Jump to content

Eagle2

Members
  • Posts

    141
  • Joined

  • Last visited

Posts posted by Eagle2

  1. Just finished my second play-through. The first time I played I took too many casualties, the Russian snipers are brutal.  

     

    The map was very well done, lots of flavor objects and good use of terrain, and I liked your use of triggers.

     

     

    ********SPOILER*****************

     

     

     

    My only suggestion would be to either use different light vehicles or keep the TIGR's further back. When they rushed the left flank their gunner was dispatched very quickly.

     

     

     

    Overall I really enjoyed the scenario, you have a knack for map design and force balance. If you ever need another tester let me know, I'd be more than happy to help!

  2. I haven't been following CM for a while now and was happily surprised to see the East Front released so quickly. Compared to previous releases this was like lightening. Excuse me if this has(and I'm almost 100% sure it has) been brought up before, but now that we have flamethrowers burning terrain is on the imminent to do list? Is this something that is planned, or is it something that is limited by the CMX2 engine? I was fighting in the woods and saw what looked like the start of a fire, but upon closer examination it turned out to be what looked like a flare on the ground. Has anyone else seen this?

    Thanks in advance!

    PS: It's great to be back, won't make the mistake of laying this series down any time soon.

  3. It's been awhile since i've been back in the community, and i'm shocked how much things have changed. Apparantly there are THREE?!? CM games/ modules currently being developed. I've been playing CM since it first came out almost 14 years ago and i have never seen more than one full game being developed at a time. Granted, I know they were working on CM:BN when the NATO module came out for shock force, hell they were working on it before that, but NATO wasn't a stand-alone game like the speculative "Eastern Front" game, plus "Shock Force 2" plus modules for Normandy and Italy. I am thrilled to see that the company has grown so much that they can work on all of these titles at the same time, I just really hope they don't spread themselves too thin. Any thoughts?

  4. Its ok, I find the UI isn't as streamlined as TC:2M and its harder to ID your units. I also don't like the color palette as I find it too dark. But the AI has been dramatically improved and you can almost get away with just giving your Brigade commanders general orders and let them figure it out. I think Ill enjoy it more when theres more community support but for right now I play more TC:2M.

  5. I was checking out the CM:BN posted on the announcement board. At the end of the review it says, "For more, we can announce that the next game in the series will not affect World War II and will not be either a module, but a new development engine Combat Mission..."

    Not to make any assumptions, but it sounds to me the next CM will be a modern simulation based on a new engine. Any ideas?

  6. Now that the demo is being analyzed and some (depending on your standpoint and experiences) flaws are coming to light I'd like to post a small thank you to all of the staff, beta testers, and everyone else who have worked hard to provide the community such an awesome series.

    Are there some problems?

    Of course, there never will be a perfect game released by BF or anyone else for that matter.

    Is it different than CMx1?

    Very much so, but it seems like the heart and soul of CM has remained. I still get that gut sinking feeling when the first shots rings out and pulling off a last second, game winning, charge still gives me giggles like a little school girl.

    No matter what your opinion of CM:BN is, there is no denying the hard work and love of wargaming that drove this product from an idea over 10 years ago to the outstanding game we have now.

  7. First off let me just say how thankful I am to everyone here, both at battlefront and the forum for making this game a wargamers dream come true. Its been a hell of a long road but now that we're finally here it's everything I had expected and quite a bit more.

    But now on to my main point. Now that I've gotten my hands all over the demo and played all three missions multiple times from both sides (except the tutorial of course) I'm yearning even more the actual release. I'm hoping that it will be released tomorrow but I'm not holding my breath. I read in the status update that the release will be a few days after the demo release and is this still the case? Any info will be GREATLY appreciated!!!

  8. If particularly funky things are happening with your graphics I'd visit your machine's ATI options control center. I have an older ATI card and am not exactly happy with it. Try ditching the anisoptric filtering or adaptive anti-aliasing... Basically just click stuff on and off, turn the setting up and down until your ATI card starts cooperating with the game.

    Thanks for the info. Is there a particular place I can find the control center?

  9. I posted earlier about a problem I'm having with the mission editor but it seems to have not been responded to. Well I started the "Busting the Bocage" (or whatever its called) mission and after I set everything up the grass tiles appear white when close but at a distance it turns back to grass. The "wallpaper", for lack of a better term, around the sides of the map is also white and the leaders binoculars also appeared white. I'm runing an ATI graphics card, but I've had no problems with previous CMX2 graphics. My guess is the rain because the other missions work fine, but its odd that it happened in the editor and now its happened in a mission.

  10. I opened up the mission generator to see how easy it would be to create a map. I added only a few water tiles and a brridge to see if the water elevation automatically changes, (which it did :) ) but when I hit preview mode the grasee and text turned white. I exited preview mode but the text was still white until I made it back to the main screen. Has anyone else noticed this?

  11. Thanks for the thumbs up! We're happy to finally have it out to you guys.

    In general the attacker has an advantage in that he can pick where, when, and how he attacks. The defender basically has to sit and wait it out. In this sense Bocage doesn't really help out the defender too much. However, after forces are engaged then things can become quite a bit more interesting for the attacker. In more forgiving terrain once the attacker breaks through the main line the rear has had it. Not necessarily so with Bocage.

    Without giving anything away... I was testing the demo and broke through and thought I had it made. My forces were pretty tattered, but I had a nice combined arms group ready to take on an objective to the rear. I knew exactly what the enemy had back there and it wasn't much, so I thought I could steam roll into the objective.

    BOOOM... my tank went up in flames... brrrrrrrt... my lead squad was cut in half by a MG, the rest retreated immediately. I had not even ID'd what shot at me (though I had a pretty good idea). I never took the objective.

    Bocage sucks :D

    Steve

    Haha, I think I know which mission you're refering to. I should have played a few more missions because I'm halfway through the American attack through the bocage (NOT the tutorial) and its a bit tougher than I thought it was going to be. Thanks for providing such an awesome game for the community to play, I'm sure everyone involved is very proud of such an accomplishment.

    BTW, do infantry units now pull 360 security? I noticed a few times my American squads had a few units looking towards the back and sides of the formation.

×
×
  • Create New...