Copper Posted November 29, 2011 Share Posted November 29, 2011 Looking forward to the Commonwealth Forces release. I'm sure we all have some improvement we would like to see. 1.I would like to see better more realistic ammo exchange/aquire. Example I have a leader unit with a bazooka without ammo and a team from a differant unit with ammo in the same location as the leader. I see no reason why they shouldn't be able to get the bazooka ammo? How about the aquire tab be open when ever two units are in the location together no matter what unit they belong to? 2. Small ammo grouping to aquire. I don't need a team of 3 men to aquire 1000 rounds of 30 cal ammo when I only want a few hundred. 3. If a vehicle is knocked out and not burning I think a unit should still be able to recover/aquire ammo that might be left. 4. Burning terrain and spreading fires. I knew its currenlty a big wish but it will be more realistic for sure. I'll think of some more later. Copper 0 Quote Link to comment Share on other sites More sharing options...
Kanonier Reichmann Posted November 29, 2011 Share Posted November 29, 2011 A Crocodile, Wasp, Churchill AVRE and an SdKfz251/16 Ausf.D for the Germans. Regards KR 0 Quote Link to comment Share on other sites More sharing options...
Amizaur Posted November 29, 2011 Share Posted November 29, 2011 A working "Hunt" command and the "cover arc armor". Fixed optics damage on tanks. 0 Quote Link to comment Share on other sites More sharing options...
Hister Posted November 29, 2011 Share Posted November 29, 2011 What's wrong with the hunt command? 0 Quote Link to comment Share on other sites More sharing options...
TheVulture Posted November 29, 2011 Share Posted November 29, 2011 What's wrong with the hunt command? The usual complaint is that there is no equivalent of the CMx1 hunt behaviour - move until you come in to contact with the enemy, stop to engage it, and start moving again when contact is lost. Mainly it would get around the problem of CMx2 hunt (same as CMx1 move to contact) of having your troops stop moving after 5 seconds because they heard a distant gunshot, and then not move for the rest of the turn. There is in fact no way to have your guys advance cautiously and reliably - move is just bumbling along, quick doesn't have the best awareness, hunt makes you stop completely far too often. And 'move' and 'quick' don't stop when you wander in to the enemy position (caveat that some men may stop to fire, but then will tend to prioritise moving on again quickly). 0 Quote Link to comment Share on other sites More sharing options...
wokelly Posted November 29, 2011 Share Posted November 29, 2011 A Crocodile, Wasp, Churchill AVRE and an SdKfz251/16 Ausf.D for the Germans. Regards KR Agreed though this has been debated already. 0 Quote Link to comment Share on other sites More sharing options...
Hister Posted November 29, 2011 Share Posted November 29, 2011 The usual complaint is that there is no equivalent of the CMx1 hunt behaviour - move until you come in to contact with the enemy, stop to engage it, and start moving again when contact is lost. Mainly it would get around the problem of CMx2 hunt (same as CMx1 move to contact) of having your troops stop moving after 5 seconds because they heard a distant gunshot, and then not move for the rest of the turn. There is in fact no way to have your guys advance cautiously and reliably - move is just bumbling along, quick doesn't have the best awareness, hunt makes you stop completely far too often. And 'move' and 'quick' don't stop when you wander in to the enemy position (caveat that some men may stop to fire, but then will tend to prioritise moving on again quickly). I see and I agree! 0 Quote Link to comment Share on other sites More sharing options...
hoolaman Posted November 30, 2011 Share Posted November 30, 2011 3. If a vehicle is knocked out and not burning I think a unit should still be able to recover/aquire ammo that might be left. Not so sure about your other points, but this one always annoyed me too. A jeep with one bullet through the engine block can be knocked out, with the loss of every piece of equipment and cargo on board, and the unmanning of any mounted weapon. 0 Quote Link to comment Share on other sites More sharing options...
nachinus Posted November 30, 2011 Share Posted November 30, 2011 Many good points here. Specially the Hunt and Ammo recover from knocked out, not destroyed, vehicles. 0 Quote Link to comment Share on other sites More sharing options...
Speedy Posted November 30, 2011 Share Posted November 30, 2011 I want a crocodile and fire for christmas. 0 Quote Link to comment Share on other sites More sharing options...
Cymru Posted November 30, 2011 Share Posted November 30, 2011 A working "Hunt" command and the "cover arc armor". Fixed optics damage on tanks. Related: a “Shoot and Scoot” command. Move until contact, fire and retreat. Great for weak reconnaissance units. 0 Quote Link to comment Share on other sites More sharing options...
Felix_45 Posted November 30, 2011 Share Posted November 30, 2011 "Covered Arc for Armour Only" I know it's been mentioned in this thread already and elsewhere but this really REALLY takes away from a PBEM game. There is no way to ambush a tank successfully in this game and is becoming very frustrating. It seems like the CMx2 game was made for real time play and to hell with PBEM (in real time you can make a small covered arc, let infantry pass by, and open up when a tank/vehicle comes into LOS.) P.S Can someone from Battlefront explain their rational for not giving PBEM players the option to limit their covered arc to vehicles? Okay, rant over. 0 Quote Link to comment Share on other sites More sharing options...
