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Kauz

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  1. Bug: 38) LOF/LOS object blockage: Closing the pocket: My Panther downhill left flank next to bridge/town shooting direction right enemy tank spawn on a M10. Both (M10 and panther) can see each other and shoot on each other. But always they both hit a haystack between them (about 70 meters? in front of panther). It always look like that grenade hit/explode about 2-3 meter above the haystack...but there is free air.... Explanation: This hackstack must be a transparent for the commander and gunners that they believe they can fight each other ...and after they shoot they hit an imaginary wall above the haystack and this barrier is made of 200mm tank steel
  2. After i followed several discussions (the last was "BF, You Blew It" and the "special"-ending of this thread ), i thought about how to solve the problem. What problem(s)?: There are two problems: A) How to prevent that discussions develop which the BFC-team getting rid of? *And i can understand that they are cheesed off, when people always come with the same critics/wishes/suggestions and you a priori know that you won´t change your opinion/decision/firm-policy. How to prevent that forum-members waste their time in hope they can change/influence decisions which are already made? Solution: When you join the CM:BN -forum there are always these annoucements and "Sticky"-threads. Simply establish a thread in this area with the name "Feature-FAQ". Write the questions and the answers/decisions of the company. How could that look like? Here an example: ------------------------------------------------------------------- "Feature-FAQ: Regulary we give the forum-members their head and let them write and discuss around. But sometimes we getting rid of discussions cause we a priori know that these won´t change our determination and only causes ill-feeling and might bad propaganda for the game too. So we decided to make a list about the frequently asked features/questions to prevent "moot point" discussions. Please read this FAQ before and refrain from opening a new thread with the listed topics. Question 1: Is there a WEGO/round-based playing option for multiplayer games via TCP/IP? BFC-1: No, there isn´t such a option. And we are not intending to implement it later. Question 2: Is there a "Pause"-option for real-time multiplayer games? BFC-2: No, there isn´t such a option. And we do not know if and when we will hand it in later. Question 3: Is there an option to play with more than 2 players a Multiplayer game (like 2vs2 in WEGO or RT)? BFC-3: No, there isn´t such an option. We won´t hand it in later, too. Questions-4 ......etc...etc BFC-4:...... etc Closing words: We know that it is always fun to have some more features. But we think the most of them aren´t important and we do not want to invest any additional time or have the capacities for it. We anticipate that we won´t get any more/new customers by implementing some of these things and the most of the CM-regulars will buy this game anyway. Let "us" "move on" and we hope you have fun with the game like it is. And if not ..."My way or the highway" Cheers, your Battlefront team" ............................................................................. I hope i could help with this suggestion to prevent future irritations. Greetz
  3. Parallell setting the 105mm arti barrage in "area" fire on the town-center or the first house line ("line") and smoking with mortar a long line parallell to the house-lines (on the first hedge position of enemy inf). After 1-2 minutes (when smoke wall established) i rush the first hedges-line i can see. The barrage and smoke provides enough supressing and especially spotting protection to rush with "quick"- order downhill with ALL infantry and ALL "PSW 234". You may have no losses!!! With the 4x PSW 234 and the artillery you can generate enough suppressing fire on the hedges and houses to advance with parts of infantry to the next hedge line (using "Assault" or "quick" order). Then use all units on maps to kill and suppress the house positions then (area fire with PSW if you do not see anyone). Reunite your complete infanty. Then assault with about 1-2 infantry squad the easiest house defender positions you can find......and so on... Always follow with your PSW´s... If it works well you may need only 5 Minutes to get next/into first house(s). In about 8 Minutes you can have about 2-4 Houses. That should be possible with extremly low looses. The Panthers take the classical postion in hull down position on the hill next to the spawn-point. Try to open the turret hatch always and establish fire area...so they spot enemy early. If you have the chance and one Panther is enough on the hill.....rush downhill with the other one and take the bridge. you can provide flank support and you are able to move later into flank of foe´s tank-spawn-hill if you feel courageous (by following the street on left side). The Marders should always drive, stick and fight together. -If enemy attacks your right flank. Take all Marders and drive from spawn to other side of start area---> take position on hill--->kill enemy in distance fight and then you can engage slowly downhill direction crossroad with 1-2 of your Marders. - If enemy tanks spread out over their whole hill, split your marders in 2 groups. 1 take position next to your Panther and support the distance fight. the other should drive right flank of the starter hill and do the same from there. After 2 rounds you always should change position with marders (cause of enemy artillery) I played it about 4 times, one time was iron...) Here my last fight (basic) : Total victory 160:1000
  4. @womble: that is a plausible explanation... on the other side this couldn´t be the solution for all... especially if you think of the option that the german 8-wheeled PSW armored car is spotting and aiming via the paralell gun-optics after the commander close the turret hatch... @Blackrat: Well...let me think... i guess the political correct answer is option 2.... but to be honest i believe more in a variant of option 1 (what do you mean with BF conspiracy?)
