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Needed Implements: what do you feel is lacking, is missing, is buggy?


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Of tanks and bazookas: as far as I've played it, I never saw my own bazookas taking out a single armored vehicle or tank; as for the AI the bazooka or panzerfaust teams are deadly as they should: we need to dig further into this. Just for a comparison test is there anyone who can create a scenario of the kind we had in CMX1 St.Anne Chapelle? There I remember the heroic AB bazooka team hidden and with armor covering arc took off three HTs! If I find the time I would do it myself...

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- Allow cross-attachment of platoons and companies, in order to allow correct modeling of command and control within task forces. It should be possible to have a medium tank company under the command of an armored infantry battalion, for instance.

Agreed. And pursuant to that end allow the direct purchase of companies and platoons. At present, the player must buy a battalion and then eliminate the unwanted elements. Except you can't eliminate the battalion CO, to which the smaller unit remains subordinate.

Michael

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At present, the player must buy a battalion and then eliminate the unwanted elements. Except you can't eliminate the battalion CO, to which the smaller unit remains subordinate.

You can if you eliminate everything but the single subordinate element. So if you want a single company, knock off all the other companies and platoons and the Bttn HQ's extra bits (FO, XO etc) and you should be able to eliminate the HQ team too. I just went into a QB setup and tried it, and it definitely worked.

I agree that it oughtn't be beyond the wit of Charles and Phil to find a way for us to click the subordinate unit from the left pane to select just that. I'm sure it'll happen sooner or later, when it floats to the top of the priority stack.

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I'm talking about actually cross-attaching companies and platoons, so that the attached units become subordinates of new higher headquarters. Standard practice across the various armies and, indeed, built in to the very organizational structure of American armored divisions.

I don't want one tank platoon from an medium tank battalion that's mostly been deleted, swanning around alongside an armored infantry company from an entirely different battalion. The platoon ought to be part of that company, under the company HQ for purposes of command and control.

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Of tanks and bazookas: as far as I've played it, I never saw my own bazookas taking out a single armored vehicle or tank; as for the AI the bazooka or panzerfaust teams are deadly as they should: we need to dig further into this. Just for a comparison test is there anyone who can create a scenario of the kind we had in CMX1 St.Anne Chapelle? There I remember the heroic AB bazooka team hidden and with armor covering arc took off three HTs! If I find the time I would do it myself...

You rang My Lord...WIP

Chapelle Ste. Anne.

chapellestanne.jpg

Church of La Gleize.

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In the woods in the far distance is Chapelle Ste. Anne.

overviewd.jpg

View on the Roanne valley from the Werimont farm.

werimontfarm.jpg

Swimming pool, courtesy US Air force.

swimmingpool.jpg

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@ TrapOne,

Yeah, I think we got that. I was agreeing with you. There should be some way for the player to determine lines of subordination. If, after selecting your formation, you could buy companies and platoons the same way you buy individual vehicles and specialist teams, it would happen automatically.

Michael

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@ TrapOne,

Yeah, I think we got that. I was agreeing with you. There should be some way for the player to determine lines of subordination. If, after selecting your formation, you could buy companies and platoons the same way you buy individual vehicles and specialist teams, it would happen automatically.

Michael

Ah! Yes, that sounds grand.

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On the force selection screen for QB, there should be more information about the units. Not everyone knows the difference between all of the different vehicles and types of infantry. I know the CMx1 games had this feature.

I only recently discovered what those big boxes at the bottom are even there for, when you select certain units you get options like having mortars on map or off, or switching types of bazookas, I had no idea you could do this until today. It would be cool if this was expanded, to let you spend points to give squads extra gear like breaching charges or heavier weapons, not realistic I know but nothing about QBs is anyway.

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There should be some way for the player to determine lines of subordination. If, after selecting your formation, you could buy companies and platoons the same way you buy individual vehicles and specialist teams, it would happen automatically.

Actually, there is a way, but it's more cumbersome than that described above. Following a tip, I tried buying a second formation and eliminating everything but the desired units. If you eliminate the HQ and all its immediate subordinates (XO, Ops, etc.), the units you end up with are all subordinated to your primary force HQ. It works, but like I say, is cumbersome and time consuming.

Michael

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On the force selection screen for QB, there should be more information about the units.

Agreed. I haven't worked out how to show this—the screen can get pretty crowded as it is—but it is to be desired that some kind of listing of all the men and equipment of, say, an inf squad should be represented so that the player knows at a glance what he is buying.

