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Wengart

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Everything posted by Wengart

  1. Are you sure your doing it correctly? I'm still able to do so, unless i'm misunderstanding what you are talking about.
  2. Except when its not so great because I play wego and while in the trench they have los through the bocage anyway. So you get a situation where there is a perfectly good trench 1-2 meters behind them from which they can fire through/over the bocage, but they refuse to use it properly because there is less suitable, but tacai higher priority cover directly in front of them.
  3. Game design, in reality they could indeed cross hedgerows on many occasions. However, it wasn't pretty the tank would roll up over the hedgerow revealing its belly to the enemy and be unable to return fire. Combined with the possibility of bogging down while crossing the hedgerow and the length of time this could take and it was quite a dangerous maneuver. This is why the Cullins device was invented. Although I believe the ability to roll over hedgerows should be present, just with a high cost in time and possible equipment damage.
  4. WE-GO puts you close to the company commander side of things. You get to give commands to all of your units, but then for 1 minute the squad leaders carry out your orders. While Real-Time puts you closer to the squad leader role. You have the ability to micro units every second of the game, however you will not have the ability to effectively command large groups of men.
  5. You will probably have to fiddle with the face command to get the mg in the right position.
  6. 1. you can press p when a unit is selected or a waypoint is selected to tell the unit to pause x amount of time. 2.dragging and dropping movements is gone, which is unfortunate but does make the game unplayable by any means. Especially if you don't step into real-time play. 3.The issue with the hull down command is that it can often be incoherent. Hull down to what? that tall hill to its right or the low valley to its left? Anyway you can issue a movement order to a location and then a target order you can see to what points the tank is not hull down, partially hull down, or fully hull down. Two of the three things you mentioned are still in game, although they may appear in slightly different ways. Perhaps the other important features that you think are missing just appear in different ways. Although it's perfectly possible that they don't since CM:BN is missing quite a bit of stuff when compared to CMx1. Especially in the way of documentation. Ardem, use slow instead of hunt if you actually want your tank to hunt, not move to contact. Because fanboys often end up being overly hostile and rude to people who dislike aspects of the game, or are confused by things in game.
  7. Foxholes, if you fiddle with them can be placed behind hedgerows, but the rear two positions will not have los through the hedgerow. Another issue with trenches especially, besides being unable to change their facing, is that if they are placed behind low bocage and you tell a unit in them to face towards the bocage they will leave the trench and line up directly on the bocage.
  8. I believe the target line will go gray if LOS can be drawn, but LOF cannot. IT also signifies that not the whole squad/vehicle can see that point.
  9. Will there be anyway to edit the height of the water table in the editor, either in the main game or in the future? I recently tried to make a small hill with a stream running down it and I instead got a small hill with a canyon running through it.
  10. Number of copies sold compared to online presence. It isn't perfect but if BFC sold lets say 30,000 copies of CM:BN and they find 20 ladders each with 100 people that would be 2,000 players. Thats an impressive number of players, but its really nothing compared to the number of people who don't go online.
  11. Currently not all trees wave with the wind, only those close to you. However, close depends on what setting you have your LOD. Best just happens to have the most trees waving, but that is still only a 40-50 meter radius. So the visual effect being turned off shouldn't have any effect on gameplay.
  12. After the squad reaches its destination 1-3 men will consistently run 10-30 meters back before stopping turning around and moving up to the rest of the squad at either a run or crawl.
  13. Basic editor map size filled with trees on highest wind setting gets me 8 fps when moving and 20 when static. Without wind I get 40 FPS. settings are on best. I also messed around with the in game graphics settings and the lower settings give me better FPS, especially when wind is involved because it draws less trees that can be affected by the wind visually. GTX 470, I7 quad core at 2.4 ghz, 8 gigs of ram
  14. There are 3 more slots for additional movement commands. Anyway the additional command would be streamlining a process which can currently be done poorly with multiple commands.
  15. Unfortunately, gunnergoz, the AI will do this everytime.
  16. It will be really unfortunate if these weapons share the same sound file in the full game, and if they do hopefully BFC provides different paths for each weapon so modders can do them properly.
  17. The 60mm mortar isn't very lethal when firing using an area target fire mission and isn't too lethal with linear, although its better. However, the point target makes it absolutely lethal to whatever happens to be at that point since you will end up with 10-20 rounds falling in quick succession in a single area. This is the fire type the AI will use with the 60mm.
  18. Thats not what he ios asking about though, in CMx1 there were to separate commands, hunt and move to contact. Now we only have move to contact which is a pity because the original hunt was invaluable. The command would just add flexibility not complexity.
  19. I feel like TCs shouldn't be targeted under any circumstance unless they are standing up manning the fifty or directly targeted by the player.
  20. I imagine that often times a platoon would lose a handful of men and call it a day, whereas players often continue to push units into the meat grinder long after they've reached 50% casualties.
  21. By breaking a squad into fireteams you can control where both sections go.
  22. Infantry seem to be a little too optimistic about their chances of hitting exposed tank commanders. Nearly 100% of the time a tank rolls into range with the TC peeking his head out they decide to open up. Now this has resulted in absolutely no TC casualties but quite a pile of dead infantrymen. Any chance infantries propensity to give away their positions and catch HE could be toned down. I feel like they should be a little more wary of engaging a 30-40 ton tank thats bearing down on them with small arms fire. Also any chance that normal tanks will get the ability to roll over at least short bocage? From most of what I've read and heard it was fairly common for tanks to roll up and over bocage, but it exposed their underbelly for quite a while and limited their view and ability to engage targets, but they were most definitely capable. The rhinos just allowed improveds tanks ability to go through bocage.
  23. It's weird, I played CM:SF alomst exclusively in real-time but I just can't bring myself to do it for CM:BN.
  24. The OP mentioned a problem canceling smoke. If there is any type of target, be it defensive smoke, target, or target light they can all be canceled using the cancel target button.
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