  5. This is a forum for Combat Mission ... That means for me: Combat Mission is a round-based strategy simulation based on WW2 scenario So i never recognized games like strike or shock force or whatever it is called... these games changed the gameplay and changed the scenario (no WW2) so they are not in tradition with my CM1-3 games. It is compareable to what happened to the old "Battle Isle"-series from Blue byte. Battle Isle 1-3 had in generally same scenario/look and same concept/gameplay. But "Battle Isle 4: Incubation" only stole the name of the series. And this tendency i see with "CM:BN"....: it looks like they take concepts of the CM:SF (which isn´t a part of Combat Mission series for me - so i never played it-) and combine it with the WW2 scenario/the look of "Theater of War". Well i can live with more detailled grafics (every single soldier simulated and more details ). But for example i can NOT live with the lack of the turn-based TCP/IP multiplayer feature. The game is mainly based on this element. So if you mean with "...times move on..." that entropy is growing and all things going to be worse by and by....then you are correct. In this case i really have to live with it and the "BF"-firm-strategy means "My way or the highway!" Buuuut.....i always have a little hope that i have influence and can make lobby work ..... I know that a do not have the slightest chance ... but i have to try it once seriously. Mostly forums are only a little promotion-tour to jolly some fans along. They hope this is a force multiplier for getting more customers. Well....that is OK....like this the world works... But if the company finally doesn´t care about the opinions/critics/hopes/wishes they will loose forum members and then customers by and by. So i am going to give my suggestions and representations and if there is no serious reaction/answer/discussion or argueing especially by company members this whole thing here is waste of time. It's as if you were talking to a brick wall...
  6. New categories: E) ULTRA BAD 35) there seems to be no "Pausing option" for "real time multiplaying" in the Main-game, too. 36) addendum for 10): seems to be not only the DEMO which isn´t able to play mulitplayer via TCP/IP. Main game is doomed too!!! F) Funny: 37) watch the infantry moving while they do the "Hunt"-order.... they look like some apes which search for the restroom/toilettes.