Michael

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It's also still frustrating that units will not fire for unknown reasons at enemies that are easily in LOS - The LOS AI whatsit still down't work right. :(

I've also wondered about this same thing. The game allows you to target some enemy unit, but YOUR unit never fires its weapon. If there is some reason why firing will not happen (as long as your own unit stays where it is), it would be nice if this "firing blocked" condition was somehow shown to user. Maybe the target line could be drawn with some special color or something?

This was happening in CMSF also and in some cases I never found out why the weapon was not used. Like some vehicle not using its MG.

And about what needs to be fixed: today I saw for the first time "out of memory" crash while playing a medium sized QB against the AI. There weren't that many units on map, but still the game just crashed. Never saw this in CMSF.

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I just noticed an odd thing. I don't know if this may have been previously discussed or not. I have a platoon HQ riding in a halftrack, and both the HQ and the HT are shown as being in radio contact with company HQ. If I take the HQ out of the HT, then neither of them are. Neither of them are shown as having a radio in their equipment chart, so how are they in radio contact in the first instance?

Michael

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I just noticed an odd thing. I don't know if this may have been previously discussed or not. I have a platoon HQ riding in a halftrack, and both the HQ and the HT are shown as being in radio contact with company HQ. If I take the HQ out of the HT, then neither of them are. Neither of them are shown as having a radio in their equipment chart, so how are they in radio contact in the first instance?

Michael

HT driver is not able to operate the radio in the vehicle on his own. Mount a unit in the HT and someone "crews" the radio. Vehicle radios are shown under the damage (wrench) tab.

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HT driver is not able to operate the radio in the vehicle on his own. Mount a unit in the HT and someone "crews" the radio. Vehicle radios are shown under the damage (wrench) tab.

Okay, I will check that out. Thanks. However, I think it is possible that this HT may have a two man crew. Most of the ones I have in this game do.

Michael

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1) Close combat option - watching soldiers repeatedly fire (and miss) at each other at point blank range takes away from the realism

2) more intelligent/reliable movement for vehicles across bridges

3) maybe it's just me, but it seems like any time a unit takes a casualty, it's the leader who gets hit

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3) maybe it's just me, but it seems like any time a unit takes a casualty, it's the leader who gets hit

Not just you. It happened often in the real war. Leaders, in order to lead must often also be the most exposed to enemy fire (not counting the dumb f***k who hasn't learned to keep his head down). Also, if the enemy pick up on which guy appears to be the leader, they are apt to concentrate their fire on him.

Michael

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A more friendly editor interface:

- use of the arrow keys to rotate tiles

- use of the mouse wheel to zoom in /out

- keeping memory of the last camera location in 3D preview

- roofs rotating feature for square buildings

- multi level water for not adjacent tiles (not on the top of the list, though)

- import ou copy/paste features for map areas

- popup preview of buildings/trees/flavor objects

- more french-looking church buildings (I went to Belgium/Holland a few weeks ago and found that the CMBN churches will perfectly fit for the Market Garden module.

- at least one L-shape roofed modular building.

-the replacement of the CMBO-like 25 windows house (the first one); never saw a house like this... :(

- and...simultaneous view of the map and the 3D view (dreaming isn't forbidden)

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Okay, I will check that out. Thanks. However, I think it is possible that this HT may have a two man crew. Most of the ones I have in this game do.

Michael

It's possible that at least 3-men have to be in the HT, as the driver and gunner may be considered "occupied".

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It's possible that at least 3-men have to be in the HT, as the driver and gunner may be considered "occupied".

Yeah, that occurred to me too this morning as I was checking it again. I think all my HTs have two man crews and one is the driver while the other is the gunner. Funny though that the driver can't operate the radio when the HT is sitting idle.

Michael

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A few battles later I can say I'm not used to this C2 thing: in CMX1 we had these lines connected to the units in command to one HQ, so visually you were able to move them in command, or easily detect when one unit was out of reach; now we have the icons in the lower bar or the floating ones to check: if the floating ones would change color to indicate when one squad/vehicle is out of contact with its parent HQ I believe it would help, well, at least I would get some help.

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Ooh, here's another one: Have the save game numbers reflect the number of turns left. So in a 60 minute battle that'd mean when there are, say, 48 minutes left a save should default to '48,' not save '012,' or what ever the current sequence is, depending on how often one saves.

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