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About Alchenar

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  1. And my retort there is 'the general situation of the real war is the Germans losing'. Anyway this whole argument would be irrelevant if Battlefront would just open up these values to modding. The community would pretty rapidly come to a consensus view on balance.
  2. I think we have a conceptual disagreement on rarity points. To the extent that I think they should exist at all, they should be to prevent someone showing up with 8 flammenwerfer vehicles or something. If we are positing a meeting between 2 armoured platoons from a US armoured and Axis Panzer division then it doesn't make sense to apply rarity at all. These vehicles were not rare on the Normandy front in 1944 in opposing armoured divisions. (I also just don't get what the aim of rarity is. Combat Mission does not have a competitive multiplayer scene. If you are playing a compet
  3. I'm sceptical. A 1/3 larger force is a pretty huge tactical advantage where neither of these tanks has an advantage in speed, size or firepower really worth writing home about. I'd say the answer is 'six M4s, with maybe a bit of pocket change left over for the allied player that becomes relevant when we talk combined arms scenarios'.
  4. The only reason that unit cost should exist is for balancing QB battles. It might be a useful guideline for scenario designers, but it doesn't make any sense to be hardlocking away the kind of scenarios they can design. If you can agree with that logic (and I really don't think any other way of looking at it is sustainable), the only reason point cost should exist is for fairness. Rarity is useful to to keep MP OOBs within certain parameters and prevent weird cheesy nonsense. This is probably the most obvious instance in which the point costs are obviously very wrong - equivalent mediu
  5. Yeah, I don't know where this weird strawman that appearing on Steam would make the game any different comes from (although pushing the buttons to make Workshop integration happen wouldn't be unwelcome!).
  6. If anything, Slitherine explicitly said in their pre-Steam days that the reason they didn't want to go on Steam or adopt a sales strategy was that only a certain proportion of their catalogue would survive there (because the rest was crap). So War in the East is a $70 game because it needs to be more expensive and less attractive than the bad games they have. Thankfully they've broken free of that mindset. Also Steam is a shopfront and advertising platform, that's the whole point. Battlefront should be encouraging everyone here to transfer their install on there (numbers attract attent
  7. The quite backfill colour is a bad idea, it makes it difficult to read the text.
  8. I'm in a group on another forum that does group VS let's plays of Combat Mission and after doing several rounds of CMx2 games the people who don't own copies were shocked at how different CMx1 is. It's actually really interesting to see people react to encountering these games fresh.
  9. Oh Battlefront aren't remotely on the same level. Just take a look at the DLC list: https://store.steampowered.com/app/312980/Graviteam_Tactics_MiusFront/ Professional customers pay for the game engine but customers pay for quality content, and Battlefront hasn't yet tried to cash in on that front. The silly thing is once you've got your game engine up and running that's the hard and costly bit, you can churn out campaign packs for comparative peanuts left, right and centre (see Command Ops, CMANO, Panzer Corps, etc etc). Meanwhile in the last year we've had one module for Fortr
  10. It's pretty trivial to have a Steam Workshop that just downloads files to a particular part of the install folder, which is all that Combat Mission needs. I would bet the game will eat a few negative reviews (not the majority) for entirely legitimate reasons. In 2020 it's been unacceptable to require players to read a manual to understand how the game works for about 20 years. Before you 'yes but' me on this consider that there will be people with jobs buying games on steam who were not yet born when the mainstream games industry abandoned this approach. That's how out of pace
  11. Obligatory question for when this happens: have you decided whether to issue Steam keys to current customers to let them transition over to that platform? In case anyone hasn't used Steam and is wondering why - the quality of life improvement from never having to worry about installer .exes and getting automatic patching is something you'll never want to come back from.
  12. Yeah I'd suggest grabbing something like RevoInstaller and doing a full uninstall. Also troubleshooting: are the campaign files in your Documents>Battlefront>Combat Mission>Shock Force 2 folder? Narrows the problem down to know if the files are stored on your computer and the game is refusing to read them or if it's something else.
  13. Okay so to be absolutely clear: the manual is self-contradictory on what is hidden and what is not. A command described to 'detect and mark hidden minefields' is not obvious that it can only be used to target non hidden minefields. This is also literally the only move command that works like a target command. It's inconsistent with how all other controls work, if it worked like other move commands then you'd expect it to be a special form of 'hunt', which is clearly what so many new players expect.
  14. I love how your strategy for clearing mines is to have your squad of engineers stand and work right in front of a platoon of Abrams shooting downrange. I just came to the forum having experienced exactly the same issue. At a minimum it is completely intuitive and not really apparent from the manual that in order to 'mark mines' you have to actually see the mines first, and by 'see' them actually see them even if you 100% know they are there because the briefing and map tell you they are there. Right now the scenario is designed to tell you that CM doesn't handle mines well.
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