Combat Mission or wait for something else?

Started by acctingman, April 03, 2017, 04:00:10 PM

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Yskonyn

Definately!
I still get beaten by that stick often!
"Pilots do not get paid for what they do daily, but they get paid for what they are capable of doing.
However, if pilots would need to do daily what they are capable of doing, nobody would dare to fly anymore."

mikeck

Well your never going to find a perfect game that perfectly models battle. You will always have odd things like not targeting the second floor if you can't see the base...but that's pretty minor. Don't get discouraged, it's supposed to be hard. You can do everything right and get stomped just like in real war. And just like the real thing, a lot is chance and luck. You come over the rise and take out that panther with a shot into its side. One second earlier and it's the front pointed at you. A missed shot and he gets one off. It happens

I much prefer graviteam tactics because of the graphics, sounds and general immersion. It also follows strict ballistic models and such; but like Jarhead said, if the UI in combat mission gives you trouble, graviteam's will put you in a catatonic psychiatric break. I've been playing for a year and I'm still not 100% sure on some things

So keep trying. CM is as realistic as you are going to get in a tactical game so yeah, is hard
"A government large enough to give you everything you want is strong enough to take everything you have."--Thomas Jefferson

Yskonyn

Does graviteam have a command structure / morale modelled? And does it have information flow / relative spotting modelled?
I have no experience with the Gaviteam games, but these two points are what makes CM unique and highly interesting for me. Especially the flow of information and the relative spotting mechanics are things I've never seen in another game.
"Pilots do not get paid for what they do daily, but they get paid for what they are capable of doing.
However, if pilots would need to do daily what they are capable of doing, nobody would dare to fly anymore."

jomni

#48
Quote from: Yskonyn on April 07, 2017, 01:31:59 AM
Does graviteam have a command structure / morale modelled? And does it have information flow / relative spotting modelled?
I have no experience with the Gaviteam games, but these two points are what makes CM unique and highly interesting for me. Especially the flow of information and the relative spotting mechanics are things I've never seen in another game.

I believe they're there. Command effects and communication are more elaborate. Though I'm not sure about how detailed they have implemented  relative spotting.

RyanE

Quote from: Yskonyn on April 07, 2017, 01:31:59 AM
Does graviteam have a command structure / morale modelled? And does it have information flow / relative spotting modelled?
I have no experience with the Gaviteam games, but these two points are what makes CM unique and highly interesting for me. Especially the flow of information and the relative spotting mechanics are things I've never seen in another game.

Yes on command and morale/suppression.  They even represent having to spool wire and wire getting cut for comms back to HQ.

Apocalypse 31

I wish Combat Mission had cooperative MP.

RyanE

I used to play CMBB coop a lot with a friend.  We each had control of specific set of units.  When we finished our orders, we would email the turn to the other and one of us would run it.  It took a few emails, but let us do it with WEGO.  We kept the battles small.  We also tried using rules about comms, but it seemed to be more of a pain in the ass than anything useful.

acctingman

Tried the demo night before last.

I'm just not sure I'll ever get this game  :tickedoff:

I was hoping you could sim a game, AI vs AI, but nope. I know, weird, but it would be cool to pick each sides forces and watch it unfold!

RyanE

I too like play AI vs AI a lot.  Especially if you can plan out the entire AI moves and see how they execute.  I use Steel Beasts and CMNAO in exactly that way a lot.

acctingman

wait....you mean you can have the AI sim against itself in CMx2???

RyanE

CMNAO is Command: Modern Naval and Air Operations.  And if think CM is too much, don't bother with CMNAO.

mirth

"45 minutes of pooping Tribbles being juggled by a drunken Horta would be better than Season 1 of TNG." - SirAndrewD

"you don't look at the mantelpiece when you're poking the fire" - Bawb

"Can't 'un' until you 'pre', son." - Gus

demjansk1942


acctingman

ok, so in Combat Mission Normandy you CANNOT have AI vs AI, correct? I'm pretty sure I read that somewhere in the interwebs  :uglystupid2:

mikeck

Quote from: Yskonyn on April 07, 2017, 01:31:59 AM
Does graviteam have a command structure / morale modelled? And does it have information flow / relative spotting modelled?
I have no experience with the Gaviteam games, but these two points are what makes CM unique and highly interesting for me. Especially the flow of information and the relative spotting mechanics are things I've never seen in another game.

Yes to all. As mentioned, the information flow is more detailed and alaborste than CM. You have a commander and radioman who connect their equipment. When they're running around your likely to lose contact. They have to spoil the wire and set up the equipment to start getting out radio traffic. Like CM games, units need to be kept together. Usually within shouting distance since most don't have radios

Troops have moral juts like CM

I think Graviteam games are actually more realistic and certainly better looking than CM games. But the UI...damn.
"A government large enough to give you everything you want is strong enough to take everything you have."--Thomas Jefferson