  7. WHAT THE HACK !....no Multiplayer round based I thought the lack of "TCP/IP round-based (WEGO)" playing option was a (retarded) restriction for the DEMO. Now i have to read that this is a "(lack)-feature" of the "new" game and has something to do with that "Shock Force"- crap (i never played). WHERE is my real "Combat Mission 1-3" gameplay? Please call the game "Shock Force: Battle for Normandy" or "Theater of War: Battle for Normandy" ....but not "Combat Mission" only cause there is option to play round bases via e-mail When i heard and read first of "Combat Mission: Normandy" i thought there would be finally after years a restart of the Combat Mission series. I thought it would be an updated Game with better grafics and some new features like playing round based with more than 2 players (like 2 vs 2 or 3vs2). But no.....no feature like that.....and as if that were not enough....they killed the Multiplayer option itself. :eek: -PBEM: OH no i am not supposed to upload 2-10 MB for every round and wait the hours for loading the map -and NO....i do not believe that implementing the Multiplayer feature would be a problem ..... quite the contrary i believe they had problems to erase this feature from the game
  8. 34) Seems that explosives like handgrenades and satchel charges which gonna be used in a video are already away from "having"-list at the beginning of the video @Mord: thx for answer...i only wanted to ensure that the guys know there might be problem with @WillLight: thx for the answer 8) can not imagine that it could be difficult (after so many years) finally allowing that more than 1 player is allowed to buy, deploy and give orders for the axis party. Would be the easiest thing to implement and the most interesting for the gameplay 12) you say the trajectory of every bullet is exact... so why i am not allowed to give exact shooting order with my tank ?... why it is most time incomprehensible that i have a direct line of sight to my supposed target but not allowed to set the firing order?(for example a house i wanna suppress by a amored car which has distance of 30-50 meters) It is always gambling what unit is allowed to give suppress fire on a special place or house... It isn´t conceivable in this game for me where a unit is allowed to "see"/shoot!
  9. 33) i had problems/graphic bugs in the scenario editor of the DEMO...anyone else?
  10. 29) why i am not able to set a shooting zone and aim on a specific target in this zone like games before? and what happened to the Vehicle shooting zone ? 30) others complain about the 60 mm mortars. The germans had 50mm and theses were NOT effective. It seems to me that the 60mm mortars are adjusting too fast to a target (in direct line of fire) and then they are very very very accurate. (The low amount of explosives of this round i do not have to mention.) 31) after i was forced (cause of silly DEMO restriction might) to fight in real time against my human second player via LAN, i wasn´t allowed to use ESC button to pause the game.....i thought each of us is allowed to "Pause" 32) what happened to the hull-down drive order for vehicles? what happened to the drive-shoot-retreat order for vehicles? @akd: thanks for the tip...i only wanted to order my tank hunter team to kill the tank with the Panzerfaust (distance was about 30 meters) ...but it seems that it takes hours that they feel motivated to use these if they are next to the maximum range of them.
  11. I tested the demo very intensive. Here my first impressions: A) WELL done: It's too bad about ...: C) BAD: D) very questionable: A) WELL done: 0) Different aims/objectives for both player parties 1) finally smoke for infantry ! nice (but should be able to drop at a special place with more range) 2) i saw one guy of a retreating infantry group dropping a handgrenade before falling back. Nice AI work... 3) the many Artillery options are a nice invention! (Especially that i am allowed to use it after the initional bombardement, too) 4) Animation of every single soldier (wasn´t necessary and hard to engineer i think, but well done) 5) the bocage thing is interessting 6) seem you put a lot of energy into the details of units (example: interior of a tank) 7) the "assaul"t move order is interesting/useful (auto-split of unit) It's too bad about ...: 8) No option to play "allied" vs "axis" with more than 2 players ? (for example: 3 vs 3 - everybody commands his own units---calculation put all together ) 9) The scripting in the editor is good idea, but: in general NO AI/KI ...what happens in case a scenario editor does NOT want to create a script?...this is unfortunate 10) In the DEMO: no turnbased playing via TCP/IP/LAN for 2 players...WTF no units in the scenarioeditor....so no testing of that one C) BAD: 11) i wasn´t able to rotate a single trench element (that is important cause trench isn´t abstract with the protection ability-->you are only protected if the trench wall is between you and the enemy) 12) sometimes i am 100% sure to be able to shoot at special point...but it is forbidden...so i have to move my units randomly around until it is possible...even i use a single unit 25 meters in front of the objective (example: PSW 20-50 meters in front of houses in "closing the pockets") 13) no tank information of armor-thickness/angle and gun-penetration