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beatmasta

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Everything posted by beatmasta

  1. Very nice work! Have to definitely watch the whole series! But one thing got me wondering. The battle in the beginning is said to be happening 10th of June. I doubt that it is historically possible that so large German unit would have been able to hide few miles behind US lines just 4 days after the landings. The occupied area was quite small and I'd say that it was quite packed with troops. But of course i can be totally wrong But nevertheless great enjoyment value!
  2. When the fire is added, I wonder if it will look like this to move around the battlefield??
  3. We have an ongoing tournament at WeBandofBrothers and I decided (though in the middle of the game) to start taking top view screenshots on each turn and create an "animated AAR" of the game. Here's the first of them http://www.vimeo.com/29847272 Would like to hear comments how to improve them. The ongoing games that I'm "recording" now are not in the tilted square format so they will be easier to crop and align unlike in this video where the images jump a bit... Maybe some music or sounds should be added and maybe some notes on key events. What else? Or should I drop the whole idea
  4. I would say that the random arrival time is not very random then... If there's 50/50 chance every turn, probability that the arrival is delayed even 10minutes is quite slim...
  5. Actually there is one! http://www.battlefront.com/community/showthread.php?t=100541
  6. IRL they would probably keep shooting a lot longer than in CM especially if the enemy has even a little bit of cover and there's even a doubt that someone is still there alive
  7. Yes, the swastika was used by the Finnish Air Force a long before ze Germans started to use it and it's still used in the insignia of some Air units (Training Air Wing) and also it's still in use in some military medals.
  8. Couple of years ago in Southern Thailand I saw a local guy wearing a t-shirt with the red background and white circle with the 45 degree tilted swastika in it and was a bit confusing moment so it seems that as it's used in the Asia quite a lot, not everyone knows it's use in the Europe
  9. Actually this one is more of a simulation and tries to represent real life events as close as possible. If you like more game approach, then... I quess you should choose something else.
  10. Or is it possible that the squad acquired some new grenades from nearby casualties?
  11. I started to take screenshots of my pbem games from the top view in each turn and will compose a "video" of the game progress when the game is finished. Fraps makes it a lot easier, though I have not yet finished any of them, but it will be interesting to see the results.
  12. But why do you even bother when there's the Fraps available?
  13. Have you tried re-installing the game? Doesn't seem to be very common problem but of course it doesn't comfort your situation...
  14. I can't find that kind of setting anywhere in the QB settings... That would help a lot if there was one!
  15. but the problem mainly exists on quick battles where you can't (or can you) set up points for destructed unit? And is it possible to made a QB with variable end time? I don't consider it realistic in any way. Can't see this kind of thing happening in real life: "Damn, it's two minutes until tea time and we have to occupy that village so we have accomplished our objective. Lets make a mad rush one minute before and the cease fire starts immediately after that even there's still 100 enemy in the village". You mean clearing up the objective that the enemy occupies and that I agree. But the point was that when the other side has occupied the location most of the time and opponent is able to rush one unit to the location in the nick of time and then the game decides that both sides occupy the area and the game is a draw.
  16. I had the problem with 1.0 version several times, but after updating to 1.01 have not had it once.
  17. Does anyone else find it annoying that very often in multiplayer games, especially meeting engagements, the other side occupies the victory location maybe even 90% of the time and in the last turn opponents rushes 1 or more units that barely make it there. And obviously wouldn't last longer than turn or two there. But the game ends and the game is draw. Not very realistic end to the game but not much to do about it or is there? "House" rules that all the unit that occupy the victory area has to be there in the last 5 turns or something like that? Better would be a new point calculation that is based on time and amount of the troops in the victory area during the game. Would this be usable? Too hard to add into the game?
  18. ok, thanks for the clarification! I think I have not noticed that earlier, but sounds a good way to push the player a bit harder. And I have not been quite sure before if the victory level has any effect on the campaign games
  19. This looks really promising! ***SPOILER ALERT**** Finished the first mission and was wondering why the enemy got 500 point bonus? Got only tactical victory because of those points...
  20. But would they do that? If theres a possibility of an enemy counter attack, leaving the positions when spotting rounds start falling, would not be a good idea. At least I would think so.
  21. Running around seems to be a bit 'cowardly' so I rather have them hugging the ground Especially if close to enemy when they get shot also when they start running for cover. Since I have never been in an arty barrage I wonder what they would do in real life when spotting rounds start falling. I'd quess not running around
  22. I'm not 100% sure about this since I have not made any tests with it but my observations are that the infantry will survive artillery barrages a lot better if you have chance to hide them before the shells start dropping on their heads. I have tried it when I have engaged into a firefight against the defender but have not been able to advance. When I see the spotting rounds closing in, I just set all the possible troops to hide for a turn or two and wait the barrage to end. The shooting towards the enemy halts for a while but I think it improves the survivability compared to if they stay in the shooting mode. Some casualties are expected but I think it's less vulnerable than try to run them for cover, which causes massive damage if not done in time Advancing fast enough so that the barrages can't follow is of course the best way to avoid them, but what you do when you start to get hammered by arty?
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