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noxnoctum

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Posts posted by noxnoctum

  1. Well, you still are able to play multi in PBEM, so what is the problem? Sending e-mails?

    Could you explain me?

    Polo

    The problem is it's slow as hell. Most pbem players play at most 5-6 turns a day.

    With CMBB I like to be able to set aside 3-4 hours for some gargantuan 5000 point mega battle where we play all the way through to the end (or for a couple hours, save, and then finish later).

    Playing tiny little 5-10 minute "bites" of a match is REALLY irritating to me, and it seems that most people under 30 agree.

  2. Sound mods should come out pretty quick... there were quite a few for CMSF with much more varied dialogue for the American forces for example (not just "Watch the flanks" over and over :D)

    Oh and I'm available if anyone needs someone for an American voice. I don't have an 1940s dialect though ;). I've had people say I sound like I'm from California, but I probably have a little bit of a Southern accent cause I've been in the south for like 2 years now. (and lived there before for short periods of my life) Not anything close to "redneck" sounding though. Personally I can't detect it, but my Mexican friend insists it's there so whatever.

    I would totally love some Clint Eastwood thrown in for the American voices too lol.

  3. Yes armor arc is badly needed.

    Until then I suggest guys using the stopgap of giving your AT gun a tiny cover arc in front of it so it won't shoot but will still maintain max spotting (you could hide too but then you can't see as much). Not ideal, since in some situations you want your AT gun to fire on armor as soon as it appears, and with this you have to expressly order it to do so, but it's better than the alternative of having it fire at infantry.

  4. Ya... and I don't like sitting around waiting for emails (even if it's just 10 minutes) when playing a wargame, or any game. Plus most PBEM people will play at most 4-5 turns a day.

    I want to be able to set aside 3 hours or whatever, and just play straight through and finish it. I hate having little 5-10 minute "bites" of multiplayer. Or even 10 different 5 minute bites. It just isn't fun...

    And Haggard coop or "co-play" as BFC calls it is a long way away... this on the other hand could be right around the corner if they upped it on their priority list. Regardless, I want to be able to fight battalion sized battles like I did in CMBB and not have to delegate control of half or more of the units to other people (again, not that coop is anywhere on the immediate horizon). Commanding even just a company is already seriously pushing it IMO (and I play Starcraft 2 all the time, which is probably the most frantic RTS out there with games lasting usually not more than 20 minutes---so it's not like I'm some old geezer :D). With autopause it would be MUCH more manageable.

  5. Just played the tutorial in RT tcp-ip and although it was fun (if wildly unbalanced for the Germans :rolleyes:), the game was acting VERY strangely.

    Initially there was nearly no lag but by game's end units would take 15-20 seconds to respond to orders, sometimes even "making up" their own, I can only assume from mouse clicks I did when I did not have any unit selected (but since it was lagging it thought I did)...

    Also the artillery was acting particularly funky. First off, once the reinforcements arrived it showed me having THREE mortars instead of two (supposed to be two). Also when I gave strike orders several times it ended up showing a completely different area after I clicked confirm (once it actually ended up a couple hundred meters offmap). My opponent was also having very odd issues with his arty. Finally, multiple times when I ordered a strike it went through for ALL my mortar teams, and when I tried to cancel the other one (or two as it appeared) it cancelled ALL of my mortar strike orders...

    I finally gave up and just had all my mortars hit the same spot :P. Total casualties caused: 1. :D.

    But right now it's essentially unplayable, for anything other than dicking around :P (I won't lie I still had fun despite the bugginess hehe). The lag actually DID "slow" down the game somewhat which kinda made it feel a bit like wego because it took so long for orders to go through hahaha.

    Anyways, this has not happened for me in CMSF the few times I've played it tcp-ip so I assume it can be fixed, just giving a bug report that's all ;).

    P.S. give us rt with autpause for multiplayer

  6. As long as it's in for ostfront I'll be happy.

    I must have my T-34s running around with crack mechanized PPSh toting 7 man teams on their back! So many QB games in CMBB that bagged me a lot of points, destroying my opponents' entire rear echelon and all his support units hehe.

    As far as coding, I'd just have the tacai make the infantry jump off the tank as soon as it comes under heavy fire or starts to engage an enemy target. If the tank happens to be moving along at 30kph just have a few of the guys be injured (either red injured or yellow) to simulate them jumping off and hurting themselves from not rolling properly.

  7. I for one am glad to be back to the days where infantry must FEAR armor.

    It makes it all the more satisfying when you manage to take a tank out with just a regular infantry squad close assaulting.

    In CMx1, getting my tank hunter or AT grenade/faust equipped squad in range was one of the more gratifying things in the game :). I also loved my shreks hehe... which I always bought at "elite" veterancy ;). Made them quite deadly and able to pull off 100 meter shots.

  8. I'd say tank gunnery (including survivability) was the aspect of CM:BN that was hammered on more than anything else during testing. In fact, just last week we had a 300 post discussion about when crews should bail out based on damage sustained.

