, but I'm afraid there are some missions like this one in every official campaign. I'd like campaigns to be less hardcore, but sadly we have to endure quite a lot of frustration with most of them from time to time. And deal with the fact that there are some scenarios that we just can't win.

    If this is not a 'must win' scenario, and you can continue the campaign without winning it, my advice would be to preserve your forces, try to earn some points if possible with reasonable losses so you win at least something towards the campaign end score, and click ceasefire.

    Maybe the campaign testers are all hardcore elite players who win every scenario no matter how hard... or worst, they are relentless masochists. :P

    I take this opportunity to ask for some compassion from campaign designers for the average players.

  6. Ground/tree textures polygons render further in the distance - plus they sorted the bug where the helmets of soldiers would disappear a certain distance away.

    That's great, lowres texture squares look ugly. I reckon this will also affect the distance at which the grapeyard models dissapear, which is one of my most recurrent annoyances when I play in the Italian theatre.

  7. The biggest trouble with operational layers, is that if you're any good at them, they can make the tactical layer somewhat redundant as you achieve vastly superior force ratios in all the fights that you actually permit to happen

    Indeed. That's what ruined the APK43 campaign layout for me. It was not about RL operational strategy, but about knowing the rules that dictate which squares go into battle and exploit them to great effect. It's a pity because otherwise the game is quite impressive.

  8. I came to CMx2 from CC too, and I had a hard time adapting to it, but I'm so very happy I did.

    I'm not a big fan of CC5 strategic layout, since it doesn't create realistic battles or tactical/strategical behaviour, specially because the AI is not good playing the battles having in mind strategic objetives (actually it isn't good playing at all). Achtung Panzer Krakhov 43, my other favourite tactical game, has the same flaw. I don't think that there's any game that offers an operational layout consistent with the tactical battles which is both enjoyable, realistic and manageable by the AI. And I dont think it's going to happen in a near future.

    But actually I'm not worried about that. I love branched campaigns in which your actions have an impact in what happens. CM2 already has that. CC2 was awesome in that regard, it was not totally scripted as you wrote, but brilliantly designed so that the events on every portion of the theatre had consequences in the development of the campaign. Besides, you could allocate resources and focus in what you considered important. I'd love that CMx2 campaign engine could evolve and create a similar experience.

  9. This is where RT drifts into non-realism. You would get instantaneous feedback as you hover god-like over the battlefield. Commanders can only dream of such omniscience. Sometimes in actual combat bad choices get played out to the bitter end. Sometimes not.

    Well, you hover god-like equaly in both game modes, and you get the same info, only that in WeGo you can travel back in time as many times as you want and gather any tiny bit of info. I want some of that info available and not easily missable for RT lads too ;)

  10. I don't think a whole new user interface is necessary to provide the RT (or WEGO for that matter) player with more information while playing. IMO, the floating icons are hugely underused and could communicate far more information than they currently do. For example, just look at how much we benefited from having the icon flash when its unit took casualties. That really grabs my attention when I'm playing. You could have them display different types of information about the unit's status depending on which mode was currently active. Ammo, morale, strength reduction etc.

    This!

    Though I like the roster idea because it worked great in Close Combat, it can get clumsy with batallion sized scenarios. Some good UI ideas and work would be needed to make that work.

    More informative icons is a real good compromise and should help a lot.

    One thing that I'd love is to be able to get some info on where an vehicle is being hit (in order to asses where the threat is coming from). Current text mesages dissapear very quickly (and that's probably ok, otherwise it'll bee too much text on the screen), and some info could be added to the unit UI so the RT player can easily click on that unit and see where the danger is coming from. Currently I have this automatic pause reaction everytime I hear a loud *clang*. :P

    PS: I'm ashamed to admit that I play RT and pause *a lot*.

  11. I don't think this has been suggested before:

    Slow-mo toggle in RT. Making things like 1/2 speed, similarly to Close Combat's slowest speed. It would really help in big RT battles, and would definitely make RT H2H more viable.

    Currently I'm used to pause the game a huge lot (as surely most of RTers do) to manage things properly and don't miss a thing. I don't like it, but it's a must if I want to keep track of everything happening and a big battle in issue orders effectively. I'm sure that a slo-mo toggle will make things easier and I may be able to play a H2H game eventualy.

  12. LOL - well, there's a great screen name just waiting to be taken: Sancho Panzer.

    ROFL - I actually googled it and it appears to be taken by at least three people:

    -the first is a sci-fi comic book character who actually rides a futuristic tank

    -the second is a music group (meh)

    -the third, my favourite, is a doctor in Wentorf bei Hamburg. (!!!!). A doctor!. A most awesome one, I presume:

    http://wentorf-bei-hamburg.stadtbranchenbuch.com/3090210.html

    He even has some nice comments. People actually call him Dr. Panzer, how cool is that?

    There may be more, but after Dr. Panzer, there's no point in continuing the search.

  13. Close Combat series allows rocket firing from buildings, and urban combat is really dangerous for tanks, as it should be.

    As it has been said above, in RL the rocket guy would've looked for a room big enough to allow for the backblast to dissipate while the rest of the team would've stayed in a safe spot, or would have fired peeking from a corner, or balcony, or whatever clever stuff people think of to kill enemy tanks in RL. Pixeltruppen can't do that, which isn't realistic, so I join the popular petition to allow this small unrealistic feature, to compensate for unrealistic behaviour, so we can get a realistic result.

    Perhaps BF can make firing rockets from inside buildings more difficult (ie taking more time to reload and aim), or allow firing only from medium to big buildings.

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