info anymore ? only some small strange low information icons... This reminds me at "Theater of war". This game had a lot of weak points especially the overpowered tank in contrary to the weak infantry or the Pak /ATG units and the leak of emplacements for these guns 14) sometimes the mouse cursor and positioning of orders work wrong/ not precisly (strange things happen there) 15) there is no real "advance" order... (the assault is to slow and only for last 50 meters; the "hunt" order stops the movement of a unit completly after spotting enemy...it is like going on "contact" in old CM games...) I took the "quick" order as alternative (they run fast to the position, do not stop and still shoot sometimes). With that "Quick" order i was able to kill 2 shermans in a row with a Panzerschreck team while they were still running. 16) no artillery setting without seeing? In old games it was possible ( with more receiving time or less accuracy). It isn´t plausible why a guy is able to set artillery on a viewable part of a house but not on the other side of the house in 5-10 meters distance. 17) The infantry runs most time clustered or in lines. As enemy in real life it would be the easiest thing to kill these formation types. With one bullet i can penetrate several guys in a row... 18) the machine guns ... especially the heavy MG (42) always have very low power.......again.... (a BAR is practically able to bring 40-80 shots per minute accurate into target and a light MG42, if i remember correct, is able to bring practically about 300-350 shots per minute accurate into targets - the burst of the MG42 with the first 3-5 shots is point accurate like one shot of a K98k ) - D) Questionable: 19) i thought there is real terraforming in this game... why you used these funny looking and low protection providing "mole" foxholes and trenches instead of the real ones? 20) 90% of my feeled play time i used "quick" and "assault", 5 % "fast", 4% hunt and slow, 1% "Move". This worked well for me and my play-style no matter if defender or attacker. Is it supposed to be like that? 21) i wasn´t able to change already given movements order by drag and drop like in old CM- games. 22) sometimes i think the game wants to simulate detailed and correct otherwise the simulating of every single infantry man wouldn´t be necessary. but then i see funny things like guys throwing a handgrenade less then a meter in front of them and they do not get harmed by it. Or a rifle nade or Panzerfaust useable on a tank which is only 0-1 meter away. 23) blinds try spotting: i have 3 guys (not supressed and without special spotting area) and there is a enemy guy running straight towards them....*i can hear his running. Well it was raining but they were first able to see and fight him when he showed up at a place 5-6 meters in front of them and still running. If they are able to see a guy enaging them only 5-6 meters before he is ramming his bayonnent into them then they need either glasses like bull´s -eye or they got already shot into their eyes or they were born without eyes and only trained to shoot by ear-contact. 24) ambushs with Panzerfaust infantry are not very successfull even if the tank is driving straight to my bocage ambush(tried splitting into Anti tank team,too). The guys prefer to fight infantry and need to long to switch to the panzerfaust to kill a tank 3 meters in front of them---> then they die by the aimbot machine guns of the tank. 25) on the other side i had to laugh when i was giving a Tank hunter team the order to blast a tank which was in sight and about 30 meters away---> instead of shooting him with their Panzerfaust they blast a hole into a hedge 1 meter in front of them without getting killed by that and they start assault towards tank while spraying foe infantry down ---they reached the tank and stopped behind him----one was 2-4 meters away and got killed before he was able to use his Pzfaust and the other guy was only 1-2 meter away from tank and fired his Panzerfaust (which should detonate after 5 meters distance in reality) and hit the tank. This wasn´t only a roundabout way...it was like a rambo film and it wasn´t logical to use panzerfaust 1 meter away from tank and not realistic that this faust detonated at this low distance. 26) It seems to me that tanks are able to shoot with the same accuracy on other tanks no matter if they are driving or standing 27) i saw a blind PSW in "closing the pocket" in the city on the street taking very long time to spot a shooting foe half track in a distance of 10-15 meters AND after the spotting he need about 4 salvos with his 20mm KWK to get the first hits on it and then another 4-5 hitting salvos to force the enemy to bail out...and 1 more salvo to let him burn..... OMG If i would drive there it would take maximum 3-4 seconds to spot him. i would hit him directly with the first salvo (only 10 meters come on !!!) and after 2-3 salvos of my 20mm the guys in there are dead and the car is a burning wreck. 28) There seems to be the option in game to heal guys and to take a weapon from another unit (example: a normal inf squad took the Panzerschreck of a dead member of Panzerschreck team). How to handle this (example: how can the Panzerschreck team ammo bearer spend his ammo to the new Panzerschreck carrier in the infantry squad?
