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Posts posted by Childress
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Yep; virtually impossible for Human vs. Human unless player control is removed in ways I suspect most players would not enjoy. Would be possible for Player vs. Computer, tho.
I seem to recall BFC attempting to simulate Russian 'human wave' attacks in CMBB. How did that work out? Honestly don't remember.
The Zulus seem to have had success with that tactic against the British. Once.
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So, if BFC wanted to be totally bitchy and realistic about it, what they should really do is only allow one size of target, which is a circle about 70m across (with some slight differences for different calibres). If they were feeling especially generous they could allow linears, and larger or smaller target areas, but only if targeted during the setup phase (to represent the gunners sorting out the calcs in the infinite amount of time available before each scen starts). Once you press go you should be limited to the stock circle for that calibre.
Well, that would certainly end artillery's status as the 'uber-weapon' on the CM battlefield.
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Does anyone hope to see the pacific front in one of the later module not just include US and Imperial force but Nationalist Chinese and ANZAC(I think that how its pronounced)
Among other issues with the Pacific theater, I can't think of a way of implementing the Banzai charge in a CM setting. Historically the Allies, armed with automatic weapons, stopped these attacks cold. They proved fruitless. The Japanese player would have to be compelled by some game mechanic to use them.
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It's somewhat surprising that no one (I think) has devised a campaign that begins easily bet gets incrementally more challenging as the player advances through the battles and the man/machine pool erodes. This simulates the importance of force preservation and doesn't intimidate the noob with a tough, rubik's cube type assignment right at the starting gate.
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What about the impact, the jolt that compromises delicate systems within a tank even if the round arrives far from the critical zone? Last year my Toyota was rear ended by a senior lady and the cigarette lighter popped out. Explain that one....
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Next graphic card I'm going to get will have 2gig memory...1gig is starting to come to the end of it's lifespan...
Dunno about that. I have have 6gb memory on my new machine and it still chokes on some of the more, uh, ambitious scenarios.
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I am having alot of fun with Du Hoc and the Omaha Mods as limited as they are.
Pointe du Hoc. Isn't that the one where the Rangers rocket up the ropes like spider monkeys?
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'Have you looked at our caps recently?':
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#2: While moving two squads across a foot bridge, they bunched up, then "fell" into the river they were crossing, and instantly became fatigued and stuck.
One of the bridges is still buggered. Is it this one?
http://www.battlefront.com/community/showthread.php?t=99664&highlight=troll
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I agree they should be free.
Not likely. BFC was basically nagged into re-instituting the unit purchase system and Steve has mentioned that they won't be expending much energy re-evaluating costs or, in this case, removing them. He believes this constitutes a development black hole which will never be entirely satisfactory to every player and a source of never ending controversy. On the other hand, there was considerable demand for this among a large segment of CMers.
Too bad the formation purchase concept implemented in Shock Force didn't catch on amid all the other problems associated with QBs in that game. It coulda been a contender.
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The problem that I have is that there are buildings in the game that provide protection against small arms fire but there is no way to tell which building it is.:confused:
The modular type buildings provide good cover.
I ran a test a couple of months ago with three mod-type structures. German squad in the building, American squad in the open. 200m. Duration: 3-4 wego turns. You can find the link at the front of this thread.
Results: typically 5-1, 10-1 in favor of the Germs. Note this is with relatively equal numbers. If the Amis get fire superiority, say a platoon vs a squad, or add an MG team, all bets are off. I found that bldg defense works better on the ground floor than the top and that the bldg should directly face the attackers. Also, three windows are better than one.
One tidbit of information I don't believe is included in the Manual: Barns are completely porous, that is you get the blue targeting line out of every side despite the solid wall graphics. They give concealment but lousy cover.
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Building which aren't fortified This is πολιορκητικα 101 (Poliorcetics).
Man, this forum is more learned than I realized.
This reminds of a famous Roman joke, or retort if you will.
The 10th Legion is besieging a stronghold in Gaul which so far is resisting Roman arms. The two sides arrange a parley under a white flag. Caesar demands unconditional surrender but the Gallic chieftain is proving intransigent. He then asks the opinion of his legatus in charge of the siege engines, Gaius Publius Rufus, a soldier of renown but also a notorious wit.
Rufus turns to the Gaul, cocks his eye, and quips: "Catapultam habeo. Isi pecuniam omnem mihi dabis, ad caput tuum saxum immane."
