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Combat Mission: Battle for Normandy Video AAR 2, The Quick Battle


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Sitting 4hrs from home in Mechanics Falls Maine getting loaded (truck driver) Just watched the QB goodness on my phone with the sound vibrating the truck through the trucks 4speaker stereo. (You got to love modern technology) All I can say is WOW! A 10 year old dream is about to be realized.

Excellent job on VAAR!

Much appreciated

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GREAT PRESENTATION!!

You gave a very good feel about the game, effect of smoke and artillery, how enemy troops are within LOS and dissapears.

This latest scenario was very illuminating, yet very frustrating as I want the game NOW!

AND MOST IMPORTANT: Opponent wanted for PBEM, US east coast time 10 turns/day or more for playing as soon as the game is released. (WHEN is that by the way? :) )

Best regards and keep up the good work,

General Failure

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Looking better all the time! A couple little things though: 1) The artillery request audio is the same from CMSF, kinda breaks the immersion for people who have played it. Is that just a placeholder for beta? I remember a comment saying the Germans didn't have any in the other video because it hadn't been added yet in that build. 2) ..I had something else but I forgot, guess it wasn't too important. :P

Good things:

Being able to pick the map for QB, allows for a lot more flexibility since I like to play with small to medium forces but enjoy large maps as well. Avoids the problem of getting the same map repeatedly also. Map looked great as well, lots of variety so far.

He said that the attackers can see some of the defender's positions during setup. Can we get a little more detail on that? Like do you just see some question marks where the defending forces are concentrated? I think it makes a lot of sense, in real life you would have some idea where they are, and not just attack blindly.

Loved the foxholes and how you can deploy AT guns in among them. The smoke looked really good, the AI made effective use of artillery, lots of other little things.

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Sorry, but I have to ask now that we have a clear picture of the whole QB purchase screen:

1. What is under the 'FORMATIONS' button? Is that where you can switch from formations to individual elements? ie. I want to add a single Sherman to the ORBAT of my rifle platoon. Thats still possible right?

2. Just curious, but now that we have our first glimpse at unit prices, how many points are available in the smallest sized QB? The largest?

Thanks again for the video and the clear pictures!

Chad

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That drop down menu has three items. "Formations", "Specialist Teams" and "Single Vehicles". You have to start with 'Formations', the other two items are add-to units. For example you purchase a glider Infantry company in Formations, then you can go back and continue purchasing additional units like a BAR team or M5A1 light tank. First Formations, then additional purchases.

I just did a quick peek. A 'tiny' QB is under a thousand points, more-or-less. About the price of a rifle company - again, more-or-less.

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Tyrspawn - You mention that you wish you had bought anti-personnel mines to prevent the Germans from coming up the center area, as they are nearing the bridge. But that entire area is well outside of the blue setup zone at the beginning of the game. Are you saying that defenders can setup mines (and possibly other fortifications) outside of the setup zone, or were you just wishing you had some on your side of the river, between the bridge and the town?

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Tyrspawn - You mention that you wish you had bought anti-personnel mines to prevent the Germans from coming up the center area, as they are nearing the bridge. But that entire area is well outside of the blue setup zone at the beginning of the game. Are you saying that defenders can setup mines (and possibly other fortifications) outside of the setup zone, or were you just wishing you had some on your side of the river, between the bridge and the town?

Lol thats a good point didn't think of that.

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Another cool realism feature that I noticed but I dont think has been mentioned. Did you see the casualties of the AI's mortar barrage?.......some of them are helmetless, as if their helmets fell off as the men were hit and thrown around by the force of the impacts.

You can catch it at 26:41 of the video. I have not noticed that touch in SF, have I missed it or is this new? Nice realism.

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Looking better all the time! A couple little things though: 1) The artillery request audio is the same from CMSF, kinda breaks the immersion for people who have played it. Is that just a placeholder for beta? I remember a comment saying the Germans didn't have any in the other video because it hadn't been added yet in that build.

I'm wondering about this as well. I hope it's just a placeholder, because while the rest of the sounds are awesome, the CMSF artillery request completely ruins the atmosphere.

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Another cool realism feature that I noticed but I dont think has been mentioned. Did you see the casualties of the AI's mortar barrage?.......some of them are helmetless, as if their helmets fell off as the men were hit and thrown around by the force of the impacts.

You can catch it at 26:41 of the video. I have not noticed that touch in SF, have I missed it or is this new? Nice realism.

This is new, and you can actually see a helmet fall off somewhere during the video when one German gets hit. Have no timestamp available though. Also, there are more variations in the position when a soldier is out of action, which is also a good looking addition.

Thanks for the VAAR, great work.

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I'm wondering about this as well. I hope it's just a placeholder, because while the rest of the sounds are awesome, the CMSF artillery request completely ruins the atmosphere.

