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Artkin

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Everything posted by Artkin

  1. I think we will start seeing all sorts of new tactics being applied to the modern urbanized battlefield. Without a doubt the couple meters shaved off (At the least) will be helpful and practical on the battlefield.
  2. Until solid state batteries come by I won't be diving into this nonsense. Lithium-ion sucks. What to do with the expended batteries? This was a problem before electric cars. Now the problem is compounded. For sure electric is more efficient and more powerful. Therefore it would make sense to limit its application. Maybe a small battery to help drive semi trucks at low speeds, so they can swap to a different, smaller engine which could operate when the load is moving. Thats just some bull**** quick thinking example. Otherwise, batteries to me are completely disgusting technology (Used en masse), and people that glorify them are clueless.
  3. Bumping this topic because I came across a SPMBT review that immediately mentioned Combat Mission after the second paragraph. Good stuff. https://legacy.wargamer.com/winspmbt-modern-war-games/ It's obvious these two communities were very close.
  4. Yeah Chromebooks have always been less performance than budget laptops. They were originally only meant to run google chrome and some other Kindle-level crap. I wouldnt expect a chromebook to run any games. It's been 8 years since I've even seen one though.
  5. I'm currently dug into 1942, but 1943 is next. When I'm reading about that I'm sure I'll feel as passionate as you. I would love a Fall Blau game, but I wouldnt consider it for Cm x3. I think CMCW would have made a good fit, but now, the only game that can truly slap the market in the face is a game which includes China and the US. Steve said he would be more open to theoretical wars, since cmbs and cmcw were both theoretical and sold well.
  6. Well the problem with that is North Africa is something I would consider a weak title. It wont sell well. Eastern Front was already done too, with only one module so far. CMRT will probably get 2 more modules.
  7. Seeing the resupply operation in Mariupol, and how helicopters still operate flying low, I think the A10 would be a good fit. The higher survivability of heavily armored planes has saved lives. I don't think an A-10 will survive a hit from S-400, but I can see it surviving a hit from a tunguska/manpads.
  8. Nice stuff, I wonder if it would work in cmfi given its old creation date
  9. The Hypersonic Cigarette joke kills me everytime.
  10. That scenario I made is really crude, could use a ton of airpower.
  11. Honestly the mapping to me is just circling a pre-existing map with water. Too bad we can't convert maps to FI, because some of the CMBN MG maps would work really well. I assume the Japanese pack was being created before R2V? The factions included with R2V would be perfect for the Japanese. Also the french ft-17 tank would work sort of nicely as some Japanese armor if reskinned. I am all game for mapping (Off pre-existing works), scenario design, maybe TOE, and certainly PBEMS. It's unfortunate CMFI doesn't like large maps, it is probably the 2nd or 3rd slowest title (excluding CM:A). It would be pretty cool to do a large map like Iwo Jima, they even have one in Armored Brigade, to put it in perspective. Thank you Vacillator and JM! Let's battle now eh?
  12. I'm open for a PBEM on it too if you want.
  13. Of course you may! It's something, lol. Pick US and try to enjoy the suffering https://www.dropbox.com/sh/0x87x7t6ovwf5p1/AADOFQT7BS2OQW-ea5pqEBn-a?dl=0
  14. They are Indians. I figured they were obscure enough to fit the bill, and their helmets are kind of similar. Also they had a top loading light machine gun too I think
  15. They definitely aren't Japanese, but I chose the closest ones to them... Pun intended! I was trying to get better screens but I was getting owned
  16. My plan: So this is where I can really enjoy myself now that the stage is set and preliminary stuff is out of the way. The left side of my spawn is all commercial property. There isn't a lot of cover, it's mostly open. There are some tall buildings which could make for good observation hides, but with the thick haze looming over the city, it wouldn't make sense. They are too far away. I expect to find the largest concentrations of my enemy around the bridgeheads, so this serves me little use. Instead of leaving this side of the map completely undefended, I opt to send my 89th Panzer Pioneers into the complex. To do so, they will have to blow a wall. Their plan is to search the buildings, then slowly proceed to the bridges. The Panzer platoon from II/Pz.Rgt.31 will remain on call to support the pioneers if needed, since they lack any sort of heavy firepower aside from plentiful MG's. They should be fine, since our attack generally carries the element of surprise. Light infantry is all that we expect to face for the first few hundred meters. The right side of our starting position is where we will send the main attack. 1st Company Panzergrenadiers will penetrate into the thick suburbs and attempt to push their way to the river. In doing so, they will capture the Tall Suburbs. From here I will generally be able to look over the river into my enemy's positions. Considering the height, the suburbs would be a suitable location to move my forward observers, higher HQ's, and fire support elements. Though the height difference is marginal, windows from second story homes prove as capable observation hideouts. (View from the High Suburbs to the Soviet positions on the other side of the river) The plan to secure these High Suburbs is threefold. Blue, Teal, and finally Green. 1st Company Panzergrenadiers will initiate Blue from our jumping off position (Spawn). They will carefully enter suburbs from the low hedges. A small base of fire will sit themselves there as the rest of the platoons initiate Blue. Teal will be our first real fighting position. I plan to send one platoon into teal, which will provide the beginning framework for my advance through the High Suburbs. After Teal is secure, the buildings are tall enough to provide covering fire most of the way to position Green. A second platoon will advance to Green. My third platoon will be held reserved, with not much for them to do here. I don't want to cluster my men up too much for the both their and the game's sake. I will come to find out sending mechanized troops through an environment like this is very restricting.
