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pnzrldr last won the day on January 18 2015
pnzrldr had the most liked content!
About pnzrldr
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Rank
CMMG/RT/BS Beta Tester
- Birthday 08/04/1968
Profile Information
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Gender
Male
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Location:
Yorktown, VA - Birthplace of a Nation
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Interests
Wargaming (obviously), fishing, rugby, poker, reading, chasing the kids, chasing the wife.
Contact Methods
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Skype
scott.a.coulson
Converted
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Biography
LTC US Army
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Location
Yorktown, VA
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Interests
Wargaming (obviously), Rugby, Fishing, Poker
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Occupation
Staff puke
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Buying a New PC - IL-2 1946 Install Question
pnzrldr replied to Barkhorn1x's topic in CM2 General Tech Support
Sure. DCS models a variety of factors not seen in IL2. Take a look at the modeling of wake turbulence for example, https://www.youtube.com/watch?v=82Q3kd4v3bw&t=62s. This impacts formation flight too, as well as the stuff near the ground depicted. Their actual flight modeling is more rigorous, and - according to a few I know who have flown real warbirds, DCS and IL2 - closer to reality. Another point of significance to us gamers - the ground handling for taxi in DCS is also closer. IL2 taxiing is actually harder than IRL. Also, DCS has recently (last 8 weeks?) begun releasing aircraf -
mjkerner reacted to a post in a topic: Buying a New PC - IL-2 1946 Install Question
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Buying a New PC - IL-2 1946 Install Question
pnzrldr replied to Barkhorn1x's topic in CM2 General Tech Support
So - haven't played CM in literally years, but was beta tester and wrote some of the missions on CMRT and CMBS. However, I am now a die-hard IL2 addict, playing the latest IL-2 Great Battles series (IL2 BoX ie. Battle of X - Stalingrad, Moscow, Kuban, Bodenplatte and the upcoming Normandy). IL2 BoX has some issues, but to say that the visuals are astounding is an understatement. Flight models and damage models are a very close second to DCS for realism. Online multiplayer is superb. With head tracking and HOTAS, it is completely immersive, and I am only awaiting the right VR headset to ta -
raven80 reacted to a post in a topic: Going to Town - first battle
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Army cleaning up for Marine Corps again! Doing some final adjustments on Anti-landing Actions for you. Hope your overall experience with Threattec is going well!
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CM Black Sea - Beta Battle Report - US/UKR Side
pnzrldr replied to pnzrldr's topic in Combat Mission Black Sea
Actual true capacity of Bradley in extreme situation = one more. Same answer as 'how many Afghans can you fit in that Bongo van?' -
BletchleyGeek started following pnzrldr
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Folks, Stephen was a good friend and helped bring me into the CM crowd. Though he lived half a world away, we chatted often and shared quite a bit. I miss him. The following piece is from his family: Stephen Hilla (deceased) With a lifetime background in Business and Security – Stephens other interests included working with bands, grid iron, computers, aviation, military history and tactics – Stephen could be a formidable opponent in many tactical strategy games whether they were played on a board or a computer and he was always ready to be a part of any interesting discussion, tale
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MOS:96B2P reacted to a post in a topic: Command Friction - Applying C3 Effects in Combat Mission - Playtest
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IanL reacted to a post in a topic: Command Friction - Applying C3 Effects in Combat Mission - Playtest
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Bil Hardenberger reacted to a post in a topic: Command Friction - Applying C3 Effects in Combat Mission - Playtest
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Bil - My primary comment is echoed above by Bulletpoint - this type of system could be effectively hard-coded into the game (with significant effort no doubt) to create a realism level above those currently offered. As such, I view it as an 'alpha' build that could form the basis for an add-on system, but until/unless you/we convince Steve and Co. to pursue it, I doubt it will gain much traction. In assessing its marketability, it would make a substantial upgrade for tactical grognards, but might only appeal to them - I don't have a marketing assessment of the overall audience, so cannot
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Bulletpoint reacted to a post in a topic: The Titanium Bunker
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Vanir Ausf B reacted to a post in a topic: POKING THE BEAR
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Infantry and DESTROY OBJECTIVE...possible ?
pnzrldr replied to RepsolCBR's topic in CM Black Sea Maps and Mods
I will put a note in the developer's 'to do' box to address this problem. Quite likely that ENG generated 'damage' from blast is not recognized as 'damage/destruction' for VPs. No guarantee, but possible it gets addressed in a patch. Suspect you've found an issue common across CM, but won't know w/o further test. -
emccabe reacted to a post in a topic: CM Black Sea - Beta Battle Report - US/UKR Side
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If there are any on the forum from this storied outfit, please shoot me a PM. IG invited me and other Betas to help develop a post-release campaign to highlight your unit, and would appreciate any first-hand experience and insight. Not an invite to participate in development (yet), but would like to at least open dialogue. No, lotsa love for you All American folks, but this is specifically a request to make contact with the Vicenza crowd. PM me and/or Imperial Grunt. Thanks. To all non-173d types, expect a new campaign on the repository as fast as we can get it done. Hopefully this
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How are people doing against the A.I. ?
pnzrldr replied to z1812's topic in Combat Mission Black Sea
Beaten? What is that? Oh, you mean like when you play UKR BMP-2s against Bil's BMP-3s and T90s! Oh, no I haven't seen any of that against the AI! -
H2H or otherwise, I move INF over long distances using a jog/walk or 'quick'/'move' combination. Trick is picking the correct distances. Move paths look like candy stripes, but it gets them there fairly rapidly, frequently without being below 'ready' upon arrival. Not sure if this is my real world preference bleeding over into the game or not, but it seems to work.
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CM Black Sea - Beta Battle Report - US/UKR Side
pnzrldr replied to pnzrldr's topic in Combat Mission Black Sea
Nah, just found out it didn't make the release. I am working w/ Bil to modify each side a tad. Then have to cut up the AI somewhat. Map is the same. Probably take a little bit though. Will keep you posted. -
Whereas I tried to suppress them w/ 30mm fire and burned through a good 150 rounds to get the job done. Mortars would have been a much better solution!
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*** Spoilers *** Didn't get to this during Beta, but just played it through as RUS and liked it a lot. Restarted after misunderstanding a note in the briefing so I had a little intel, but played honest otherwise. My only gripe is that I strongly dislike small maps that have usable/critical terrain right on the boundary. The road on the left (from RUS perspective) is a critical avenue of approach, but the attacking Russian player has no concern for his security to the left side of it as that is all off map! Introduces an artificiality that is just never there in real life, esp. in urban