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Shorker

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Everything posted by Shorker

  1. I'm sure that it has been discussed here in the forum already but I can't find the thread(s): There is something annoying/disturbing with the incomplete appearance of several German big tanks - the Tiger, King Tiger and Elefant are missing their black wheel tires. So I'm posting this (again) and hopefully the graphics of the tank's wheels will be "overhauled" with the next patch.
  2. While the German tank "Sturmpanzer Brummbaer" is moving, his four reserve wheels on the back are rotating too.
  3. @Odin: I recommend you join a Wargaming Club like "The Few Good Men". There you will always find a lot of opponents, a ladder and even tournaments and campaigns.
  4. The entire "skeleton" models of the winter soldiers needs to be reworked by Battlefront. We do not only need gloves but also scarfs around the necks and heads and some with a woolen hat under the helmet etc. The longcoats are a good first step into the right direction but it's not good enough yet because I can almost feel how my men are freezing in the bitter cold... P.S.: There was a similar discussion about a year ago regarding the SS soldiers wearing a smock - then a new skeleton was created by BF. P.P.S.: But unfortunately the SS helmets with cover are still not looking realistic...
  5. While playing several quick battles and scenarios (H2H) I discovered that not all waypoint commands for tanks are working: 1. Open/Close turret lock/porthole: Let's say you are setting a route for your tank with several waypoints and the commander is watching from his turret (open). Now you want your tank commander to close the turret lock at a certain waypoint and so you mark this waypoint and click on "close". This doesn't work any longer - the turret lock will be closed directly from the beginning as soon as the turn (movie) starts. 2. Delayed Movement: I had two tanks standing side by side and I decided that tank "A" should go first - so I set waypoints for both tanks and delayed tank "B" for 15 seconds. So far so good but now comes the bug: For some reason I decided that it was better to let tank "B" go first and (while I did not change the waypoints) so I deleted the delay command for tank "B" and now told tank "A" to wait for 15 seconds. This doesn't work - tank "A" only waited 5 seconds ALLTHOUGH the time counter above this unit was showing 15 seconds - it suddenly jumped from 0:15 to 0:04, 0:03 etc.
  6. @Michael: Good explanation - thank you for doing so and for your time. So I see that this (rather messy) forum is not the right place for me to give customer feedback and ideas. Maybe this is only good enough for to report a bug (if one is detected) @Zebulon: "Constructive feedback is always welcome." / "Feature creep is a very real issue and anyone familiar with software development should know this." ??? Sorry, but what is your function, here? You are a customer like me and you are a forum user like me - nothing else. I'm afraid that you are one of the forum/BFC "experts" that I was talking about earlier. You know about everything and you like to hear yourself talking, can it be? This is not meant offensive - I really wish you all the best and farewell - but I' have to put you on my ignore list. I don't have time for this. I'm listening to reasonable arguments only. "feature creep is a very real issue..." - no, it is not when the feature called "wind" is already in the game - every smart software developer should knows this.
  7. Good argument. @MikeyD: I'm not playing "just so" - I'm doing PBEM battles with my club mates and I would like to set the wind conditions in the same way like I can set daylight or rain or fog etc. - there is absolutely no reason for leaving this on "random" forever and frustrating customers. I used a lot of your mods in CMx1, you have my greatest respect and this is not meant offensive or something against you - absolutely not! - but I'm wondering about those users in this forum who are not members of the Battlefront Team (or company) but always declare themselves to be experts about BFCs intentions and capabilities. I often read: "No, they won't do this and that" - "this is too complicated" -"BFC is so small, they don't have the time" and so on and on.... :confused: Gentlemen: "SORRY WE CAN'T" is not the slogan that made Obama President or America a super power. You know what I mean? I'm trying to give reasonable feedback and input to the game makers in order to help improving this game. P.S. @VanirB: I followed your invocation and played several games with conscript tanks... forget it! It is a real pain! :eek: *gg!
  8. Yes, I agree with you - there should be a setting option for the wind conditions like it was in CMx1.
  9. Can anybody say (or does anybody know) if this will be fixed with the new module?
  10. Yes, there are ways to adjust your tactics to the wind conditions - thank you both for the tipps - BUT when there is an option for day, night, dawn, rain, fog - etc. why not for wind conditions? What would the QB players say if it won't be clear wether they are fighting at night or day...? When doing a QB mirror match on the same map, you will have different wind conditions - and it's not only the smoke -> e.g. you can't hide AT guns in high grass or cornfields when there is strong wind. As I said before - if people like to have this as some "spicy, extra exciting, unforseeable element" in their QB battles, then they could choose "random" settings - but there should be an option for it like it was with CMx1. That is my wish to BFC as customer and PBEM/QB player.