I'd also like to hear the voices be a bit less "uptight" and use more of the natural, slang-filled speech that you generally hear on the battlefield. Instead of "The enemy is flanking us, sir" I'd much rather hear "Kraut bastards are trying to outflank us"! The more gritty, less formal speech just increases immersion for me. I'm not sure how final the audio in the videos is, or how far BFC want to push the envelope as far as cursing and jargon. At the very least, I'm sure there will be sound mods coming out of the woodwork following release. :)

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I'd also like to hear the voices be a bit less "uptight" and use more of the natural, slang-filled speech that you generally hear on the battlefield. Instead of "The enemy is flanking us, sir" I'd much rather hear "Kraut bastards are trying to outflank us"! The more gritty, less formal speech just increases immersion for me. I'm not sure how final the audio in the videos is, or how far BFC want to push the envelope as far as cursing and jargon. At the very least, I'm sure there will be sound mods coming out of the woodwork following release. :)

Yes, formal - or even complete sentences are lame. I would further modify to; "Bastards are flanking!'

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That drop down menu has three items. "Formations", "Specialist Teams" and "Single Vehicles". You have to start with 'Formations', the other two items are add-to units. For example you purchase a glider Infantry company in Formations, then you can go back and continue purchasing additional units like a BAR team or M5A1 light tank. First Formations, then additional purchases.

Cool. Thats what I thought.

So is everything under these non-TO&E? Like you said: BAR team. I believe that theres a 'Recon team' and 'sniper' under here too right? What else? :D

Are all vehicles under 'Single Vehicles'? I assume they are.

Thanks again.

Chad

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Possibly it is a commercial decision not to upset too many ethnic purchasers. And of course younger purchasers.

I am sure someone will provide swearing wav. files but I suspect they will be modern rather than WW2 swearing.

I suppose weve got plenty of films to get audio from jeje

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I'd also like to hear the voices be a bit less "uptight" and use more of the natural, slang-filled speech that you generally hear on the battlefield. Instead of "The enemy is flanking us, sir" I'd much rather hear "Kraut bastards are trying to outflank us"! The more gritty, less formal speech just increases immersion for me. I'm not sure how final the audio in the videos is, or how far BFC want to push the envelope as far as cursing and jargon. At the very least, I'm sure there will be sound mods coming out of the woodwork following release. :)

The more distinctive a voice or the line the more grating it becomes. "Kraut bastards are trying to outflank us" might sound cool the first few dozen times, after that it'll get old. A bit more neutral voice gives more mileage, imho.

Best is of course something that can be both cool and neutral. CMAK (and CMBO?) Brits had a few good lines that way. "Would/will you look at that" and "look at him burn" (you could hear the smirk in that one) really hit the mark with me.

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I am sure someone will provide swearing wav. files but I suspect they will be modern rather than WW2 swearing.

Oh, I think the big ones were thrown around plenty.

Do you REALLY think the first thing McAuliffe said was actually "Nuts"? Did you ever see a picture of the guy? I believe he probably first blurted out, "Tell 'em to F$#K Off!".

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3. Did the Garand 'ping' make the cut? :D Saw plenty of Garands firing in the video, but never heard a 'ping'. Obviously this is still the late Beta your using, so this may be changing. If the Garand 'ping' didnt make the cut, is there a way to mod it in?

I wonder if there really is a good case for the *ping* to be included? Sure, great if you are looking over the shoulder of the guy firing a Garand. But not so much when the recipient a few hundred gets treated to the same sound.

It is the same with how many soundmods included the brass and bolt sounds for sniper rifles, which anyone more then a few metres would never realistically hear anyway.

PS

I would warn against the accuracy of the two anecdotes involving the *ping*. One involves Germans popping out of cover and killing the shooter upon hearing the *ping*, the other tells of the clipper strip being thrown against a rock to fake a *ping* for the aforementioned popping out of cover to be killed by a still fully loaded Garand.

Both interesting notions but wildly unrealistic to do on a battlefield.

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PS

I would warn against the accuracy of the two anecdotes involving the *ping*. One involves Germans popping out of cover and killing the shooter upon hearing the *ping*, the other tells of the clipper strip being thrown against a rock to fake a *ping* for the aforementioned popping out of cover to be killed by a still fully loaded Garand.

Both interesting notions but wildly unrealistic to do on a battlefield.

I get great satisfaction from firing my Garand and getting that *ping* each time. Though I have never had someone shoot at me when it occurs!

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Cool. Thats what I thought.

So is everything under these non-TO&E? Like you said: BAR team. I believe that theres a 'Recon team' and 'sniper' under here too right? What else? :D

Are all vehicles under 'Single Vehicles'? I assume they are.

Thanks again.

Chad

Yes, all vehicles are individual vehicles, all "specialist teams" are teams or smaller (rather than squads, platoons or any other formation).

I wonder if there really is a good case for the *ping* to be included? Sure, great if you are looking over the shoulder of the guy firing a Garand. But not so much when the recipient a few hundred gets treated to the same sound.

It is the same with how many soundmods included the brass and bolt sounds for sniper rifles, which anyone more then a few metres would never realistically hear anyway.

PS

I would warn against the accuracy of the two anecdotes involving the *ping*. One involves Germans popping out of cover and killing the shooter upon hearing the *ping*, the other tells of the clipper strip being thrown against a rock to fake a *ping* for the aforementioned popping out of cover to be killed by a still fully loaded Garand.

Both interesting notions but wildly unrealistic to do on a battlefield.

The "ping" is in the game, but only heard if the camera is very close.

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