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lookeylou

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Everything posted by lookeylou

  1. whats the reasoning behind the no pre-order download only option? I would have preordered the MG bundle. I guess I have to wait to save 5 bucks.
  2. this thread should be immediately deleted. lol.reads like a bad Abbott and Costello joke
  3. NOOOOB!!! You don't know what in the hell you're talking about.
  4. Guess I wont get any tougher scenarios at this rate I actually wished i lost more than i do. Like Johnny eluded to. Its a case akin to chasing the dragon. But what came to my mind after reading your post was your nose being WIDE open on you first piece. It was your first time experiencing anything like that and it was amazing. You can easily get more from a host of girls, but you don't' think to go experience it. Cheer up!. I had a case of that back in the 90s when i was faster twitched, going from quake 1 to 2. Quake 2 online multi-player never had my heart like 1 did. It wasn't even lessor of a game but it didn't have the same charm Quake 1 had. I think its the Charm factor. Stop treating the game like a bastard child your "husband" brought home.
  5. Great job on the first patch. Busy bees! You guys remind me of blizzard on the way you support your games post release. ------------ Combat Mission Battle for Normandy v1.01 features Vehicles * Moving vehicles fire their weapons with further reduced accuracy. * Spotting ability of buttoned-up vehicles is further reduced. * Fixed a graphical bug that could cause a Puma crew to rotate outside the vehicle. * Vehicles that lose an unbuttoned crewman to small-arms fire are more likely to pop smoke and/or retreat like they typically do when the vehicle itself takes a hit. * Armor penetrations through a vehicle's main gun mantlet are not reported as hits on other locations. * Hit text for projectiles that enter an open vehicle hatch says "Hit: Opening" rather than turret or hull. * Corrected a rare problem that could cause tank drivers to remember "threat locations" for too long and rotate the vehicle inappropriately. * In a campaign game, if a tank is in working order but its crew is decimated, the tank will not appear in the next battle only to immediately become "knocked out" due to having a decimated crew. * Rhino vehicles are additionally available in August. * Fixed a bug that prevented ricochets off a Panther lower mantlet into the hull top (though this intentionally remains rare). * The glacis/hull-roof armor plate on the Tiger front is thicker. * SPW 250/9, SPW 251/9, and SPW 251/10 halftracks will button up under fire like most other vehicles do. * PSW 222 crew is now commander/loader, gunner, and driver. * PSW 222 and PSW 223 are capable of firing weapons after losing a crewman, and have slightly improved commander's visiblity when buttoned up. Terrain * Troops hiding in trenches or foxholes get better protection from shrapnel. * Concealment in foxholes is increased. * Corrected a problem that protected soldiers when a wall was behind them, but not enough when a wall was in front of them. * The distance between a soldier and bocage where the soldier may see through the bocage is slightly shortened. * Direct hits do more damage to trees. * Trees are less likely to block large projectiles consistently. * Tree placement remains precisely consistent each time you load/play a particular scenario. Quick Battles * Corrected a problem that sometimes switched attacking and defending sides. * The unit auto-purchaser is improved. * Air support may only be purchased during daytime with clear or hazy weather. * The "Random Service" option works properly. Artillery * Artillery is a little less precise. * When a forward observer cannot see where spotting rounds impact, he will usually require another round to be fired rather than skip ahead to fire-for-effect with poor accuracy. * Corrected a problem that sometimes caused artillery missions targeted near a TRP to "prepare" indefinitely. * Pre-planned missions for on-map artillery won't ever use spotting rounds. * Corrected an accuracy problem that could affect the first rounds of pre-planned artillery strikes using the Line pattern. * White phosphorous (smoke) does not cause unrealistically high casualties. Soldier Behavior * Soldiers are less likely to use SMGs at longer ranges. * Soldiers are less likely to fire on exposed tank crew. * Soldiers can spot anti-tank mines (in addition to anti-personnel mines). * Corrected some problems with mortars in direct-fire mode. * Soldiers are less likely to use explosive weapons for area-fire at very short range. * Soldiers won't set up heavy weapons on the precise edge of the map. * The TacAI pays a bit less attention to unarmed vehicle targets. * Soldiers aim better when area-firing into an immediately adjacent building. * Corrected some problems with soldier placement around heavy weapons in foxholes. * Soldiers are quicker to stop attempting to surrender if friendly soldiers are nearby and enemies are not. * HMG assistants can cower under fire like the rest of their team. Grenades * Troops may throw grenades from buildings at open-topped vehicles. * Grenade throwing obeys covered arc orders. * Grenades won't roll through building walls. Bridge Pathfinding * Corrected some minor pathing problems across bridges. * Troops are more willing to move across nearby fords rather than use distant bridges. Anti-tank Guns * Antitank guns won't attach to vehicles that are too small to tow them. * Corrected a problem that potentially allowed an antitank gun team to move the gun into a building. User Interface * Keyboard camera controls are smoother (Windows version). * When placing troops in a building during setup, if you click on a soldier or its icon (instead of the building) to set the destination, it won't cause the moving troops to float in midair. * Trenches and barbed-wires "remember" their rotations if moved to a location that is not adjacent to other trenches or barbed-wire. * When attaching targeting orders to a waypoint, the range display is calculated from the waypoint, not the unit's current location. * Corrected a problem with area-targeting a non-occupiable roof of a building. * Clicking Exit or New in the Editor brings up a confirmation dialog. Miscellaneous * Less framerate is devoted to showing wind blowing through trees. * MP40 ammo pouches display correctly on German soldiers. * Fixed a disappearing "gable" on a couple of barns. * Updated US rank icons. * Fixed some out-of-memory problems. * Adjusted the point values for bunkers.
