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BornGinger

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Posts posted by BornGinger

  1. 23 hours ago, 6plus1SMC said:

    And BTW does the equivalent of the old "provingground" still exist somewhere.

    The Proving Ground is gone now. What some people do is to ask on the forum for people to playtest their scenario. I'm pretty sure you'd find people who would be glad to volunteer and also would be happy to give you advices on possible changes which might make your battle more interesting.

  2. Didn't Steven say in an interview that he'd like to make a science fiction game? Maybe one day we'll see a game with those robots from films of the '50s and '60s and human characters dressed like in Moonbase Alpha, Flash Gordon and other tv-shows that @Battlefront.com Steven used to enjoy as a little boy.

  3. Every time there's an abandoned anti-tank gun in the game, belonging to either my troops or the enemy, I wonder what the reason is for this rule which says that a gun crew that are leaving a gun to avoid getting killed aren't allowed to man the gun again.

     

    If it is for so called "reasons of game balance" the question is what the game balance is in a situation where: A tank is approaching a house where an anti-tank gun is hiding in the corner of it. The gun crew shoots at the tank but misses. Almost immediately after that, and at the same time, the tank is shooting at the gun and the gun is shooting at the tank. The gun hits the tank and the tank crew gets scared and leaves the tank although it isn't destroyed. The tank hits the corner of the house and the gun crew gets scared and leaves the gun although it isn't destroyed. In the next few minutes both the tank crew and the gun crew feel brave enough to continue fighting. The tank crew is allowed to climb into their tank and continue the attack but the gun crew isn't allowed to climb onto their gun and continue their defense.

     

    Where is the game balance when a gun with more than two wheels, and which also is much quicker and more mobile, is of more importance than a gun with only two wheels?

     

    I hope there will be a change to this behaviour so that gun crew can man and use their gun again although they have left it for a few seconds or minutes.

  4. 13 hours ago, Bufo said:

    So because russia didn't do anything last summer, that means it will never happen?

    I think it means that USA and NATO keep on dreaming about turning their cold war with Russia into a hot one and try to convince other nations to sign up for an attack. Their mindset is apparently: "If their's no success with Iran, maybe it will go better with Russia".

  5. I have noticed in a quick battle I'm playing that the arrival of spotting rounds and the time it takes for the spotter, officer or FO, to call in "Fire for effect" often seems to be depend on the status of the spotter. If his experience isn't too good and if he's either nervous, shattered or the third option I forgot, the time to call in fire for effect takes longer time.

    I just don't understand why a nervous or shattered spotter should take longer time to direct the spotting rounds as he's far away from the enemy when doing it.

  6. On 6/6/2021 at 4:24 PM, The_Capt said:

    Yes. It was decided that the Demo would have the same PBEM functionality as the final wide release (which makes sense) so it is going to have to wait until that whole add-on is incorporated.  Short answer is we are looking at Steam release or shortly there after...

    Cold War is finally on Steam. Is that PBEM functionality mentioned above incorporated with the Steam release so the demo can be put up for download or is there another couple of months 'til then?

  7. 2 hours ago, MikeyD said:

    Average walking speed is 5km/hr. A 3x3km map is about 4.5km corner-to-corner. That implies spending a lot of time watching pixeltruppen walking.

    That's the reason why it's good to use halftracks and lorries. If there was motorcycle platoons or at least motorcycle teams among the Special Units section, or what it's called, we could use them as scouts before the lorries and/or halftracks with soldiers roll into an area. The movement will go quicker on huge maps and the motorcycle scouts will hopefully have spotted any enemy troops lying in waiting for an ambush. 

  8. On 11/9/2021 at 6:55 AM, Bulletpoint said:

    For example, coming across a hilltop, real infantry could easily find just the right spot where they could observe the other side without exposing themselves. In CM, you have to advance at least 8 metres at a time, so you often up in situations where either you're on the wrong side of the hill (can't see) or you're on the wrong side of the hill (you're exposed).

    I have mentioned some time ago that I'd like the action squares to be smaller, for example 4 game m2 (2m x 2m) instead of 16 game m2 (8m x 8m). This would make it easier to place your pixeltroops on more functional positions instead of having them on a position where they can't do what you intended or are too visible to the enemy.

  9. On 11/13/2021 at 1:44 PM, ncc1701e said:

    ... the TacAi continues to follow impossible orders losing waves after waves. It could be less idiot by stopping orders when losing too much personal.

    The change of this behaviour could be done with a "if... then" function code, we can call it "find a new way", which would do its magic in the background.

    If the designer makes a movement to the AI-group in the editor so it for example moves into a building and when in the battle it turns out that the Player has pixeltroops shooting at the AI-group while it's following the designer's movement the suppression window shows how much pressure this AI-group is suffering from. In this situation the "find a new way"-function could kick in to order the AI-group to not only run away to try to follow that same AI-order again at a later moment but to withdraw to avoid being under suppression and move into that building by following an alternative way.

    This alternative way could maybe be something the scenario designer adds when the AI-movements are being done. This will of course mean more work for the designers but could also make the AI behave a bit more like a human opponent.

  10. On 11/10/2021 at 10:25 AM, George MC said:

    They do run out of ammo quickly - so just keep your tanks hopping about...

    Wasn't it also quite slow to shoot with? I think I read somewhere that it took a while to make it ready to shoot each time. Or was it maybe another one of the Soviet behemoths that was slow?

  11. 3 hours ago, Glubokii Boy said:

    I have been meaning to try and put a scenario together for this map but...

    Maybe you could invite one of those who record their H2H battles and upload them to YouTube for a battle on this map so those of us that don't have Red Thunder can get a proper view of your map? The saying that goes "a picture says more than 1000 words" could maybe be championed by "a youtube video says more than 1000 pictures".

  12. On 11/6/2021 at 4:34 AM, chuckdyke said:

    If I was not completely green as an editor I would come up with a tactical withdrawal.

    Every one who is making a scenario here has once upon a time been completely green in making scenarios. If you don't give it a try you'll never get over that state called "completely green". Give your idea a go with the scenario editor and your pixel troops might be home from the battle til christmas.

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