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A Canadian Cat

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Everything posted by A Canadian Cat

  1. I admit to enjoying seeing them in posts. Glad you like them.
  2. Yes, absolutely report this kind of thing here. So, just to be sure your team when through the solid side wall instead of the front where the door is shown. Correct. It is the kind of thing that take a while to actually see changed but they do.
  3. It does because it still tells a story. Very creative to approach it from a different point of view.
  4. He is still making content and does not want to try basically *the* war game that tries to portray a realistic combat situation? I figured this guy was not writing any more or something. How can you go on and on about wargames getting things wrong and not try ones you haven't tried yet?
  5. Oh that is a great game! And that is truly a WEGO system to. Both players picked their actions and then you saw how it turned out.
  6. Yep, I hear ya. Advice is still the same - open a support ticket. They at least can ask additional questions that might actually lead to resolution.
  7. LOL after posting that I did a quick search and found that I responded to a similar post with a similar answer - so apparently I actually have read about that problem before.
  8. Yikes. For starters and future reference the user help forum is here: http://community.battlefront.com/forum/114-cm2-general-tech-support/ Lots of help gets dispensed in there. Having said that I do not recognize that problem. I would recommend contacting support by opening a ticket here (click the blue new ticket button): https://battlefront.mojohelpdesk.com/
  9. Good explanation. I do something very similar but usually use slightly longer pauses 15s and if a team is small (like a two man HQ team) they get 20s instead. The only thing I would add is that if you do that bounding across a longer distance at the end of each turn I just check in to see how things are doing and adjust the pauses if needed. Like if one team is getting a head because they have smoother terrain they will get a bit more pause time. If any of the bounding is getting out of sync I tweak the pauses so they go back to covering each other.
  10. Yes. The animation applies to all soldiers so both sides soldiers will be using the mod on the machine that has it. So if the mod is on the machine that is calculating the turn every solider performing buddy aid will be treated the same - treated as being prone. If the machine doing the calculation does not have the mod then every solider performing buddy aid will be treated the same - as kneeling.
  11. If your graphics card can push the pixels the game will look nice. As for the UI font sizes, it could get interesting. I play on a 22inch 16:9 1080p monitor at home which gives me about 100 pixels per vertical inch. A 4K monitor is 2160p which doubles the number of pixels per inch. So, if I can read the briefings on my 22 inch monitor at 1080p then I would need a 40 inch monitor at 2160p for the font to be the same size. So, your example 28 inch monitor will render the UI at about 2/3 the height I currently see. Don't for get though with bigger monitors we tend to want to sit further back which compounds the problem of small text. For 16:9 monitors:
  12. It might suffice. Clearly more $ would give better performance so here are somethings to think about: CPUs: CM is usually CPU bound (as long as you have a good enough graphics card you will get better mileage out of spending $ on a faster CPU) and you should favour higher speed cpu cores vs more cores. So for example you are better off with a faster i5 than a slower i7 that has more cores - for playing CM that is - clearly the i7 will excel at other applications. Memory: CM can use up to 4Gb of memory itself but that really only happens for large scenarios. So, 4Gb is workable but you will need to make sure you are not running much else and you might find large scenarios suffer a bit. Graphics card: You want to stick with Nvida cards over AMD and absolutely avoid Intel cards. CM uses OpenGL for drawing and Nvida does the best at handling OpenGL. Once you have a machine you can read up on posts like this for advice on setting up the card in post below. As for the card itself, according to this http://www.dell.com/learn/us/en/19/help-me-choose/hmc-aw-video-card the card in that machine is a GTX 950. That is pretty good. If you had a few more $ to spend I would put them towards more memory and a better CPU before a better Graphics card. There is a small section on this FAQ thread dealing with performance if you want to read more.
  13. The solider model is used for hit testing. More goes into the calculation of the results but it "starts" with does the projectile hit the model. Since the animation controls the position of the model then yes, the mod will change the results of getting hits. Not in a "now this guy is un-hit-albe because he is a god" way but in a "if you are lying down and a bullet goes buy at waist height you will not be hit but if you had been kneeling it would have" way.
  14. You can use any attack map with either side defending. The game will put the attackers where they need to be and the defenders where they need to be no matter what army is chosen for what role. The QB maps often come from pieces of the scenario maps and retain the original type labels. It is just an artifact of that.
  15. Heck yeah. I would be pretty OK with the opfor popping smoke so he cannot interfere with my approach to his positions. A lot of the time I wish *I* could put smoke there.
  16. ^^^ this. It has always been this way. Some of us, myself included, were misunderstood. LOL - yes!
  17. Good news - glad to hear it. Yeah, licensing sucks. All too often licensing is an obstacle for actual customers but only a speed bump for thieves.
  18. Spot freakin' on! Thankfully this developer does not engage in that because they believe what your wrote above as much as you do. We do get the occasional complaints though. +1 to that.
  19. Just for clarification in case any new people read this what @MOS:96B2P is suggesting is this: Select the vehicle and delete all movement orders. Select the passengers and select the dismount order (special menu tab I believe). Then you can give additional movement orders to both. The above does not work if the crew of the vehicle is shaken or worse. Normally passengers execute their movement orders after the vehicle stops moving that way you can tell soldiers to get out at the destination and do something. Using the dismount command reverses this and forces the vehicle to wait for the troops to dismount first before following their movement orders. LOL cool idea. A better one would be to not put your passengers in that situation in the first place
  20. I do not think this will give an advantage to one side over another. In PBEM play only one computer is used to generate the turn. That computer will be generating the turn with its models and animation. The other machine will be viewing the turn with its own models and animation but at view time the who dies and who lives is baked in. No, using this animation *does* change the survivability of medics. It does so because their model is used for hit testing and if they are lying down they will get hit less. Especially with a low wall involved like the mod page's screen shot. Nope. People should not mess with the game. That would be like saying - hey someone released a mod that makes Sherman tanks a quarter of their size and therefore much harder to hit: the game should be changed so all tanks are now smaller. I'll pass on that thank you. One thing that could be done - and I personally would love to see - is soldiers dragging their wounded friends to safety. That would be a change worth making to the game to increase the survivability of the guys giving buddy aid. Mind you a change like that would likely cause casulties while men acted as heroes trying to save their comrades. Like I said I think that would be cool.
  21. What !?!?!? you mean it is more complicated than a simple one dimensional answer Good analysis and story at the end.
  22. +1 to that. I would go further and say that good tactics *is* about paying attention to firepower, terrain, cover etc *and* command and control, leadership and morale.
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