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Live stream of Upgrade 3.0 soon


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Just because there aren't any flamethrowers in the upgrade doesn't mean the code's not there to support them if they're added via a pack. Upgrades don't generally add units, after all. Well, "generally" in that the only other one ever didn't... Did Chris specifially say "no flamethrower code" or just "no flamethrowers"?

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As BFC always say: if you don't think the features are worth the price, don't pay it. If you ever play against the AI, though, triggers are going to be worth ten dollar all on their ownsome once scenarios and QB maps using them begin proliferating. Ammo dumps and hit decals and load time optimisations are just gravy. The optimisations that allow for bigger maps to work too might be worthwhile even if you're only ever playing small maps, just for ease of use/responsiveness.

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Are you sure about that? There was mass migration from 1.0 to the 2.0 upgrade. Don't envision the same happening with 3.0 missing some marquee features. I do see PBEM mismatches. Maybe take more time, charge more $, or both?

UPGRADE 3.0 FEATURES

Gameplay

• Ground units are now able to fire at attacking aircraft

• Ammo Dumps allow platoons to have reserve ammo stored separately on map (automatically distributed for certain Skill Levels)

• WeGo TCP/IP with the ability to save but not the ability to replay combat action

• Spotters restricted to directing only one Mission at a time. Assets can now be group fired.

• More realistic/varied RoF of automatic weapons.

• Improved load time for scenarios, especially larger ones with complex terrain

User Interface

• Three different sets of camera controls; Standard (traditional), First Person Shooter, and Real Time Strategy

• Optional graphical Command and Control link tracing

• KIAs are shown in the Soldier/Crew Panels to track soldiers lost during the game

• Option to disable music separate from other game sounds

Editor

• Ability to create AI Triggers that execute actions based on other units or interaction with Objectives (existing battles do not have this, but it can be added by authors if they wish)

• Maximum map size increased

• Improved responsiveness of 2D editing, especially for large maps

• Improved load time for 3D Preview, especially large maps

• Customized "Mod Tags" for most graphics. This allows for multiple mods for the same item without the need to move items in/out of Data folder

• Ability to specify specific mods be used for a specific Scenario. If CM fails to find the specified mod it will use the default

Graphics

• Hit impacts to vehicles and bunkers now shown graphically ("hit decals")

• Water animates for fording units

• Improved shaders

Hit impacts, maximum size of maps increased, AI TRIGGERS? MGs are more deadly now. Mod Tags.

And you think most people are going to say "no to these?"

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Sorry, Womble, Ammo Dumps! can't compete with Flamethrowers! on a sex appeal basis. As for triggers, they will have to be added in by... somebody.

They don't have to compete, do they? They merely have to suffice. It's not a matter of buying flame or dumps. And triggers will be added in by someone. There have been a few folk saying they're holding off producing any more BN scenarios/maps til they have triggers to work with.

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My assumption is BF has predicted the forum reaction to the tank rider issue. I'm glad they got out in front of it. While I would have liked the feature in CMBN and CMFI there is still plenty in the upgrade to make it worthwhile.

One feature in CMRT that I thought would be personally unimportant has actually turned into a great benefit for me: command lines. The rest of you probably don't remember me posting about them in older threads but I do. In those posts I was wrong; they streamline gameplay (less unit clicking) which, for me, makes for a more enjoyable experience. Faster loading larger maps is also going to be welcome. Any feature that streamlines gameplay (without sacrificing depth) is a huge plus IMHO.

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People rightly pointed out another two tweaks that will be in the Upgrade. They aren't on the list because they aren't an Upgrade-specific item, but instead tweaks for patches:

- Target Briefly can now be increased in fifteen second increments. So instead of just 15 seconds, you can have the unit shoot for 15, 30, 45, etc

- Guns, like anti-tank guns, can now be Moved a short distance without having to pack up or deploy. IOW, as long as you give a short Move command, they'll move immediately instead of packing up first.

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People rightly pointed out another two tweaks that will be in the Upgrade. They aren't on the list because they aren't an Upgrade-specific item, but instead tweaks for patches:

- Target Briefly can now be increased in fifteen second increments. So instead of just 15 seconds, you can have the unit shoot for 15, 30, 45, etc

- Guns, like anti-tank guns, can now be Moved a short distance without having to pack up or deploy. IOW, as long as you give a short Move command, they'll move immediately instead of packing up first.

Hurrrraaah!

AI triggers not added to stock scenarios and campaigns? They should be.

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My assumption is BF has predicted the forum reaction to the tank rider issue. I'm glad they got out in front of it. While I would have liked the feature in CMBN and CMFI there is still plenty in the upgrade to make it worthwhile.

Then they might have considered enabling riders for German vehicles for which the code already exists. That's the mystery. Less essential for the Allies given the reality of their vast fuel, truck and APC assets. Check out some of the archival photos from the Bulge. Troop laden tanks are ubiquitous.

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Just because there aren't any flamethrowers in the upgrade doesn't mean the code's not there to support them if they're added via a pack. Upgrades don't generally add units,

This makes sense and might be the reason there are no flamethrowers on the upgrade list.

I like using the tank riding ability in Red Thunder for more than just transportation. It is also useful for C2, spotting and sharing information between infantry and armor formations. My fear is that since tank riding was not as common in other theaters it may not ever be included in CMBN & CMFI. For now I will enjoy the upgrades that were provided and hope for tank riding in the future.............

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This makes sense and might be the reason there are no flamethrowers on the upgrade list.

I like using the tank riding ability in Red Thunder for more than just transportation. It is also useful for C2, spotting and sharing information between infantry and armor formations. My fear is that since tank riding was not as common in other theaters it may not ever be included in CMBN & CMFI. For now I will enjoy the upgrades that were provided and hope for tank riding in the future.............

Yeah I too hope that this feature isn't scrubbed off the list for Western Front titles for all time. I've been reading a few books recently and was a little surprised since there was always at least one story of tank riders being ambushed by Germans. Yes I agree with BF's point that tank riding was rare in the Western Front and wasn't part of the tactical doctrine but it still occurred to some degree and usually not with the best outcomes for the Allies based on what I've been reading. Shermans a 'tall' tanks. :rolleyes:

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I am really disappointed that flame throwers did not make the cut. "When you set out to take Vienna, take Vienna". I hate half measures.

They where probably never intended to. The v3 code can handle them but it will be a "battle pack" with new formations/vehicles that will bring us flame throwers and other stuff to BN and FI.

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  • 4 weeks later...

Go to ChrisND's Twitch TV Channel

Click on Past Broadcasts

Click on "Ranger and Engineers at Gela" video. Fast forward to about 1:17 hrs to see Ukrainian Tanks.

Click on "Bad Day at Beach Red" video. Fast forward to the very end of the stream to see Russian Tanks. About 2:22 hrs.

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