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Sgt Schultz

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Everything posted by Sgt Schultz

  1. While I like the incentive aspect of this idea, it seems doubtful it would be implemented. It is hard to tell sometimes where BFC will draw the line as "beyond the scope". There are quite a few different ideas floating on the forums that deal with wounded and buddy aid, and some are quite good. I think it would be easier to adjust the AAR scoring to reflect buddy aid efforts. This is currently not an option for designers, but could put more life into the effort with a minimum of coding.
  2. As long as they keep feeding me WW2 titles I will keep feeding them money. BFC has the process down pat for their size, and I trust them to get as much to us as quickly as the quality requirements allow. The fact that the East Front Modules will be released in a reversed timeline is just one way of speeding up the process. Fire and a few other coding issues would be my assumption as to why they are going with another game rather than continuing Modules. Flares and starshells just cannot be easy to code either. Brainjar nutrient solution and Red Bull cost money.
  3. Was their covered arc inside faust range(30m)? If not, then the little short-bus pixeltruppen will most certainly fire upon the tank with small arms. They are after all, an anti-tank team and must accomplish their goal. A little GIGO moment at BFC. --- Plus, you were not exactly sneaking up on that tank. Pavement? Not exactly the concealment I would choose.
  4. If this is a QB, then there are purchasing options that may not cost you any more points, or less mortar ammo, depending on unit. We will assume you have map preview on. This means you have a general idea of what forces are doing what, and where. Dump the HW toons, or at least strip 50%. Directly purchase support weapons for the platoon(s) that will require their services, and can use them in an orderly proficient and military manner. Let's say you put HMG teams with the platoons that will back up your initial recon. Combat Co HQ get the mortars, since he will be in the general area of that column. ------- Re: Higher HQs commanding lower units. The little green and red dots don't help if you are out of command to that unit's immediate HQ. You have to look for the eye, shout or soldier to see if a "higher" HQ is commanding that unit. Example. A platoon HQ get vaporised by 60mm. Send in the Company HQ. Still no green dot but you see the lower screens of the units fill with the shout, eye, etc. They will still not perform well, but won't run screaming like little girls either.
  5. Fausts seem to be ambush-only weapons for now. A full squad with fausts is not worth it, as the unit is too visible. A Tank Hunter team will spray their MP40s around if not closely watched. Maneuvering a faust into range is suicide, unless it is from the rear of the target and there is no enemy infantry around. Schreks are wonderful. They still have their MOUT issues, but if one is careful with hunt, hide, and arcs they are potent.
  6. Mission. Data. Allied Friendly Direction(map edge). Axis Friendly Direction(map edge).
  7. There are fences or low walls instead of bocage dividing the fields. The only time a field will have two distinctly different terrain types inside it is if the battle happens right in the middle of either plowing or harvesting(no dead bloated horses ). The only ways to make that look fairly believable is to use only N/S or E/W fields for that effect. Diagonal effects are difficult at best in any number of terrain situations. Ari's terrain mod has incredible blending effects that can help negate diagonals, but that is user-dependent.
  8. +1 to all. Number 15 looks to be the only one that could be implemented quickly if not already in the Module.
  9. Hedge use on maps that I tweak or make is down to ONLY the gated hedge tile as underbrush along and inside treelines. It works great as underbrush(2 large bushes), but I agree is rather lame as an actual hedge. Seems too 50's American suburbs to me.
  10. No. There is no way to play more or less than one minute at time in WEGO/PBEM. If you would like to play CM but have limited time, then RealTime play may be a better option. A thirty minute battle takes ... thirty minutes. If you suffer from high blood pressure or hypertension, then this mode may not be for you, since you will find yourself scrambling to keep up with all your units. H2H helper and Dropbox will speed up the actual transfer process, but PBEM play itself is more or less MADE for spending all the time you may need to take care of each and every unit. Play smaller battles for faster turn generation. One file in the morning, maybe one or two at night during the week. As many files as you can cram in on weekends. A thirty to forty five minute battle will go by in a couple weeks. -- edit - The player with the least actual RL time to spend gaming should always play Defender in a QB. Less to do once you are set up, so turn files are generated much faster from your end. Play the movie of the turn before the current one over and over before the next file arrives to stay up to speed. It is a nice 1 minute distraction at work.
  11. ? If I am parsing that correctly ... Yes the U.S. forces can be uised on any QB map regardless of Module.... select "ALLIES" and choose the American flag in the buy screen.
  12. You can take all your questions "upstairs" to the mod and map forum, and we would be more than happy to blather on about all sorts of scenario creation quesions. Everyone misses the fact we have our own forum. Welcome to the love-hate quest of scenario design. ---- To your question re: elevations vs terrain objects... draw a rough sketch on paper or whatever works for you to use as a guide, then ... One method may be to draw your rough contour lines using Dirt or some other easily seen terrain type before doing anything else. Then go to "elevations" and put in your locked tiles along those lines, that you can now see and reference from both screens. Take a look in 3D preview, then adjust as needed. You are on your way to many hours hunched over the screen obsessing over details.
  13. Known MG gunner position bug. That would suck to see though.
  14. While not having done any empirical testing, I have found that slowing the entire save process down has reduced the incidence of this. 1. Go to unoccupied corner of map, looking away from all icons etc, at level 1. 2. Count to 5 3. Press red button. 4. Count to 5 while slowly moving cursor to save file button 5. Press save file button ONCE and once only and do not touch anything. ---- If the save process happens "too quickly" then it is a save crash. If it takes a few seconds or more once the 2nd button is pressed, you are good to go. ---- I still had four save crashes in a row when I split two Ami companies into teams and gave them all orders. By reducing the numbers of splits I was able to save. I think it depends on your system and what is going on in the game when you push save, and how fast you ask the system to do things in a row. Sometimes I think it just chokes.