  12. Sorry for repeating: Conclusion: The power of about 10% of a egg-nade went straight to the rear and fill the room with gases. Sure....that is not very funny....But better 10% of a nade away from me into rear section than sitting outside of a house and getting spottet and raped by an aimbot Tank (like in video)!!! In Combat mission 2 or 3 there was the option to fire at least the Panzerfausts from buildings with effect on moral. But now no chance to do it again......
  13. Ok, it seems that in fact there is no countermass (have to take a better look later again). If there would be a countermass you need instead of the 134g black powder 67g Black powder.... Ok...now you may not have a countermass (which would be still a problem for a guy behind) But you have the problem of a hot gas jet and the double volume of the gas (a little less cause a part of it may follow the projectile) Let us look to the energy TNT aquivalent of black powder (this is about 0,25). The energy of the 134g goes 50% for the projectile and 50% backblast. so the TNT aquivalent which get out of the rear tube and could harm someone is: 134g*0,5*0,25 = 16,75 g (about 15% of an egg handgrenade 39) -The TNT dosis of a german Stick grenade 170g?, egg-handgrenade 112g.- This was the Panzerfaust 60.... but at Panzerfaust 30 has then 11,875g ( 10,6% of egg handgreande 39 ) and Panzerfaust 30 k = 6,75g (= 6% of egg handgrenade 39 ) Conclusion: The power of about 10% of a egg-nade went straight to the rear and fill the room with gases. Sure....that is not very funny....But better 10% of a nade away from me into rear section than sitting outside of a house and getting spottet and raped by an aimbot Tank (like in video)!!! In Combat mission 2 or 3 there was the option to fire at least the Panzerfausts from buildings with effect on moral. But now no chance to do it again......
  14. Nobody said anything about the secure distance. Sure you have to have one...but this you usually have in a room. And this distance is especially for people behind the Faust. So simple thing: go into room, look if nobody is behind you, look if there is no object directly 1-3 meters behind you, aim on target ...shoot... And I would do like this if a tank drive just next to me in the street!!!! The principle of the metal pulver counter mass is the same at Panzerfaust 3 and Panzerfaust 60. The modern Panzerfaust 3 is supposed to shoot out of rooms with minimum 12 squaremeters. This is a small room and should be a usual condition in houses. So for this weapon it is the norm to use for ambushes from houses. It would make no sense to exclude this option.
  15. This wasn´t an "attack" this was a fact! And i mentioned this fact after Barkhorn try to tell me that my behaviour (no credit card using) isn´t normal and insinuate that credit-card using is a matter of course / the correct way of paying. On the other side, Andrew, is your comment out of place...
  16. here a link that insinuate the using of Panzerfaust from closed space (at Minute 01:57):
  17. This isn´t a part of the general discussion, but "Elmar Bijlsma" already mentioned it. In America every 16 year old teen get his credit card. About 80% of your students have credit card. In Germany only about 20% of all people have use credit cards. BTW.: "Your" mentality respectively your credit liabilities are a the most important cause for the bank crisis and following the world economy crisis.
