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A Canadian Cat

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Posts posted by A Canadian Cat

  1. Oo, I just remembered something. If you make an adjustment to a falling barrage, I think it always goes where you put it, so a partial workaround might be to adjust once you're firing for effect. The first rounds will be wasted, and the ones already in-flight too, but if you've a long barrage, it's possibly worthwhile to move it rather than cancel and re-call. You won't have to wait as long, and don't, I think, risk the entire barrage dropping in empty fields.

    Interesting idea - sounds like it could work. If anyone can try it let us know (in my PBEM game the off target barrage is over so I cannot try right now). Sounds pretty gamey though.

  2. Yes, that's about the only way I can see at the moment, but it does have 2 serious drawbacks.

    a) It's a clumsy solution to determine something the player really should know - after all, the game-internals "knows" the answer so it should be possible to let us know in some way.

    ( Maybe a GUI thing - little green circles or red X's next to the artillery you're calling in - similar to the barrels-heat thing - you need more greens than reds or it's off target. )

    B) If/When more than one barrage is falling ( yours or theirs ) and/or spotting rounds for other nearby fire ... how the heck are you going to know which impacts to check against ?

    Good points. Perhaps it is just not realistic to be calling fire when you can see so little of the area around your target. I can see the conversation now:

    FO: Are you guys there? When am I going to get spotting rounds?

    Battery: What are you talking about? We fired spotting rounds two minutes ago.

    FO: No one knows where the spotting rounds landed. What do we do now?

  3. the video of them beating back a stug is all well and good,but,was it ordered by the player? there appears to be more than one platoon firing at it,and its also at close range,this i have no problem with.we didnt get to see what happens when the stug actually fired back,the shooting seemed to stop then?ill assume they paid dearly for this minor victory:)

    It was one platoon and an MG actually. No I did not order it they just lite him up on their own.

    Paid dearly - there's an understatement. The one StuG they were shooting at did not do much to them - he missed hit shots. It was this two buddies that my guys never even saw. By the end of the turn after that one only one squad had operational numbers left and they were totally rattled and pinned. The rest of the platoon and the MG team were totally decimated and running for their lives. It was bad. Really bad. That's when I realized that the bazokas were in the burning halftracks. Oh man learned valuable lessons from that engagement.

  4. Since seeing how good arty was against me I have been playing with more of it than I did in the CM1x games. From my experience here is what I think I have seen and thus learned:

    Can someone clarify what a spotter has to do in order to call in a barrage successfully.

    They need to have and maintain LOS to the target and ideally some more so they can see errant spotting rounds. They need to be happy and calm (by that I mean *not* taking fire on their position) during the receiving and spotting phase. Once they call for the FFE it does not matter any more.

    In one game against the AI I had a FO call for a barrage from a nice safe place to try to stop an armoured assault. They were safe during the receiving and spotting. They called for FFE just a few moments before the protecting screen of infantry collapsed and they had to run, took fire and lost the FO officer. The barrage seemed to go fine but was to late to save the position. The shells kept falling for several minutes even after what was left of the FO team and his infantry screen were pushed back into the woods.

    This would be good to know.

    I've also asked this in other threads, but still haven't seen a definitive answer : "How do we, the player, know if the Spotter sees the spotting rounds or not ?"

    In a different game I was calling some fire on a possible enemy approach from the opposite side of a town. My Company CO (who was making the call) had key hole LOS between buildings to the woods where I wanted the fire to land. Trouble was he could see just bits and pieces of the area not the whole target area and certainly he did not have good visibility around the target area. The spotting rounds were long and to the left. I watched them land way off. I guess I could have checked with the targeting tool to see if he could see where they landed. I believe that he did not see them land because after several spotting rounds - which were all off target the FFE was called and the full barrage came down on the long and to the left location near where the spotting rounds landed. I could have called it off but since my fire was speculative anyway I let it go.

    At the same time one of the platoon HQs called in fire from a different battery on another suspected enemy approach location. This time the HQ had much better LOS and after the spotting rounds came in the barrage started and was right on target. These two calls were simultaneous and the barrages started at about the same time. It was interesting to see the rounds for one inside the green circle and the rounds for the other a ways long and left from the circle.

    So to answer your question when the spotting rounds come in use the target tool to see if your FO can see where the landed. The smoke / crater from the spotting rounds should be enough to let you find out if the FO had LOS for the spotting rounds. I have the PBEM files for the above scenario so I should be able to verify that my Platoon HQ could see were the spotting rounds landed and the Company CO could not.

    Ian

  5. Yes, I know I'm getting a head of my self. I was doing some preliminary research to see what I could find out about Juno beach. Since there are several people already working on sections of Omaha I thought I should look at Juno. Right now I'm just looking to see if there are good sources of maps that I can easily access or if I need to do more planning and perhaps look for some books to buy.

    Anyway that's not the point of my question. When I found this site http://www.6juin1944.com/assaut/juno/en_index.php they have an album which has lots of pictures of the Canadian's landing etc. I was struck by the number of bicycles. There seem to be thousands of them. Some pictures from later in the day show each soldier getting off carrying their own bike. Cool I had no idea that was part of the kit. Is this a crazy Canuc thing or did the US and Brits have the same?

