LemoN
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Posts
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Posts posted by LemoN
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I hope you realise that this in no way supports the way that D:EATG portrays them?
Please, read up on them and stop throwing around wikifail.
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Nope, taken straight from the history books. Trotsky started it in the civil war to prevent retreats. In WW2, the NKVD patrolled all the rear areas to make sure no one retreated or deserted. Anyone who was found without valid written authorization could and often was summarily shot.
O RLY?
Seriously, please learn to read in the future. I never doubted their existence, I just stated that they didn't operate anywhere near the way you see it portrayed in western films, or the way you implied first.
They were NOT used the way you see in D:EATG and the way you implied in your first post, there were no MG detachments in the frontline to gun down anyone who got back from a failed attack. Their primary job was in defensive operations to prevent stragglers and deserters from spreading panic and confusion. Most of the time they didn't even shoot them but detained them and returned them to their units later on or put them into penal battalions. Only when there was no action they usually straight out shot the subjects since they were, most of the time, deserters. I'm not justifying it, but the way the blocking detachments are portrayed in western pop literature is simply false.
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the NKVD is behind him ready to shoot him on the spot if he retreats, but certain death awaits him if he charges forward, how tempting is it to just lay low and wait to see how things turn out?
Watch less D:EATG.
While it is true that the Soviets used blocking detatchments, those were intended and used against stray deserters, not whole units. And I highly doubt that anything as portrayed in D:EATG ever happened. Hollywood syndrome.
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LOL.I was thinking the same thing.Blowing up Churches,what has this Forum come to.
I'd gladly continue this trend in the real world.
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If you've got two facade walls butting and one of them has a door or a window in it the AI treats the facades as though there was a connecting door or window. With modular building types the designer can adjust the two facade connections to match-up to eachother, and often spends a LOT of time doing just that. Independent buildings are... well... independent If a door/window facade gets butted up against a no-door facade that's 'designer error'.
He's not talking about the windows to the right hand side.
Click the first screenshot and look at the textures of the front outside wall. There's clearly a walled up window right in front of the guy aiming out of it.
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I guess there are not too many Baseball fans around here.
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Since I'm playing almost exclusively against human opponents I'd like to ask the RT players how you manage to play the game without pauses.
We play Tiny and Small, IE between 800 and 1300 points. Anything above that get's so incredibly stressful that it isn't any fun anymore, and small can be a bit much to handle at times too...
Generally, I prefer single-player RT with loads of pause, the best system in multiplayer for me personally would be TCP/IP WEGO or RT with pause.
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I think you guys should all calm down a bit, togi obviously is no native English speaker, so there could be a lot of misunderstandings.
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All I have seen is 11 ATG what's the logic of mix force?
That's my question?
It's a known bug and will be fixed in the next patch afaik.
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There is "mixed."
Yes, but it's entirely unrestricted.
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Uh... misread.
Scratch this.
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I support this!
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Showing the damaged part visually for textures is a lot of extra graphic work that was better spend on other areas of the game. I'm sure BFC will look at this issue for the near future and come up with a diabolical plan to implement some degree of visual deforming damage on vehicles without killing resident Wallaby artist Dan with work overload.
Seriously, that would only require 4-5 small textures which really isn't a lot of work. A skilled artist could easily create them in a day's work, with a couple of hours prior.
The rest is coding, which is probably the reason why it's not in.
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I' don't think the 2 man sniper team came along until post war for the most part.
The Germans definitely used 2 man teams throughout the war.
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Doesn't a covered arc solve this problem?
No, no, not at all.
Using cover arcs works for Zooka and Schreck teams, but it doesn't for full sized squads with said tubes. And target light isn't really of much help, especially not if the enemy teams are constantly popping up and going out of view again. It may not be such a big problem for WEGO tough.
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One possible solution would be if BFC would allow a select group of people to adjust point values.
That way there could be a mod that is downloadable while basically leaving the hassle of debating and adjusting the point values to the community.
This way any whining will not be directed at BFC but at the guys who created and maintain the mod.
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(the Stielgranate just flew away )
Suuuure.
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Ok you got me
That's the 3,7cm AGAIN.
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This and tube-guys opening up at up to 300m against tanks in a forest.
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I'm still curious as to why the US 114mm rockets only cost ~50-80 points.
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The blast command works beautifully, first time, every time, provided the blast waypoint is put on the far side of whatever it is you want to blow your way through.
Not exactly true, I have yet to get a squad that occupies two squares to blow a hole in a hedge.
Try as I might, they just lie around doing nothing.
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2:1 for English badgers.
No way!
We Austrians have an exchange rate of 3:1 between Spanish goats and Austrian cows, yet only an exchange rate of 2:3 for English badgers!
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common European currency.
Those would be the Spanish Goats then, right?
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You have to add that Germans are usually Confident/Veterans which makes them far harder to hit.
Heavy machine guns and suppressive fire
in Combat Mission Battle for Normandy
Posted
*facepalm*
For the last time, I never doubted that they did exist and were used extensively, they just weren't used the way you implied in your first post.