  18. Taken from wiki: "The first combat use of the Tiger II was by the 1st company of the Schwere Heeres Panzer Abteilung 503 during the Battle of Normandy, opposing Operation Atlantic between Troarn and Demouville on 18 July 1944; losses were two from combat, plus the company commander's tank which became irrecoverably trapped after falling into a bomb crater made during Operation Goodwood.[36]" ---- To the other points: -Your "arguments" for "House" problem do not convince me of your point of view. Far from it! The sources the other told are further indication for RPG-in-room using. Sure you shouldn´t use it while you hiding yourself in a wardrobe ;-) -the Mg42 turret mount i saw several times on Photos. If they used it or not is a matter of marching and behaviour orders. Mounted if on march and used in generally if the OKW give order to spend more attention again in anti-air-selfdefense of the units. Including the infantry (i read that a german officer conclude that 20-30% of enemy plane looses were cause by well guided infantry fire). The german changed their orders for the troops several times owed to the fact they had no real airforce left and lack of Anit-air-guns for the Anglo-american warplane spam. Normally they wouldn´t use rifles and light machine guns in that role cause it cost a lot ammo. Nethertheless i do not know how the allied used their .50 Cal . I think regulary the hide in the halftrack or Tank to not get a headshot. They may only use it if they fight on high distance and try to suppress enemy in fortificated position/houses. And for this case the germans had their light anti air guns (20-37mm)...they had no ultra heavy machine gun like the .50 Cal in series production (only several 13mm Mg131 bipod and sometimes 20mm MG FF/151 on lafette "stolen" from the "Luftwaffe" for ground support at the end of the war) -Paypal: I do not want use Paypal. I want a remittance for the amount payable, EC-card or paying the mailman in cash while he bringing me the hardcover-version of the product.
  19. Thx...good to know... I only play CMBO,BB,Africa. This new Shock force stuff i never tried... I was so glad that the WW2 scenario get a new chance again in the CM tradition.
  20. Hello @ Battlefront team and fans, My points and questions: A) Flak discussion: 1) no light Flak (AA-Guns) ?! -If you think the service numbres of 20mm "Flakvierling" or 37mm Flak 18/36/43 were too low i would accept this ( with stomache ). But there are no single barrel 20mm Flak 30/38! barely comprehensible... OK... OK.... i read in a other Thread that you may want to implement them later together with sightable Warplanes. So my next questions: 1.1) In old CM games light AA-Guns were capable of fighting not rendered Planes too. Why not now? 1.2) Why i am NOT allowed to use these Guns at least in ground support role? 1.2.1) Suppressing Infantry in houses would be easier for germans. And Destroying/damaging hard targets (tank guns or THE TRACKS) would be a useful point too. You may say: "The allies do not have light AA-Guns too...so it is fair!" Yes ... but they have the .50 Cal mounted on nearly every vehicle. This gun has about 3-5 times higher kinetic energy and about 2-3 times bigger penetration than a standard german rifle/machine gun round. Despite this you NEITHER gave the germans a flexible Fla-MG42 mounted on Tank-turrets NOR the light AA-Guns (which only the germans have in this specification and numbres ---especially the 20mm Flak 38). So...in my opinion the light AA guns have a big ground support role for the germans. Not mentioned the moral effect and the so caused lower efficiency of enemy low level fight-planes. The "old" Panzerfaust problem. Well...i can imagine that this discussion is old. Nevertheless it seems to be not easy to decide what is historically correct or what is appropriate to simulate it the most meaningful way for this game. I talk about the restriction for Bazookas, Panzerfaust, Panzerschreck using them in closed rooms/buildings: 2.0) In some CM games or versions/updates you could use at least one of them from a building. So it seems to me you were not sure about handling this, too ! In my opinion/(knowledge) (i had army training on modern versions and read about the WW2-variants, studying physics) the use of the a countermass principle working Panzerfaust or a rocket propelled Panzerschreck needs "only" a "free" area behind jet-direction ensuring to harm no person standing straight behind the launcher. 