Thought you'd get a kick of that one, BG.
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This test from a two month old thread shows a rather decisive advantage accruing to troops in modular buildings:
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Definitely worth a watch. Beguiling atmospherics. Thanks.
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With current condition is not matched with all normandy theater and I have rights to learn schedule of expansion publishing , target dates and current situation of this project..
I feel your pain, Togi. I, too, checked the forum this morning and there was still no info, or 'bones', on the upcoming module.
You probably reacted to learning of this absence with numbed disbelief. You're in what Kubler-Ross called the 1st Stage of Grief (there are seven total). You may deny the reality of the loss at some level, in order to avoid the pain. Shock provides emotional protection from being overwhelmed all at once. This may last for weeks.
Alternatively you can join the class action lawsuit which some of the more outspoken and disgruntled members of this forum are putting together. Contact....well, if you're a regular you can guess who they are.
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I write this opinion because I have a very high regard for the creators of the CM series which belies the sloppy hidden-from-view code implied by these obvious failings. They are so responsive to the views expressed in this forum which they have co-operatively forged it into a powerful tool for harvesting feedback to assist game development and guide bug fixes, that I can only assume an insufficient number of complaints bemoaning this failing.
These are the kind of posts that are going to send Steve and Charles back into sheep herding.
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Whats funny is when people talk about other people's grammar errors, they ALWAYS make some themselves.
That being said we have lots of people from different countries, so yes grammar and spelling isnt always gonna be perfect.
Another think that I've noticed: foreigners who post on English speaking forums. The more impeccable their command of English the more likely they are to apologize for their inadequacies in the language. Those who expatiate, often at length, in incomprehensible, Tower of Babel gibberish never do.
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Bayonetting, or'wet work', has been in decline for a couple of hundred years. If BFC were simulating WW1 should it be in? Probably. The American Civil War? Most definitely. Napoleon's wars? Absolutely. As I think Steve pointed out even the massively popular, well bank-rolled WW2 FPS like Call of Duty didn't see fit to include close quarter combat animations. Apparently the game wasn't worth the candle, as the French say.
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Ok...figured it out finally. The shelters fit a crew of 9 overall and if embarking a full squad (of 9), it would be the "driver" (or doorman...) and normal vehicle embarking/dismounting procedure applies.
If the squad is split, preferably a scout team of 2-3 men, then this is to mount the shelter first, serving as driver/doorman. Now the remaining squad can mount second and after that can move out again, with normal move commands.
So if using bunkers, it appears to be wise to have at least 2 units mount it, with the one entering first, that you prefer to move out last (preferably a very small team).
I think you accurately described the current mechanics for 'dismounting' a shelter/pillbox.
But I don't believe it's normal procedure for vehicles. In a vehicle, say a half track, the player can unload the passengers, dismount the crew and give them all movement orders in the same phase.
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From Wikipedia:
During the Korean War, Lewis L. Millett led soldiers of the US Army's 27th Infantry Regiment in taking out a machine gun position with bayonets. Millett was awarded the Medal of Honor for this action. This was the last bayonet charge by the US Army.
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Obviously one team serves just like the "driver" in a truck/APC/jeep, with the other team beeing the "loadee". Think that explains it some.
I'm coming to the conclusion the general wonkiness of bunkers constitutes a mystery like the Eucharist. Or, more apropos, a door Man was not meant to open.
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I ran a test on this and it turns out that you are correct. Congratulations.
Thanks, Michael, you possess a cosmic soul. Which I've always suspected.
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Nope, not seeing this, RH.
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I had an occasion lately where a disembarking order created a visible and editable waypoint behind the (concrete) pillbox into an AS with a trench. I had 2 small units in there (Btl. HQ + HQ support team). I clicked the HMG floating icon (icon for the pillbox) and the waypoint appeared. During the turn, BOTH units disembarked into the trench.
That seems counter-intuitive based on the mechanics with vehicles. There the player selects the vehicle, orders a dismount and the passengers carry out the movement. Not sayin' you're wrong.
I'll check it out.
Needed Implements: what do you feel is lacking, is missing, is buggy?
in Combat Mission Battle for Normandy
Posted
Hmmm, dunno about that. But I do believe that gaps should be much more numerous in rows of Low Bocage. Like every other tile, at least. Preferably with a tile of dirt underneath, for realism and as a player aid.