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eniced73

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Posts posted by eniced73

  1. I see you use dropbox.... I know for your mods for instance you could have a compilation stored there and update as needed (not sure but you might have this already somewhere - if so let me know as I would like to get all your mods in one dl) that way it is always in one spot and always one folder or download. Or people could just open up the folder and dl the update. You would have to receive an email request from that person for permission to connect to that box. But I believe rights can be restricted to just dl only and not changing anything. Just put a note on the forums saying it has recently been updated.

  2. OK, so the test doesn't help in relation to the current discussion.

    Is there agreement on what would make a good test and what records to take?

    I think you will get good results if you try my setup. I put an 8 story building at one end and the HT's at the other. Use 500m map.

    Put the HT's in unbuttoned mode with a very short cover arc. Put Elite snipers in the top floors of the buildings. You might have to immobilize the HT's because as they are hit they will retreat.

    Let the turns run for several minutes and record how many "gunners" are picked off.

    ***Now run the same situation but take off the cover arc. Record how many "gunners" get picked off now.

    In the short test I did I noticed that the snipers will still take shots and occasionally pick off a gunner but nothing like what happens as soon as the arc is taken off. Like I said I did one small test so if your 1000 run test does not show a significant difference do not jump me.

    For the hell of it put an infantry squad in the same firing lane and run move them towards the sniper. From what I seen the sniper will ignore the HT and try to take out the infantry on foot.

  3. I agree that gunners are killed too quick. My next statements are not to prove or disprove anything but were thought of while I was messing around in the editor.

    Put 8 elite snipers in front of a HT with a HQ team in it. Do not button up or hide the HT. But give it a short covered arc that does not hit an enemy unit. I am seeing the snipers taking shots but rarely hitting anything. My snipers are in buildings 8 stories up so the men in the HT should be like shooting fish in a barrel.

    Now take the covered arc away and hit play. You men will be chopped down even before your gunner can swivel the gun mount.

    I also lined up 8 HT's with the gunners unbuttoned and unhid but with very short covered arcs. The snipers again took shots but rarely hitting anything. I then removed all covered arcs and before the first mg burst happened 'red crosses' lit up the sky.

    Like I said this was just me playing in the editor and I am not trying to prove or disprove one thing or another. Just some observations.

    Not sure if anyone noticed this either. Messing around again I found that in the old CM1 games that if your armor had a covered arc and was targeted by an enemy tank outside that arc your armor would ignore the arc and target the enemy that is eyeing it up. In CM2 you can pretty much drive circles around an enemy armor unit without it batting an eye as long as you do not go through its arc. If you target it the enemy armor still will not ignore the arc - unlike CM1.

  4. RT player here too. I also enjoy turn based equally as well.

    I was an avid player of the Close Combat, Theatre of War and Achtung Panzer series. I also dabbled with Men at War and other RT games. I was a member at Tournament House back in the day and we had some nice RT tourney's over there with Close Combat. Hella fun. Games lasted one night - up to 60 minutes and were anything short of a good time. We mainly used Power Lobbies or Game Ranger to hook up and play. Not sure if BF would even be interested in GR but there are a slew of online games there.

    Yeah, BF could make a couple tweaks to help out the RT players interface wise but the numbers are not there and the effort would not be worth it. If you could have a separate interface for RT that would be ideal. Something like Panzer Commands (google as image) where the bottom of the screen shows you a box with all your unit icons (sort of like Vin's but not as much info.). The Close Combat interface also worked well for that game but the amount of units used in a game were about half the normal CM game. This type of interface for CM would just not work. Unless it was condensed to a pretty small size.

    Just some opinions and points even though them improving the RT is a pipe dream. Just too many of you old farts used to your 30 minute 1 minute turns sipping a cup of joe as you decide if it is tactically sound to send your units this way or that. Simmer down just a jab.

    Anyhow I am down for anyone wanting to start up a little RT tourney or just playing some games. I am EST (PA). Usually online every night from 1100pm until 100 or 200.

  5. QB's are garbage. Even more so in CMA. Stay away from them and do not waste your time. Stick to the game scenario's and user made ones from the Repository.

    In SF the Allies have overwhelming fire power and winning most of the scenarios are easily acheived, even for a rookie. Try to set your bar higher by trying to minimize casualties or collateral damage instead of just winning the scenario.

  6. You also should check the QB map in the editor. Sometimes the VL's are not of equal value (not sure about GL). You may have one that is weighed more heavily on points than the other two or three. If you are playing H2H, you may take three of the four and think you have a win but then find your opponent holds the more heavily weighted VL. Just a FYI.

  7. Since this is my thread, I can define the terms of discussion :) :) The idea that every unit should have a covered arc is not one of them.

    The specific thing that I complain about often is that when you _do_ need a covered arc - to create an ambush for example - then often _I_ experience the problem I had in the last turn: that something happens just outside the arc that certainly the arc'ed troop should respond to after the trap is sprung.

    This one was a little unusual - the ambushee moved sideways out of the arc. More often, they move backwards out, then rally, or an overwatching unit outside the arc starts firing on the ambushers... which they fail to respond to.

    GaJ

    Apologies GAJ. I enjoy reading your AAR here and feel ashamed I got involved in derailing it. Next AAR should be restricted to the publisher only. I hate wading through pages to get to the next action sequence. Good to discuss points of the game but perhaps we should keep it in other threads.

  8. It seems to me that this is exactly what people are complaining about (see, for example, GaJs post immediately above this one).

    Wrong. Reread the whole shebang again. I am simply stating that GAJ and others have a valid point on the whole arc thing. Some of you guys go on and on about things that just do not pertain to what is being discussed. Hell half of those people do not even play the freakin game. Go fire up CMAK and set yourself up a neat little covered arc scenario and see how the units respond. The same as CM2? Nope. They respond somewhat how they should.

  9. No shat! I think everyone here knows what the programs intended use for covered arcs are. Did someone state that every unit should have an arc?

    The idea being discussed was that a unit with an arc should be focusing on that area to engage enemy units (which the system does to a T) unless an imminent danger exposes itself. At which time the arc should be dropped to allow that unit to engage as normal.

    The system does this now if your units status changes. At which time it negates the arc and goes into survive mode by retreating or engaging units in view. All we are saying is that this happen for the unit on the other end of the stick.

    So no one is asking the game to do something and then complaining that it should have done something else. Get on topic.

  10. Just to be clear: DT's proposal is what I also said...

    GaJ

    It only makes sense to do this. I just set up a simple test with a Sherman and Panzer facing off head to head with short covered armor arcs. I had the Sherman move into the Panzers arc but the Panzer was not within his. It worked as programed with the Panzer reacting and engaging the Sherman. It pumped two shells into the Sherman which became rattled and reversed out of the danger. At this point the AI negated the Sherman's armor arc. Within three seconds the Sherman reversed cleanly out of the Panzers arc and stopped. The Panzer sat motionless for a couple seconds and would not fire because of his arc giving the Sherman the time to rally back from his rattled status. The Sherman at this point was out of harms way (even though clearly in view of the Panzer) and without an armor arc (cancelled by the AI) to prevent him from firing. He pumps a single round into the Panzer and knocks it out. So setting wide arcs will work but remember if a threat reverses out of your arc but still in plain view that puts you at the disadvantage.

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