  11. When doing the setup for a QB there is no option for wind condition like it was in CMx1. Why that??? :eek: I think this is a change for the worse and it is very annoying. :mad: I'm doing a QB re-match via PBEM right now with a club mate and all his smoke grenades are useless because of the strong wind. So the fun (and fairness) of the match is massively reduced now... My arguments: 1. Wind conditions are very important for the game (strategy) - one should be able to know them before the units are purchased (like planes...) 2. Maybe some people think it's "exciting" to have an unpredictable factor in the game to make it more "realistic" - OK, why not - but these players could set the wind options on "random" then if they like it that way. But there should be an OPTION at all. (please!) After all the decisions about the battle settings be should be left to the customer/player.
  12. Hello Combat Mission Gamers gamers and Battlefront, since the release (and installation) of the "Commonwealth Forces" module I found a difference in the TOE (organization and equipment) of the US Armored Infantry towards the base game CMBN: If you are now buying an Armored Infantry Battalion (from the "Mechanized Infantry" category), the entire Headquarter Company is missing all it's vehicles (Jeeps and M4A1 Mortar Halftracks) allthough you choose the option "all mounted" infantry. Maybe this can be fixed with the new Market Garden Module.
  13. In my opinion "Battle Of The Bulge" should be a new Combat Mission game. ...but with a cool collector's steel box, please! (like it was the case with CMBN)
  14. Dear Gentlemen, I would like to report a graphics error in CMBN that occured since the Commonwealth Forces module was released (installed). I searched the forum already for this but it seems that nobody has recognized it yet. Some Sherman tanks that you can buy as "Rhino" version are missing their hedgerow cutters in the game. (They are cutting themselves through the bocage but the cutters are not visible). So function, description and symbol are correct - only the cutters have become "invisible" somehow. Maybe this can be fixed with the upcoming module "Market Garden".
  15. Did you try the multiplayer already? CM is at it's best when played against human opponents! I recommend you join "The Few Good Men" Wargaming Club community and enjoy many good battles against (more or less) intelligent opponents! :cool:
  16. Just a tip: For finding human opponents I would like to recommend you join a PBEM gaming club, e.g. "THE FEW GOOD MEN". http://www.thefewgoodmen.com/home/?tag=combat-mission-2
  17. Just a tip: For finding human opponents I would like to recommend you join a PBEM gaming club, e.g. "THE FEW GOOD MEN". http://www.thefewgoodmen.com/home/?tag=combat-mission-2
  18. Just a tip: For finding human opponents I would like to recommend you join a PBEM gaming club, e.g. "THE FEW GOOD MEN". http://www.thefewgoodmen.com/home/?tag=combat-mission-2
  19. Just a tip: For finding human opponents I would like to recommend you join a PBEM gaming club, e.g. "THE FEW GOOD MEN". http://www.thefewgoodmen.com/home/?tag=combat-mission-2
  20. Hello mates, I found a video on YouTube that might be interesting to all sound modders (and gamers too):
  21. Thank you for the hint - I can only find a sound mod by Alan Davis in the repository so I will give this one a try.
  22. My wishlist for CMx2: - medics - a camo net to hide AT guns and Flaks - 2 cm Flak - more effective and faster turning 88 Flak (the most feared and best gun of WWII is nearly useless in Combat Mission) - 88 Flak "on wheels" - German "Sonder Kraftfahrzeug" SdKfz 10 and 11 to tow 88 guns - possibility of splitting squads down to the single man - more different ammo, handgrenades and panzerfausts within the vehicles - motorcycles and motorcycles w/ sidecar - slower turning tank turrets - tanks should be operated by the crews instead of acting like self operated/automatic "Terminator2 machines" - German Horch Kfz 69, 70 + 81 - extra polygone model for American commanders - extra polygone model for Waffen-SS soldier with camo smock - horses and wagons - more natural look of "hunting" soldiers (currently they are looking as if they had sh****n their pants *gg!) - command button for "throw handgrenade" - hand-to-hand fights like in CMx1 - better sound for firearms (currently machine pistols sound like plastic guns)
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