  6. scenario sound interesting. would like to see a pic with the layout of the map.
  7. Great map man. It was a long fight. After it was over I was reviewing the map, and it was like going down memory lane. Each section of the map has a different obstacle and i was reliving it. A lot of men died taking that. Oh that's where I misclicked and the tank slaughtered them etc etc. Good sht. Anyway. The difficulty wasn't too bad. Its moderate. I had to put some thought in it. If I wanted to complete it under the strict casualty limit, tough. I like the fact that you gave each side there own objectives which I found out in the aar. Because while I was playing, I got into a firefight trying to take the farm when massive amounts of tanks and troops reinforce the section, and it would have been a blood bath for me to try to take it. so since it was a "touch" objective, I tried to get slick and/or gamey and sneak a recon pair just to touch it and back off. Which I did. Later I found out in the AAR, they got 100pts for occupying. Nice. There's a lot of time but there's a lot to do. I didn't feel artificially push by the clock. It accounts for the natural lull in action. But definitely let's you know you don't have all day. The map design is great. It's hell, bocage, narrow lanes. "Ahhhhh" was the constant theme. It was fun because the setting wasn't was so inhospitable. I lost all three tanks because i was treating them like dune buggies off roading in the Baja. The first two I lost being careless with way piots. one got caught in the water right off the bat. The tiger a little further. My last lasted almost to the end but the map got him too. I read how conditions effect tanks, but it never effected me like it did on this map. Basically this was an all infantry force for me. A lot of bocage blasting. Also 1000 pionts for them causing greater than 40 percent casualties, seems a little high. I would only to replay it to improve my casualties if it made me suffer in a future map in a campaign. Not to say it anything wrong with the map. I just don't have the motivation to do so. If I take away those points I would have handily won. But as it stands I suffered minor defeat. Ps last time I type something on a tablet
  8. Someone get this old coot the therapy cat. Put Mr. Biggles on his lap to calm him before he's gets too excited and sht's himself.
  9. never played the first, but the rolling hills look intriguing.
  10. There's a sky scrapper that conveniently has over-watch over the majority of the Allied side of the map. Instead of having one panther you conveniently have two in case you lose one( I lost neither.) Plus a stug and a host of mg 42 teams, anti inf guns and reinforcements. And a Bomber that conveniently comes available later(didn't use). the Allied did hold out as long as they could before they surrendered. I saw alot of crack etc in the AAR, but the Micheal jordan/scottie pipen(panthers) combo was too much. I lost the stug because basically he was expendable. The panthers had kills in the 40s. the infantry were spotters only pretty much. If you are sound tactically the map is pretty easy. ___ Making it harder Another AT gun by 2nd bridge (canal bridge) on high ground that gives over-watch all the way to the T-intersection (crossroads). The only way the Germans can get LOS sight of it is to capture that first house by the first bridge or you make high ground on the far end of that map that you have to blow bocage to get to. have allied there to defend that are crack because they know that's their highly sensitive spot. If you do that increase the time Get rid of a panther maybe a panther and 2 stugs or a panther /stug combo , and another stug as reinforcement later.. nuke the bomber. give points to the allied for german kills.that would make the map alot more challenging. Challenging equates to fun to me. As the map is now, its still fun. But a different kind of fun. A good map for a person to cut your teeth IMO once you have the basic fundamentals of the game. Challenging not so much.
  11. yeah yeah yeah I'm going see about that! I'm not from the faint of heart camp.
  12. Give it time. go get a drink or something. some maps are large with a lot of assets, and take a while to load up. On my laptop large maps take over 4:30 minutes and it looks like its stuck on 39%. But on my faster home computer everything is under 30 secs. This game like old fashion CPU brute power.
  13. I know that's you opinion, obviously you posted. But I couldn't disagree more. I don't think there is enough of "am I going to win at all". I get too many "surrender, surrender". I was going to post in the would be nice thread that the CPU wouldn't surrender so much, but that would have been selfish I like the feeling of "pulling it out". i don't know anyone that doesn't. Maybe a map maker should make "training wheel" maps where its lop sided and all the mistakes don't matter. If the black smith don't make the fire hot enough you will never be forged into a mighty sword.
  14. Town looks like death. the overcast ain't helping either. very eerie. The beautiful bubbling creek means nothing!
  15. Nice start. "Reconnaissance by fire" with tanks? shiiiiiiiiiiit. that's a job for infantry ! Go fish em out boys!
  16. LOS can be tricky as well. If you test LOS just on the ground out from your position you are laid up at, you might think you have no LOS in spots, because of the subtle rises in the ground. But when a tank or squads is moving across the same area they will be visible, because of the hieght of units. something i picked up.
  17. Yes sir! That's why the buffs here always discuss the amounts and their quality of units in a given scenario. It can make or break a campaign if not accurate. And I thank them. I enjoy the tactics of the game.
  18. And rather than wasting time with a in game tutorial, when read along tutorials are common fare in the genre, an in GUI screen to bind commands to letters would go further in lowering the curve. It brings what is familiar back to the user by their own hands. I played games in the past where binding commands in notepad for a lot of different things was the difference between death and survival.
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