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noxnoctum

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Posts posted by noxnoctum

  1. It's not really something that can be handled by the TAC AI. Because in some situations you might want your guys to stay down (but not "hide") in the tall grass. Other situations you don't want them to.

    It's entirely situational to the level where no AI in the world could "guess" your intentions, unless it was on some super computer with like months of data collected from your playstyle or something... even then though...

    Anyways we got a not too troublesome workaround now so this isn't a big concern of mine anymore. (thanks again teeps!)

  2. You should be able to use the FACE command to orient your pixeltruppen to face the desired direction at each waypoint.

    I can't see why bother using the "Indefinite PAUSE" since since there is no command delays to start em up again.

    Yes but after you issue the pause they will ignore any face command (because they're on pause). So it's easier IMO just to have them move in the direction you want them to face and use the pause command as a sort of "hold position" command. And like the guy above said the whole point of using pause is to avoid them hitting the dirt (like if you're in a huge cornfield or whatever with a vastly superior force trying to hunt down one or two half dead squads... or if you want your men just to have better visibility at the cost of cover of being more exposed---usually what I want for my suppressing units during an assault)

  3. Just out of curiosity: had this operation been conducted by law enforcement agents (DEA, FBI) against a violent drug lord in the US would the shooting be deemed justified under the same circumstances (target unarmed but resisting) ?

    Given that one particular DEA raid on a legal by state law MMJ dispensary resulted in one of the owners' pet dog getting shot to death I'm fairly sure they'd have no problem shooting an AK toting drug lord.

    DEA officers regularly raid California and other MMJ state dispensaries while wielding lethal firearms... not just tasers or pepper-spray equipped paintball guns.

  4. I have a suspicion that everyone here already has a pretty good idea how far a Colt pistol slug will carry and the effective range of the M1 Garand. Its not exactly like we're discussing exotic weaponry or that the game's being bought by morons who never heard of WWII. I agree most people won't bother to Google weapons stats - mostly because they already know the weapons stats.

    I have no effin clue except I know the effective range of a Garand is probably around ~250 meters. Just a guess from my time spent playing WW2 shooters and watching youtube vids of it being fired. I very rarely hit a target with it beyond 250 meters. Of course that's from a GAME, and I have no idea how close CMBN's calculations for small arms are to reality. Plus firing under combat conditions 70 years ago =/= firing at a gun range or off in the desert in the middle of nowhere with your redneck buddies and a couple beers.

    Anyways, it's pretty silly to assume all (or even most) of the players will have an encyclopedic knowledge of WW2 weaponry. I definitely have no idea what the effective range of say... a 30 cal. machine gun is or a standard sherman's main gun.

    That said if you're LOOKING to turn away new players who are less "groggish" then leaving this out and keeping that same attitude of yours is a surefire way to do it. The one thing that usually turns people off wargames (even wargamers!) is usually crappy UI + lack of info. Assuming the game is of course decent quality and doesn't have completely garbage gameplay.

    If the info is so "pointless" to have and clutters up the UI why did CMx1 have it?

    I know the calculations are more complex now which is all the more reason to have it since the game is no longer a very complex version of chess.

    This whole attitude of just "play the game, you'll find out" is pretty dumb. With that logic why bother to include a manual at all? Or any information for that matter? Maybe the screen that shows what weapons the squad has in CMSF and CMBN should be erased too because "after all" one SHOULD know what weapons a standard Wehrmacht panzergrenadier squad carried. Only a complete tard would confuse a Panzerfaust 30 with a Panzerfaust 60. And hey, if your guy carrying the machine gun in a squad dies, you should be able to tell by just zooming in and LOOKING AT THE WEAPONS. DURHHHHHH.

  5. I was getting frustrated with this just this week, but I think I discovered a partial solution. Assign your squads short movement orders and then place a pause (say 1 minute) on each waypoint. They will not go to ground when they pause.

    Haha SWEET... I'm gonna have to try this ASAP. Thanks for info!!

    EDIT: Tried it out, it indeed works. You can actually use the indefinite pause and it still works so you don't have to keep "pausing" over and over.

    One trick with it though is that your guys will (more or less) stop EXACTLY where they are, including facing when you order the pause. So you want to be sure they're moving in the direction you want them to face when you order it.

    I really think this little work-around should be stickied... I know for me it was one of the most irritating issues... even more so than not having moveable waypoints (but on the upside we can now give fire orders from them which is very handy)

    BTW, this should be a "durh" question, but does each individual soldier's position affect his accuracy? If so by how much? Anyone calculated this?

  6. Ya the default hotkeys in CMSF were/are absolutely horrible... that alone would turn off a lot of people who didn't realize you could change them by editing that one-can't-remember-what-it-was file.

    Anyways, I don't think they should waste any money on advertising... the people who will buy it already know about it most likely.

  7. Was looking at the store... I only saw the "pre-order special" thing that gives you the download and solid copy version with that admittedly fancy looking steel case for $65+S&H... but I didn't see any digital version only for sale.

    What's going on?

    I'm kinda... short on cash, so I might have to go with digital version only. Plus all the steel boxes are probably out of stock now already right?

  8. However splitting teams, imo is more effective since it creates 2 distinct units.

    The assault commands allows the squad to move in fire teams, but they share suppression iirc so if the forward team is hit hard and quickly suppressed then the covering team will also be suppressed. Whereas splitting the squad into two teams insures that the covering team will not be suppressed if the moving team is.

    And therein lies the problem... until it's fixed I split teams. Of course I still use assault command sometimes when I just don't have time to split teams and micro to that level.

  9. I predict it will come out right as I start packing to head home from college for the summer. Then I will have a lovely three hour drive to make, while thinking about how I could be downloading it right now. Then when I get home my dad tell me he's working on some project and needs my help for a few hours. Then a storm will come in and knock out the electricity. Yes, I imagine that is how it will play out.

    Hahaha :D.

  10. Although I will definitely enjoy the east front the most out of all the games/modules, honestly I'd rather it be LAST, just so that by that time the engine is far more refined, all the little LOS issues hopefully cleaned up, movable waypoints, tcpip wego w/replay or RT with autopause (I'd prefer the latter personally), maybe even co-play by then...

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