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A Canadian Cat

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Everything posted by A Canadian Cat

  1. Indeed, the tank riders' behavior is coded for staying on as long as possible even when taking casualties. It needs to be that way so the Soviet tactics of suppressing the enemy line as the tanks rush up and unload the SMG infantry at close range. That does mean that if you are just driving around your tank riders will hang on longer than you would want. So, be aware: if you are driving your infantry up to a staging area make sure that the way is safe.
  2. There was a recent thread where Steve explained why there are on target able spots on walls, buildings etc. It was towards the end of a threat @womble started about trouble targeting buildings. In a nutshell the issue is with the computer processing power required.
  3. Yes, it has been fun, and an honor to be asked to help. I have not played against the AI this much since the release of of CMBN. The game is awesome! Wait am I allowed to say that? Perhaps not since it's awsomeness has not been officially announced yet
  4. Yikes. That was a tough mission with the original version of the game. You end up pushing and pushing your troops past the breaking point. The second mission will be fun - another beach landing...
  5. Oh man that looks insanely rude - it will be popular I am sure. At least for a little while.
  6. I like version 4 better too - creating more separation between the size of the close and far visual is a good move. I feel like I am at the eye doctor "can you see better with 1 or 2? How about 2 or 3?" I still think the visual icons should have closed mouths.
  7. Indeed. I do have a couple of tanks in Frosty Welcome that are totally out of ammo - no AP, HE or MG ammo left. First time that has ever happened. Now that sounds like a good tip.
  8. You know what I totally lead you down the garden path. Sorry. The alt key commands are not re-mappable at all. Some help I was eh?
  9. correct correct again Sometimes they bail on a tank in, reasonably, good shape and some times they are bailing on a destroyed tank and your guys don't know it yet. Due to FOW you will never know (unless your opponent is chatty:-)
  10. Sounds like a job for Target Briefly. This is one way I use it regularly.
  11. I do not recall reading a definitive answer. Loosing any squad member has an effect on the squad's morale. I do not know if the loss of the leader is more severe than any other member. My gut say it would be but have no idea in game terms if that is true. Clearly if a +1 leader is a casualty and a -2 leader takes over that will have more of effect than if a 0 leader is lost and a 0 leader takes over. I am not sure if you will be able to create a test that can isolate the simple loss of a leader vs line solider from the leadership effects. I am looking forward to learning more.
  12. Oh, right that would be helpful. Look up hot keys in the manual. At one point you had the edit a hotkeys.txt file outside of the game but newer versions have a way to do it under the Options panel. The manual will tel you which you have.
  13. I believe the Tac AI already does this. At long ranges I frequently see many additional hits happening even after the crew bails. Yes, I know the tank crew some times bail on an OK tank but if you leave your tanks to it they will just pummel the enemy tank a long range. It even happens at closer ranges when visibility is an issue. I once reported what I though was a defect because my Sherman kept blasting a PzIV that was very close. I though "how on earth is the PzIV surviving all these close range hits, it has to be some weird close range bug" Turns out the first hit caused lots of damage and the crew to bail, the second it destroyed it. The other 5 or 7 (I forget how may) were because the Sherman crew could not tell it was toast. They were in heavy woods so visibility was poor.
  14. My experience mirrors @womble. The actual bogged vehicle I leave alone. However, bogging nearly always creates the need for order management. Just because it will totally mess up either the convoy - massive bunching issues behind the bogged vehicle or coordination issues - it is not a good idea to go rushing forward when your overwatch partner is not in a position to cover you. So, I agree bogging vehicles immediately require attention be paid to the other vehicles in the area.
  15. Sounds annoying. May I suggest - as an experiment - remap one of the keys that works to be for trees and set alt T for the other thing and then see if you can turn off trees and see if alt T still takes you to the desktop. That way you can eliminate a game defect and concentrate on what other tool is using alt T.
  16. Humm that's odd. I have been there many times lots of good stuff there. What is your paranoid ware detectors specifically complaining about?
  17. I can totally relate to your points as the attacker. I have often been making good progress and moving along doing things right when I realize that time is running out. Suddenly I have to start deciding do I continue to do things right or start taking risks. I don't like that feeling. And as you say, in reality what would another 10-15 minutes be anyway. However having said that as the defender the clock is my only true weapon:D On defense I think I have only once actually destroyed enough of my enemy's force that the clock did not matter. The majority of the time, due to our propensity to press an attack through much higher casualties than would be typical, the defender has no choice but to hang on until the clock runs out.
  18. Oh, yes that page links to so much good information - a great page to book mark.
  19. I prefer V3 as well. My only issue is that in the visual symbols the commander still has their mouth open. I get that you are using the same graphic progressively zoomed out but if you closed their mouths in the visual versions it would be an improvement. I also thing the visual far would be better with the figure even smaller in the frame. I suggest a 3/4 view.
  20. Are you talking about the briefing graphics? I find the symbols usually are much simpler than standard military tactical symbols. Normally they are just solider or tank silhouettes and red or blue defensive lines. These are clearly inspired by full on tactical symbols but much more high level. There are a variety of sites and each army had their own set of symbols. Modern (NATO) The system the allies used in WWII has evolved into the modern NATO symbols. Here is a primer on the symbols themselves Wikipedia Symbols description. This is the official unclassified document and chapter 3 deals with how to use them on a topo map: Nato Millitary Symbols Guide. US and Western Allies - WW2 For the actual WWII symbols consult FM21-30. This document also talks about how to use them on a map. German - WW2 For the Germans, I actually have not looked for documentation on how they were used on maps. You can find the symbol description here: German Army Organizational Symbolx This site also uses the symbols to describe the German army's organizational structure Russian - WW2 This is a little trickier. They have a great system and I have found a few documents on line that are in Russian. The document you want is "TM 30-430 Handbook On USSR Military Forces" however only one chapter is available online but it can be found Google Search to locate a copy. In this thread you can find more information and people chiming in with lots of good links etc.
  21. And it has defiantly made a difference. But you still need to be careful too.
  22. Interesting discussion about possible improvements to Hunt and or move to contact command. I would like to chime in to say though that I would *not* like the hunt with cover arc to ignore enemy units outside the arc. I want to be able to use cover arcs to restrict scouts from firing and reveling their positions. At the same time when scouts are hunting into unknown areas I *do* want then to stop when they spot the enemy - any enemy.
  23. LOL are you worried about your neighbours calling 911? "Something is very wrong next door I have hear multiple gun shots, screams and I think and explosion."
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