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Whiterider

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Posts posted by Whiterider

  1. 1-A customizable random map generator. For sure, this option will attract QB lovers, CMX1 geeks and casual players. It´s a win-win for both developers and customers.

    2-Very tiny quick battles (half points of the minimun). Since many people enjoy small battles (actually "tiny battles" are not so tiny)  it should be a nice addition and not difficult to make.

     

  2. I´m talking about facts: FAST in CM is a bit faster than jogging. To run 200 metres in one minute (12 km/h) is not exactly a run four your life speed.

     

    I did that test in CMBN, in CMBS the speed is even slower due to body armour.

     

    Anyway, in both games there is no balance between quick and fast movement.

  3. I don't recommend using FAST much unless it short distances, and they must go at a full sprint. I hardly ever have guys in the "yellow" or "Red" in fitness status.

    FAST: Full out sprint. Even without heavy load one would be winded going balls out for 50-100m. Imagine one in a 50m race, and that is the speed. Troops usually will not stop to fire on FAST. Use ONLY when ABSOLUTELY necessary, like running across a street, or any short open area they must cross. Spotting is poor. Energy expenditure is rapid.

     

     

     

    Totally agree. 

     

    In my test a infantry squad in quick movement is able to run 177 metres/minute (10,6 km/h); the same squad in fast, 201 metres/minute (12,06 km/h). On the other hand, at the end of the round the troops that run fast are "tired", the troops that run quick are "ready". In comparison "fast movement" (i would say jogging) is not balanced and seems to me almost useless.

  4. It was a combat between several T-34 and PIV. Distance: 500 metres. All tanks were destroyed with one shot, oh and from the frontal side. This is my experience against yours. I hope one day we get more information and details about the current rules, in this way nobody will be able to justify everything using the magic bullet theory.

  5. To my mind one of the issues is the "random check" of visibility. It´s totally absurd to make it in several circumstances (ie at close distance in clear terrain). Conscripts or veterans, soldiers have eyes. The other day one of my units couldn´t see from the top of a mountain a large group of enemy tanks and infantry approaching in clear terrain because I was a conscript. Instead, they detected my unit even though it was in a forest. 

     

     

    It doesn´t matter if the game has complex formulas or amazing combat rules, because visibility affects decisively to engagements. Basically, it is needed a bit of common sense and a more complete information about the rules we are playing. 

     

    Another issue I´ve detected is combat with tanks, I noticed most of them are destroyed wiht one shot. Consider Combat Mission rules should be designed according to reality, never to war movies or spectacular explosions. That´s Ok if Battlefront decide to follow this path but they shouldn´t sell it like a realistic game. Oh no.

  6. Oh my god! In CMBS a infantry HQ (with binoculars and night vision) is not able to see a T-72 tank at a distance of 15 metres (clear terrain), for five turns the tank is almost invisible (you can only see the contact icon) . It´s a quick battle with light fog at night. However, one of my vehicles (M2a3) also close to the enemy tank, can clearly see it. I only have installed CMBS, Could anybody make a test in CMBN or CMFI?

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