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Rokko

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Everything posted by Rokko

  1. @Heinrich505: Nice pics again, I guess you win some you lose some @Combatintman: Thanks a bunch for that awesome and in-depth analysis! It's a great way to enable me to understand your and other peoples' thought process when reading the briefing and playing the scenario. I already have gotten some ideas on what I should change in the briefing to make things more clear by reading your interpretation of it. My plan is to make a Redux Version once the first module is out and we get actual Waffen-SS TOEs (although the Heer one is pretty much the same, maybe some differences on the squad level).
  2. I just tried and it worked just like I described. I held Shift and then drew a frame around all units, thus selecting them. Then I clicked my reference unit so it blinked and moving it moved all other units and wires relative to it.
  3. You can mark one tile in the editor that you know has a specific unit on it (just make it dirt or whatever, anything that sticks out). You have to remember exactly which unit is on that tile. Then you crop the map and afterwards you can just select all units on the map, click on the unit you remembered and move back to the reference tile. All other units will be moved as well and will be in the spots they used to be before. Works for fortifications as well
  4. Steve, do you follow the current conflicts in Iraq and Syria on a similarly detailled level or is it just Ukraine that has got your attention?
  5. 1. I will post some pictures explaining what I mean later. 2. I mean as the scenario designer you could, instead of placing the tanks in a column along a road, already place them on the fields and in formation so place them in a bunch of platoon wedges or something with some distance between each platoon formation to allow for easy visual distinction from the start. That way the whole thing becomes more accessible, since as of now, the first thing the player has to do is getting this column in order for it to be useful in combat, which is a rather tedious task. 3. A good and easy rule for this is to give every water tile that connects to a land tile an elevation fix. That way you can make sure to avoid those steep cliffs near water. Another tip is to make all shore water tiles shallow fords. It looks much more natural. I do it that way for every piece of water except for rivers that are less than 3 tiles wide. For a lake you'd for instance have most of the lake be regular water tiles with a ring of shallow ford tiles around. I hope that is understandable
  6. Thanks for your kind words! I'm looking forward to your report It seems a lot of people feel the frontal approach to be too daunting and try doing some smart manouvers which don't really seem to work. Given your general long range and indirect fire superiority at least in theory the long LOS distances should give you a general advantage here though. I'd really like to know if that works in practice as well, though. I can't remember the point allocation anymore, but I think the German player gets 60% of the points for taking ground and 40% of points for killing Russians. So my assumption would be you probably didn't manage to fully occupy the Northern village?
  7. Wow, thanks for posting those Have you been spared the effects of the Stug Bug so far?
  8. Sorry for OT again, but which photo do you mean? this one?
  9. I generally agree with those points, although I haven't seen apolitical people using these extremely specific Nazi symbols for the sake of provocation. Satanists (and I am talking LaVeyian satanists here) often admire the Nazis and their symbols for their brutality and general radicalism, but you can't really shock anyone by using a black sun or a SS deaths head, because I bet most people wouldn't even recognize them as Nazi symbols. BTW, for me Neo-Nazi ideology would be defined as a combination of a white-supremacist believe (today mostly some sort of "pan-Aryanism"), some sort of Blood and Soil ideology and a general believe in a strong dictatorial rule by some leader figure (oh yeah and of course anti-semitism). Plus a fascination with historical Nazis and their imagery. To me that seems like a reasonably strict definition I would bet you'd find that combination in most of the Azov members considering their faible for that awfully specific set of NS imagery. Edit: Getting OT here again, will cease that from now on
  10. Some of their imagery is just too specific. I mean you could argue the swastika is an ancient symbol and not necessarily Nazi imagery, but the SS Deaths head (seen it twice in that video) and the black sun (on the regimental emblem!) are have no other/earlier origin or anything like that.
  11. Everyone knows Azov are mostly Neo-Nazis. Them and Aidar. They don't hide that and you can see lots of Neo-Nazi tatoos, Totenkopf patches and what not in the video (not to mention their black Sun/Wolfsangel emblem). BTW if seen enough evidence of Neo-Nazis among the Separatists as well. Also, it seems Azov was turned into a regiment lately, whats that all about?
  12. I haven't played it yet, but I have looked at the map and the Axis setup, here's some points I've noticed: 1. The map could be more detailed, especially the roads, you can't really rely on the road tool exclusively. 2. The German tank column mostly means a lot of work for the player, I'd suggest instead of placing them in a column, do some work to place them in company and platoon formations, that way you get a start setup where the player does not have do that work first of all. 3. The lakes look weird due to being at a higher elevation level than the river. I'd suggest to either lower their elevation or the elevation around them or replace them by a Marsh/Deep Marsh combination of tiles 4. You can alter building textures by Shift+(left) Click on them. Buildings that form complexes should have the same texture to increase visual fidelity (for example the building complex east of the Bahnhof). That being said, I want to thank you for taking the time and creating this scenario for us, I personally appreciate anything that helps keeping CMRT alive
  13. Engaging ATGs frontally with HMGS at such ranges, even its 4 HMGs at the same time against only one ATG (which I doubt since I know this scenario) strikes me as a pretty bad idea. I wouldn't be suprised by that outcome. Either flank them and shoot from short ranges (no more than 250m) or use indirect fire or tanks which can withstand hits from these particular ATGs
  14. Some shameless self promotion: http://community.battlefront.com/topic/117734-cmrt-right-hook-at-sopockinie-comments-critique/ Not a lot of vehicle action though, I'm afraid.
  15. I've looked in the Repository but couldn't find it. You might consider uploading at http://cmmods.greenasjade.net/as well, the Repository upload can take up to a week.
  16. Yeah I know about the UI stuff, it actually say (APS) or (ERA) in the unit's description as well, I was just a 3D representation as well, those things are generally not small miniscule things, Trophy weighs half a ton I think. But that explaination makes sense.
  17. I was just looking at a bunch of vehicles in the editor and I noticed I couldn't make out any visual difference between APS equipped and non-APS equipped vehicles, neither American nor Russian. The only exception is the ARENA equipped BMP-3. Is that intended to not let players know if a vehicle has APS or not?
  18. IG, as a marine, do you know why the USMC adopted the M27? I never quite got the reasoning behind that.
  19. Thank you Heinrich, I am looking forward for your final assessment. What do you mean by subtle, the terrain elevation or the variation of ground tiles?
  20. CoH is a different pure RTS game. Playing on Iron only means that friendly units have to spotted as well which to me is just nuisance. Anyways, I would have thought that unless you gave your Abrams a Reverse order to the other side of the map. When I played this vs AI the Russians didn't fire any artillery at all. Also, I believe there is nothing in the game which can penetrate the Abrams turret front, not even the AT-14, so they are almost unkillable when hull down
  21. Very interesting, thanks for posting, So appearently from what I can gather, from the 5th Tank Brigade's four batallions one batallion was formed to be sent into Ukraine. That seems to be in line what has been said earlier here about the way the Russians organize their combat forces. BTW, that "explaination" on how T-72B3 could get into Ukraine was sadly something I have read on liveleak where it was brought forth as a serious argument, not a joke.
  22. I guess uploading this the same day CMBS was released wasn't exactly good timing, but combined there have been 128 downloads of this. I really would appreciate some feedback to learn how to get better at this, even something like "didn't play cause the size put me off" would be helpful to me. So please, if you have played this scenario, tell me what you thought about it. Be as harsh or negative as you like, I won't mind
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