    Check out these:

    pa132930.jpghttp://www.6juin1944.com/album/juno/pa132930.jpg

    pa133757.jpghttp://www.6juin1944.com/album/juno/pa132930.jpg

    pa116533.jpghttp://www.6juin1944.com/album/juno/pa132930.jpg

    Will CMBN have bikes for the Canadian's. Hey if we cannot ride on tanks maybe we can ride on bikes:)

  6. A 105 round killing a Panther. Well to be honest no one saw it. The Panther and a bunch of his friends (StuG IIIs) were advancing and my infantry were being beaten back. Why do they forget their bazookas in their half tracks? My FO managed to call in a barrage on their position as they withdrew. The FFE order came just at the right moment and I watched as the shells came down. There was the Panther and three assault guns in the area under the shells. The smoke was all over the place and the AFVs were clearly moving around. Then a shell exploded differently than the others and I wondered if it hit something. After a few moments two plumbs of black smoke started rising above the grey cloud.

    After the smoke cleared as the barrage ended I could finally see the victim - the Panther.

    My guys still got slaughtered but my barrage denied the Germans a total victory - they had no infantry left to flush my last two squads from their hiding places.

  7. 1) A hunt command that does not end the movement of a unit, but let them continue there movement as soon as they've lost contact. Very important in turn based games.

    I have been using Assault a lot. They don't shoot for no reason and if they make contact they have people ready to fire. Not quite the same as you are asking for but I use Assault a lot when moving on uncertain ground. For example I might have my lead squads Assaulting towards tree line, building etc while my reinforcement squads behind them are Hunting forward. That way if they make contact the reinforcements stop while the lead guys fight.

    2) Seperate covered arc commands for ambush infantry and ambush vehicels

    +1 for that

    3) A sneak command that does not cause 'crawl', but let the men move stooped (right word? I'm not English). Less tiring then crawl, speed nearly like move, and as silent and covered as possible. IIRC, we had that in CMBO?

    Not sure about CMBO but in CMBB sneaking sure looks like crawling to me.

  8. .. to have HUNT and BAIL OUT both ordered by the letter K? Twice I've had crews leap out of their tanks and race toward the point where I wanted the AFV to hunt to. D'oh!! I know it's a beginner's trap but it also strikes me as a little silly.

    Which is why I don't use the key board for anything but camera navigation.

    It is much harder to click on Bail accidentally with the mouse:)

  9. You are absolutely right.Which i believe makes sense,no?Let's say the player who played 100 games has just a 25% win rate.This means he won 25 games.On the other hand the member with 80% win rate but with just 25 games under his belt has won-if my math is correct-20 games.Obviously the first player would get more points for 25 wins than the second for 20 wins.

    What you should also consider is the ladder is ordered by score(in which the above statement is correct) by default. And i mention this because it can be ordered using other criteria as well [number of played games,wins,wins %,streak,ELO] .Just see it for yourself:

    http://www.theblitz.org/ladders/Combat-Mission/lid=1&action=ladder

    Thanks for the clarification! I did not notice the ELO rating at first - that's what I want. So, using the score for ranking does match your stated goal of getting people to play more, in a certain way - play more do better. My personal problem with that is two fold: I am not able to play a lot so that puts me at an immediate disadvantage (and reduces my desire to join your ladder). Two, I cannot tell from the score who would be a good match up for me. I do not find it fun to totally hammer someone with much less experience I would rather got for a more even match or risk getting hammered. Scores that grow the more you play do not help me find a good match.

    But I am heartened to see that you have an ELO rating as well. So, I can view the ladder from that point of view and get something valuable out of it (which increases my desire to join you ladder:-).

    Thanks for the information and I have one more question. Does your ELO rating calculation take into account the margin of victory? What I mean is for chess, as an example, there is only win, draw and loose. But for CM there is total victory, minor victory, draw, minor loss and total loss (I probably got the names wrong but the point is there are levels to winning and loosing). Does your ELO system take the degree of winning or loosing into account?

  10. On night missions I have to turn my desktop gamma all the way up or I can't see anything.

    That has been my experience. Daylight is just fine but night time I have to turn up the brightness. First QB I played randomly selected night and my screen above the control panel was totally black. I mean I saw nothing. I thought the game was broken:)

  11. + Relative spotting!!!!!!!!

    + New artillery handling is great

    + 1:1 scale infantry on the map

    -----8<-----

    - Inability to predict if terrain is passable by a unit. This is the number one cause of the surprising path mapping problem. If I was told while plotting my move orders that the unit could not follow *my* path from A to B and instead would need to plot its own way then I would know what I was getting. For example right now you can sometimes get the ghost buster symbol if you try to plot a move into a building for a unit that cannot go in there. If I could see that ghost buster symbol as I hover over the bocage while placing a way point on the other side I would have a tool to verify if an opening is really an opening or not. If I get the tools I can control my own surprises.

    - Really want armor cover arcs (or some other way to manage ambushes and or make sure my AT teams and guns don't expose themselves too early)

    - I love snipers. If the sniper team assistant is going to do dumb ass stuff like expose their position then I would like to be able to ditch him in the woods:) Please either loose him or get him to hold his fire.

  12. <snip>

    Other features:

    • one click setup of the filters needed to sync the correct files from your CM folders to Dropbox
    • a simple GUI representing all the games you are playing and if you have a turn pending.
    • a timer feature that will change the icon if you have exceeded a given amount of time 'holding onto' the turn.
    • optionally store contact info for all the players in the game, and perhaps arbitrary info like a link to the forum topic for the battle or club forum.
    • keep a log of files exchanged and short messages between players
    • optionally keep a history folder updated with all exchanged files

    I am interested in items 1, 2, 5 and 6 on that list in particular. Let me know if I can help you test anything. I am also an experienced Java programmer so you can send me stuff to try out that is only half baked if you want (I don't need no stink'n install program:-).

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