  15. They are still working on the Bren tripod animations.
  16. Well, I want the crates for the ammo, not to make the passenger space correct. There are quite a few support weapons that have low ammo counts. If a battle goes long and the weapon is not killed, it would be nice to have a way to get just a few more rounds in that PaK75. More medium mortar ammo especially for on-map assets. Give the bearers something to bear later on in the battle. Make 'em hump the ammo from the crate in the bunker to the tube.
  17. +1 I too would like, and have also suggested, ammo crates in the purchase screen. One crate takes up 2-4 slots in a vehicle or bunker. Number or rounds per crate dictated by caliber. 150mm IG gets 4 rounds, and all others scale up accordingly. As it is now, a truck full of 81mm ammo can still haul a full load of troops as well. minor glitch. --- I am ashamed to say I assumed that full ammo at purchase meant all you could carry. My bad. Facepalm. Now I will load up every time before setting out instead of drawing folks off the line during a firefight. If they move slower so be it.
  18. If it were me and I was a new QB player, I would take as many variables under personal control as possible. Auto force pick can be a bear. Fine tuning your force can be one of the most enjoyable aspects of the game. Random weather can also feed you a mess. Pick your own map. Look in the editor if need be. Give the time limit a bump to 45 minutes-1 hour. No need to rush if you are still getting the hang of it. Nothing causes more uneeded casualties than rushing to beat the clock. Wade in to the pool, don't dive in. You both will most likely have more fun. My suggestion and personal favorite settings - Battle - Axis Probe Size - Medium Duration - 1 hour(maybe 45 minutes) Map selection - Human Aug 44 Day Overcast Rarity - none Attacker - German, Mix, human pick, map preview allowed, no bonus Defender - Allies, Mix, Human pick, Map preview allowed. This lets both sides at least attempt to find a force that matches both the terrain and the mission.
  19. +1 to all above. Here is a ramble of things I can think of to help... If it is a medium battle then you can easily buy enough mortar/arty to teach your opponent that Elites die just as fast as Regular under a barrage. Buy 81mm batteries and TRPs. Place TRPs in an arc around the projected target area, with approx 200+ meters between adjacent TRPs. I tend to use 4 in an arc, bowed toward my forces, with a center TRP. This allows a web of linear missions that is bound to suit your tactical needs. like this... * * * * * Once troops are taken care of, use organic smoke mission from the batteries to screen approaching AT assets, be they tanks or zooks. Buy Vet mortar/FOs, and use REG/High/0 for the masses. Make only company and platoon leaders +1. Vet/High/+1 for armor. Use a medium buy on a Large map. This gives you more room to get around the Kitty for a flank shot. Do not underestimate the 'soft kill' ability of the 105mm Sherman. It may not kill a Tiger but it will batter its optics and other equipment, while maintaining the best anti-infantry capability of any Ami tank. Buy three tanks if possible. One for each flank and one to sit back and exploit opportunities. Find a support platoon HQ in purchase screen that you can/will detach from its unit during a battle(HMG/mortar/etc). Buy Vet/Crack zook teams and snipers attached directly to that HQ. Send them out as a unit to hunt armor in a slow methodical fashion that gets them max stealth. Even if the enemy armor has its way for a while, eventually you will get the kill. Keep units that still have Pop Smoke near the front to counter early armor attacks. Judge wind direction and strength to plan smoke use for close assaults on armor. I have found wind direction and strength to be a more important factor against German armor than anything else. If you have a light crossing wind then you can have your way with them. Strong winds in your face or at your back means you have to maneuver to get a crossing wind, and then have to RUN before the screen is in tatters.
  20. Look along the top of the editor screen while you have the map loaded. There is a height and depth reading of map size in meters.
  21. I am under the impression we are going all the way to Berlin on the Western Front, then taking the Eastern Front back in time from '45 to '41. This is because is it hella easier to start with the late-war Units and work back for production reasons. You may have to do the time-warp again and again.... but you get the modules much faster. All will be well for all players, we just have to keep feeding the quarters into the slot and play with what we have as it comes out. I am still exploring the engine and design paradigms on this module.
  22. It looks like they were all shot on location on Caprica(Germans vs Toasters yaay), but otherwise incredible tweaks to the originals. I love how just a few filters makes it almost photoreal.
  23. I prefer a medium for less-experienced QB players. It provides a "cushion" so a mistake or two doesn't more or less end the battle. Maybe something like this .... Medium, Axis Probe, No rarity, August(all the toys), Mixed, Overcast, Day. Put this on a large(not medium) map. More room to get a feel for how to maneuver all those teams. Maybe a nice Village map like ATTK Large Village QB-094. Always feel free to tweak a map if you feel a need. I tend to wall-wrap whatever buildings are already in the proper tile positions, and maybe add a few low stone walls here and there, or replace wood with low stone. Billiard tables are brushed with generous helpings of Tall Grass and scatterings of VT(ninja) Grass. Occasionally I will adjust the VL to accomodate a medium buy instead of a large as well. Axis Probe makes for a nice almost-meeting engagement, due to pricier toys and lower organic mortar ammo. As far as "rules" are concerned, I would think the "no 1st turn arty fire" is a good one. "Mixed" allows unlimited buys in any single category. It may behoove both parties to set a "soft" limit on category buys, such as arty and tanks. Maybe 20% for armor or something... whatever feels comfortable. It's no fun facing 3,000 points worth of Panthers and a platoon of Grendiers.
  24. BFC could release a "Best Of" soundtrack CD on Amazon. Seriously though, I like the concept but agree the line between getting the word out and spam is a fuzzy one. I push the game to anyone who shows an inkling of computer gaming interest of any type. Get Combat Mission to trend on Twitter or make a viral CMBN video.
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