Felix_45 Posted November 30, 2011 Share Posted November 30, 2011 The usual complaint is that there is no equivalent of the CMx1 hunt behaviour - move until you come in to contact with the enemy, stop to engage it, and start moving again when contact is lost. Mainly it would get around the problem of CMx2 hunt (same as CMx1 move to contact) of having your troops stop moving after 5 seconds because they heard a distant gunshot, and then not move for the rest of the turn. There is in fact no way to have your guys advance cautiously and reliably - move is just bumbling along, quick doesn't have the best awareness, hunt makes you stop completely far too often. And 'move' and 'quick' don't stop when you wander in to the enemy position (caveat that some men may stop to fire, but then will tend to prioritise moving on again quickly). Agree completely, see my post on CMBN not being PBEM friendly I don't think this would be a problem for real time players. 0 Quote Link to comment Share on other sites More sharing options...
joethejet Posted December 1, 2011 Share Posted December 1, 2011 A couple of quick thoughts. Be nice to have LOS check for a unit to be able more reliably know what it can see. In addition, in cmx1, you could tell what terrain was when you used this (or targeting I believe) but in CMBN, you don't know what the terrain is unless you can decipher the pics in the manual. Also, with all the Bocage, it's hard to tell which direction your infantry (or vehicles) are going to go when you tell them to make a move. It would be nice if, once you plotted it, it would calculate and display where the units are actually going to go. Again, I think cmx1 did this, but it may have only done it after the first turn. At least, at some point, you could see where the computer was going to actually send your units and you could change them. Agree with the earlier comment about Hunt. Anyone have a guess for when the next module will come out? Jet 0 Quote Link to comment Share on other sites More sharing options...
Mirkus Posted December 1, 2011 Share Posted December 1, 2011 1. Command Hunt - I agree 2. Covered Arc for Armour Only - yes 3. Tank destroyer "Hetzer" - necessarily ! 0 Quote Link to comment Share on other sites More sharing options...
para Posted December 1, 2011 Share Posted December 1, 2011 any idea on when we will get further unit info? or indeed the module. Hoping to get me mitts on Brit paras and hear the lovely sound of the vickers, sten, enfields, piats and brens 0 Quote Link to comment Share on other sites More sharing options...
DLaurier Posted December 1, 2011 Share Posted December 1, 2011 -Killable Civilian refugees and livestock as neutral NPCs. -Destructable trees that become stumps and/or uprooted logs when bombarded by artilery. 0 Quote Link to comment Share on other sites More sharing options...
ruutana Posted December 1, 2011 Share Posted December 1, 2011 Just stop being wimpy and give us those Flammenwerfers. (halftrack version could be COOL too.) There was flamethrower crocodiles also, eh? I am sure the burn to death animation is easy to make and we don't need ultra-sadistic presentation how awful weapon flamethrower is. We just need it´s power to the battlefield, that´s all. 0 Quote Link to comment Share on other sites More sharing options...
YankeeDog Posted December 1, 2011 Share Posted December 1, 2011 1. Command Hunt - I agree 2. Covered Arc for Armour Only - yes 3. Tank destroyer "Hetzer" - necessarily ! I'd have to double check sources, but I'm pretty sure the Hetzer wasn't present in the ETO during the Normandy campaign. The first production models were just coming out of the Factory in May/June 1944, but IIRC the first couple of months' production all went to units on the East Front. So I don't think we'll see it for the Commonwealth module, since CMBN is intended to represent action through August. More likely we'll see it in the Market Garden module, which is intended to extend the timeframe into September/October. 0 Quote Link to comment Share on other sites More sharing options...
para Posted December 1, 2011 Share Posted December 1, 2011 -Killable Civilian refugees and livestock as neutral NPCs. -Destructable trees that become stumps and/or uprooted logs when bombarded by artilery. Destructable trees that become stumps and/or uprooted logs when bombarded by artilery... is this possible? 0 Quote Link to comment Share on other sites More sharing options...
Mirkus Posted December 1, 2011 Share Posted December 1, 2011 The first production models were just coming out of the Factory in May/June 1944, but IIRC the first couple of months' production all went to units on the East Front. So I don't think we'll see it for the Commonwealth module, since CMBN is intended to represent action through August. More likely we'll see it in the Market Garden module, which is intended to extend the timeframe into September/October. You're right. Can be seen in East Front module 0 Quote Link to comment Share on other sites More sharing options...
winkelried Posted December 1, 2011 Share Posted December 1, 2011 I'd have to double check sources, but I'm pretty sure the Hetzer wasn't present in the ETO during the Normandy campaign. The first production models were just coming out of the Factory in May/June 1944, but IIRC the first couple of months' production all went to units on the East Front. So I don't think we'll see it for the Commonwealth module, since CMBN is intended to represent action through August. More likely we'll see it in the Market Garden module, which is intended to extend the timeframe into September/October. You're right. The Jagdpanzer 38 was introduced in the StuG/Panzerjägerabteilung of three Volksgrenadierdivisionen (183. 264. 363.) with 14 pieces each in September 1944. In October 1944 another 40 were added with the Heeres Panzerjägerabteilung 741. So we'll have to wait. 0 Quote Link to comment Share on other sites More sharing options...
winkelried Posted December 1, 2011 Share Posted December 1, 2011 I would like to see the 15 cm Schweres Infanteriegeschütz 33/1 (Sf) auf Panzerkampfwagen 38(t) Ausf. H/M (Sd.Kfz. 138/1) aka Grille. There around 100 on the western front in June-August 1944 - usually on Panzergrenadier Batallion level. So they would be used in a on-board CMBN context much more commonly than the Wespe we'll get (which was deployed usually in two batteries of the Panzer Artillerie Regiments - and therefore probably used more in indirect fire than on-map). 0 Quote Link to comment Share on other sites More sharing options...
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