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Wengart

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Posts posted by Wengart

  1. Which is great since if your troops are shelled or flanked they can get down from the berm and take cover in the trench.

    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.

  2. In CMBN, like in CMBO (if I remember OK) tanks cannot go through the high hedgerows but why cannot they go through/over the low hedgerows which look like about 0.5 meters high in real life ? Was it the case in the real bocage fighting or is it a game's design ?

    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.

  3. 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.

  4. this is not combat mission for me . the "old" cm gameplay was perfekt . many micromanagement options are gone , like set timetable for movements , change movements with click and drag , hulldownposition for tanks and many more importent options , there are diskuss in other threads here .

    think battlefront make cm easy for the mainstream players , this is realy pity .

    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.

    I don't give a sh1t if I'm called a fanboy either..if your going to be a fan of something then why not the best?

    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.

  5. 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.

  6. 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.

  7. 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

  8. on top of what i just said, do you see an additional slot for a movement command in the movement tab? i dont think there is a free spot.
    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.

  9. I lost an entire group in a couple of minutes to mortars (handled by the AI !).
    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.

  10. Just edit your hotkeys.txt and you can assign any letter you want.

    CMx2 has its own terminology for 5 years now.

    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.

    more commands = complexity = no good for RT play.
    The command would just add flexibility not complexity.
  11. 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.

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