2.1) Your AAR Video Beta tester said in one of his videos, that the high "pressure"( i hope i remember correct) would NOT allow the use them in a room. ... what shall i say?...that isn´t the problem. I rate the disappearing of gas in a room and pressure compensation fast enough for this relative low volume of gas in a standard room. The leakage of energy of the pulverized countermass shouldn´t allow a dangerous elastic collision on the wall. ....... Other possible statements: - You may argue that you either can´t ensure that no person is behind the launcher (These are soldiers, able to think, see and check and in reading the technical bulletin additional after their instruction-phase ) - OR there could be a ricochet of the countermass or rocketgases in the room harming the gunner himself. This may the only point which could be interessting... But these weapons (especially the Panzerfaust) are made for close combat ambushs. In this concept it would be cock-eyed developing them not for such purposes like shooting from Houses/rooms/closed spaced rubble. I saw historic news reel which insinuate this kind of use. In the following link you can see the use of a modern RPG in a room (may using both propelling principles) ( from Minute 2:00 to 2:27 ): Ok.......After i tried to explain why your "No-house"-decision sounds very dodgy to me in terms of plausibilty and historical correctness i would mention a aspect of balancing: 2.2) It is easy to spot infantry on open field or next to a house. And you coerce the infantry into being there cause they can not set Panzerfaust ambush in house....! In the following Link you see your AAR and please watch the instant, intelligent and effective (behaviour)/spotting/fighting of the Sherman and the nooby behaviour of the Panzerschreck team (00:24:41 -00:24:57): http://www.youtube.com/battlefrontcom#p/c/86315E4B5BF37E6A/0/gRqTkKVSrSo As german Panzerschreck team it should be a easy to sneak shortly respectively watch close around the house corner and instant fire the already prepared/loaded rocket into Shermans Flank armor.... But they walk like headless chicken unnecessary into open field and get raped instantly by Tank-Coax-MG...... So on the one side there is a (Sherman) Tank spotting, reacting and fighting fast and deadly and on the other side is infantry which isn´t allowed to ambush in a house (with their AT weapons ) and have a bad KI for using their AT-weapons effectivly against this overpowered tank!!! This aspect somehow reminds me of simular disgusting scenes from "Theater of war" (infantry was mostly underpowered-tanks seemed almighty ....and i "hated" the useless/vulnerable AT-Guns respectivly the absence of entrenchment-options for these). So my suggestion: Give infantry better KI respectively a better "ready to fire"- time included in the "hunt"-order AND/OR let them establish themselves in a house (with their RPG´s). Then the infantry has a advantage in urban warfare against tanks -like it should be-. C) Tiger II tank. I recognized the absence of Kingtiger and Jagdpanther. Doesn´t matter on the one side (low service numbres at the beginning). On the other sides you sometimes can read about funny situations ... Big allied formations spotting a Kingtiger and falling back because they are scared in charging him. They have to call airsupport with atomic bombs first before they engage again. So they might have a influence despite their low numbres. And they are fun! D) Updates, DRM, Modules, price I bought old CM series two times to support your work. but i heard about the 60 $ steel book price and DRM-company-strategy and these funny modules thing..... Adding some features (like light AA-Guns) a new unit (kingtiger) and a few maps may lead to MODULES.... and not an update... This sounds like a money-printing machine.... I know ...it is all about money ...but can you tell me how much one module will cost? Do i have to pay always 40-60 $ for every new unit and few maps which "should" be implemented in the original game already? For me it would work like that: You implement "ALL" (quantity or influence relevant) units of the time and area you choose (D-day +3 month you told us) and the modules bring new units of the time AFTER these 3 months and some historic correct scenarios and campaigns ....this all reasonable priced ( I do NOT pay 20 $ for a King tiger and 3 new maps and 1 operation). DRM: This game is for fans/freaks/geeks ( i am one of them...you know what i mean). This ISN´t Battlefield bad Company 2 !!! So why you have to spam around with this DRM, registriation and unlock stuff??? And credit-card paying is silly too.... (i do not have one and i do not want one of them) Sometimes i wish myself back to the good old times.... Thanks P.S.: E) Why the developer didn´t think of ti give more than 2 players the chance to play. I mean there are still 2 parties and 1 goal: There are Allies (with 3 players) fight against Axis (with 3 players) and everyone has his credit points to spend in units and place them on map. The calculation work like before. Only difference is that i am able to play with some friends together and talk about tactics....everbody commands his own choice of troops on the same map.
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