    People have to remember that a good crew, decent LOS, should produce a hit first shot almost all the time when ranges are under 400m or so. Whether it is a Sherman 75 or a Panther, there should be an extremely small chance of a miss at such ranges. When you extend out from there things change dramatically.

    We've done just about every test range scenario you can think of to double check where things are at. Are they perfect the way they are now? Eh... I hate that word so I'd say "no". Are there any significant problems with this stuff at the moment? No, I think we've proven that things are pretty damned good actually.

    Steve

    All I wanted to hear, thanks.

  9. Yep it's been brought up before, but I don't mind seeing more people bringing it up lol, being a strong proponent of this myself...

    BFC keeps saying that only a minority of people who buy the game will play MP though... so it's not exactly a priority. They DID say though that RT w/ auto-pause as you suggested is much easier to code than tcp-ip wego w/ replay (which is apparently a massive programming hurdle, not sure why but that's what they said)

    I almost wish they'd release the code for that particular part of the game or let someone in on it and have them sign NDAs or whatever. I'm nearly POSITIVE there is someone with both the capability (I don't have it unfortunately) and the desire to see this enough that they would be willing to do it for free.

    Wasn't there some rich dude who said he wanted to contribute or something? Maybe he could hire a programmer or something...

    I'm DYING for an alternative to PBEM... because RT battles (without pause) are just not that fun with more than a couple platoons (even that is pushing it IMO) when playing against a human opponent. You just can't keep a decent level of control and have NO time to view the action.

    With pause every 30 or 60 seconds you could change orders as needed and take a breather to see the overall situation, while still retaining the ability to stop squads from mindlessly walking into death traps as would happen in wego.

    No replay, which is unfortunate, because that IS a lot of fun, but I see this as the best immediate solution.

    Oh and @Bin 10 seconds is WAY too little. I agree with drtechno, the game should only unpause once both players have unpaused it.

  10. I was playing breaking the bocage as Americans and for some reason the heavy arty (think it was 122mm? Can't recall... anyways NOT the 60mm or 81mm mortars) let me choose whether I wanted general purpose munitions or anti-personnel at first... but once that strike was over it wouldn't let me for the rest of the game! It just assumed general, and would not offer any other option.

    Also noticed it was not letting me choose whether I wanted delayed strikes or not.

  11. Real time with an automatic pause every 60 seconds (or whatever) that both players have to unpause would be the solution.

    Even maps like breaking the bocage are just too complex to coordinate in RT, at least if you don't wanna avoid needless casualties/waste a lot of time (you're either going to be very effective with a one platoon/company or very average with both)... and if you ARE playing to near-maximum capacity you have ZERO time to actually watch what's going on.

    RT with pause would be a great solution however, as it would give you the time to look at things and adjust the grande scheme while you micro your orders during the 60 second RT phase. (stop a whole platoon from running like sheep into an MG for example)

    Glad to see I'm not the only one who hates PBEM...

  12. I am using an updated version of my effects mod, skies mod, saturated terrain textures, tweaked water, tweaked uniforms, and all new weapon sounds (but you can't see those :P) Once the game proper comes out I'll probably put them up on the repository. it feels a little... ungrateful to put mods up before the game comes out.

    To be fair though, BF have done an excellent job with everything.

    You'd better :P. No but seriously... you'd better.

  13. At least it seems to me. I keep noticing tanks and AT guns for that matter getting dead on one shot one kills over and over and over (often on the move!), even at fairly large distances. I swear it feels like exactly the same as tanks in CMSF. Anyone else noticing this? BFC care to comment?

    Anyways... I'm not an expert on tank accuracy/gunsights/etc. but I can definitely tell that CMx1 tanks were much less accurate. The results I'm getting now with "regular" or "veteran" tanks are similar to the results I would get with an "Elite" tank in CMBB for example.

  14. This is a WE-GO question.

    So, you press "K" meaning "hunt", but inadvertently were on the "special" tab. Now you've told the tank to bail. How do you say "oops, I didn't mean that"?

    Similarly, it appears (to my limited experimenting) that if you click the "Evade" button, a tank starts popping smoke like mad, and once again I can't see how to say "I didn't mean to click that"...

    I've done some manual reading, couldn't see it ... did I miss something?

    GaJ

    Switch to alternate hotkeys this won't be an issue.

  15. AT guns firing on infantry and giving it position away is a bad thing...should already be fixed by differend cover-arcs.

    Maybe giving a small cover arc to the AT gun could work, this way they may be see as much as without any command and still dont target a single soldier...

    Problem is, the tank drives into a "bad" position during replay (WEGO) you have no chance to let your AT gun open up.

    The AT gun in the demo scenario was firing on my infantry and giving away its position while my tanks still were at the buildings where they were positioned from start on.

    If it stayed quiet it could have killed a sherman or two but that way i killed it wil MG and HE fire from my tanks.

    Ya that works. Still annoying... sometimes in a QB I'd want an AT gun to fire as soon as it spots a target... other times I'd want it to wait (in which case I'd use a small arc right in front).

    Lemon try the "target light" command (Y by default if you're using alternate hotkeys)... They *should* only use rifles, smgs, and grenades then.

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