  17. My starting forces are: 1st Company, 1st Battalion, 14th Panzergrenadier Regiment: Panzer platoon, Support Company, 2nd Battalion, 31st Panzer Regiment + Recon platoon, Support Company, 2nd Battalion, 31st Panzer Regiment: 1st platoon, 3rd Company, 89th Panzer Pioneer Battalion: This powerful initial force's objective is to scout the bridges, and engage the enemy by establishing long range base of fire positions on our side of the river. Pioneers will be essential in navigating the terrain. Tall stone walls dominate this side of the river, providing cover, but also forces my troops into mouseholes. The pioneers will mitigate that by blowing alternate paths for both my infantry and armored vehicles. As I will find out, the tall walls severely constrict traffic, forcing them down obvious routes which will be highly defended. Plenty of reinforcements are on their way but are bogged down in traffic.
  18. I agree they should be working on cmx3, but when they release it I hope it'll be a strong title like China vs Taiwan (+US), or something similar. Vietnam and WW2 won't cut it I don't think.
  19. I'm sure the play testers never even got to that point before CMBN crashed, or they gave up from the lag.
  20. Good eye, obviously 4 men having explosives dropped on their heads wouldn't speak for any military anyway.
  21. Like why play that game when I can just do the same thing in SPMBT (which I also paid for). SPMBT is the same game (and so, so much more) but not real time. Which doesn't really matter to me if the best example of real time is ****ty armored brigade.
  22. I was on mobile so I wasn't able to type a lot but now that I'm home I can delve a bit. 1. I pre-ordered armored brigade. When it shipped the game came with very few units. Like, less than CMCW on release. Which is straight up embarrassing for a 2D game. It came with very few, and very limited formations. The largest formation you can buy in Armored BRIGADE is a company. And they don't even come with a commander. For instance. You want a mechanized company. You will get 12 APCs, 4 per platoon (there are no platoons), loaded with infantry. All of these APC's are in 1 formation. So you have a blob of 12 units and the only way to distinguish between them is a Steel Panthers-esque menu at the bottom. Your troops will be named A1,A2, for A company and 1st APC. These will all be grunts with no HQ. When you buy the HQ it will be totally unrelated to your troops. The HQ and regular troops are next to each other in the buy menu set up like this: I believe I am running a mod currently, more on that later, but the infantry page is pretty accurate for how sparse the unit selection is in this game. Also you can see how the HQ's are separate. That's nice when you're 12 I guess, but not when you understand tables of organization.... This is a "brigade" game. Also, note the 6 categories spanning from left to right. They are: Recon, Infantry, Mechanized, Armored, Support, and Air. You are so very limited with this game. 2. No campaigns with base game release, no scenarios, no free content was added to make up for the pathetic amount given with the base game. 3. The UI is pretty tiny and horrible. Little tiny buttons so you can look at their retarded art in the background. Buttons spaced out all over the screen just for this tiny button aesthetic. So much of the screen goes unused. Reminds me of Steam going full children mode with their UI a couple years ago. Form ALWAYS follows function. In regards to the UI: When setting up a scenario, the tools are very basic. You're able to plot some objectives with some parameters which is neat, but the setup zones are locked to one edge of the map, and have limits on how far they can go. Daddy Armored Brigade says you're doing it wrong. 4. Every game must be saved before you can exit. wtf? Did I buy an Apple product? 5. The combat: easily the least satisfying part of the game. I legit have more fun exploring the magnificent maps they made. More on that later. You can't tell who the hell is shooting who, people are dying way too fast, vehicles taking fire from obscure locations off screen etc. It's just a friggen mess. That's the best way to put it. Maybe if the game had a we-go feature then the combat could be useable. But in real time, good luck controlling anything more than a battalion. Even a company you lose track of, **** starts dying all over the place and you can't really tell what's going on. This isn't a skill issue or anything of the sort. The 2d design of the game, and the overly fast paced combat makes this game unplayable. The spotting is borg-like. There really isn't much hiding you can do in this game. I can't really describe it too much because I obviously haven't played this game in some time. Tanks pretty much act like they have thermals, being able to instantly pick up tons of targets as if they were playing a 2d game as well. I just remember troops getting pounded on from 100 directions at once once they opened fire. The game has a truly dog**** spotting/combat model. 6. the maps the game did something right. It came with 4 totally massive maps. I forget how large but I think 15x15km each? One was desert and was meh. But the other 3 it was obvious there were many, many hours devoted to. They remind me of Altis from Arma 3, massive, built up, but still plenty of fields and greenery. One was Fulda and I forget the other. So it was nice terrain to fight on, and the developers absolutely did not skimp on the map design at all. I have considered porting some maps to CM, since it would actually be super easy. Edit: maps are 60x60km* 7. The mods they are the only thing that makes this game exist. Within the first few months, a full grozny city map was released, along with a sister map of a nearby region. Soon thereafter the unit mods came in. I haven't played in a long time, but last I did there was a ww2 mod (Which seemed of the highest quality), and there were some modern mods too, even expanding the game's timeline; which originally ended in 1989. The mods added new everything to the game. They just couldn't expand past the categories given in the buy menu. Or whatever. It's really poorly done, there's not much else to say. It just sucks. They took a simple concept (For a modern game) and made it horrible. I could go on about small things, so if you're curious feel free to ask. This is the basic reason why I shelved Armored Brigade (I own the physical CD). It just sucks
  23. Terrible, total trash. Do not buy. I'd rather play Steel Panthers. Edit: However, their mapper/map team did an excellent job.
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