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pthighs
Jun 21, 2013

Pillbug

Neruz posted:

I think I shall wait patiently for the day when one of these grognard wargame makers realises how to sensibly price their product and blows all the competition out of the water as a result.

Until then this thread will be a source of entertainment.

Steel Beasts is a bit of a different animal; they sell a version to some European militaries for training purposes. It really is a professional level simulator. It's not really a Matrix-style game at all.

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pthighs
Jun 21, 2013

Pillbug

Baloogan posted:

This is a must buy. I consider WITP AE one of the finest videogames in all of history.

I've got a question about how the digital version of WITP:AE works. Do you have to maintain an account at a website? Can you download unlimited times or just once? Do you download an installer you can back up yourself? Is there any kind of DRM? Basically, how close is it to being as easy as Steam.

Thanks in advance.

pthighs
Jun 21, 2013

Pillbug
When playing Witp:AE in windowed mode, does anyone else find the window contents don't update if the window doesn't have focus? Like, the turn resolution continues but you don't see any graphical updates or hear sounds until you click back on the window. This is a pain when you are trying to multitask while a turn resolves.

I assume it's related to ancient DirectDraw weirdness, but it would be awesome if anyone knows a solution.

pthighs
Jun 21, 2013

Pillbug
Witp is like Dwarf Fortress - a sort of living system no one can fully comprehend, for all the beauty and messiness that implies.

pthighs
Jun 21, 2013

Pillbug

witp manual pg. 162 posted:

Bombers attacking ports will attack any ships at anchor 50% of the time, however, TF’s docked in port will not be attacked. These attacks use bombs with only a small percentage of torpedo bombers using torpedoes (as it is assumed these ships may be in dry dock or protected by torpedo nets). If there are less than 10 ships at port, the chance of bombers attacking ships lessens with each number less than 10 (so, bombers would be more likely to attack ships if 9 were in port as opposed to 4).

So it sounds like the safest thing to, if you have the option, is to dock your TF.

pthighs
Jun 21, 2013

Pillbug
I just bought it online last night around 9pm Pacific Time, so not for long.

Grey Hunter LPs have already cost me more than $100... :toot:

pthighs
Jun 21, 2013

Pillbug

uPen posted:

Move is regular walking. Standing straight and just going for a normal walk, barely tires.
Quick is jogging, tiring over distances or long periods of time.
Hunt is slowly walking while looking for enemies, much more tiring than the move command.
Slow is crawling, pulling yourself along on your elbows and pushing with your feet. Incredibly tiring over even short distances, crawling for more than a few minutes is exhausting.
Fast is a sprint, as fast as you can go and impossible while tired. Your guys will quickly drop out of Fast into Quick if you give them a distance that's too long.

One other tip, regular infantry guys carrying rifles can move quick for quite awhile without tiring. Dudes carrying heavy stuff like heavy machine guns, flamethrowers, or anti-tank rifles are far more susceptible to fatigue.

pthighs
Jun 21, 2013

Pillbug

Lord Windy posted:

In War in the Pacific, is it possible to get bombing points against American cities? I've never had the chance of doing it in game, but assuming you can get enough bombers hitting Seattle/Los Angeles/San Fran can you start firestorms and get points for it? Or is it Japan only?

I don't know about firestorms specifically, but you can definitely get strategic bombing point against American cities. It's just extremely difficult, due to the lack of a airfields within range and lack of strategic four-engine bombers.

pthighs
Jun 21, 2013

Pillbug

Drone posted:

Is it even possible to "win" the war as the Japanese in War in the Pacific, or is it more that you just have to aim to not lose?

Definitely aim not to lose. The arrival of ships and troops is hardcoded, and the Allies just dwarf Japan by late 1943 onward. I've heard of strategies like invading LA just to wreck the aircraft factories there (you can't hold it against the troops that spawn on a mainland US invasion), but I don't know if that has actually ever been done. I know people have taken over large parts of northern Australia.

A win for Japan is getting a high enough points ratio early in the war, which translates to gaining more territory than historical, and being extremely successful at sinking the early US navy while avoiding major losses. The other option is to stave off destruction far longer than historical to squeak by. If you remove the points-ratio win conditions and play to 1946, there's no way Japan can win a victory in a "we conquered more territory than you" sense.

pthighs
Jun 21, 2013

Pillbug

mllaneza posted:

Once upon a time I decided to make a real fight for Rangoon. The IJA showed up and settled in for a siege. I had a ton of artillery and a couple of British armored brigades in the city. I decided to make one nasty Shock attack and see how that went. I was ok with shipping the valuable units out if things went poorly. In the event, it was the most brilliant victory in the history of the British Army; the Japanese retreated and left all their artillery behind. Six months later I'm retaking Singapore and this happens.



Those two victories were either bugs or sheer luck. Probably bugs.

That's ... not a bad haul. :stare:

I was going to say you can hold Singapore as long as you can manage to get a convoy in to offload a Commonwealth division or two, but maybe this is a better strategy.

pthighs
Jun 21, 2013

Pillbug

ArchangeI posted:

How the hell did Ise get from Hiroshima to Rabaul in 4 days :psyduck: That is some serious warp drive technology. Not much you can do if the AI can bend time and space to its whims.

I believe the first turn or two give the Japanese player (or AI) warp-like movement range so the Allied player won't know exactly where they will show up.

Regarding the AI's objectives, one of several (14ish?) different AI scripts gets randomly selected when you start a new game, so where the AI focuses its efforts will change from game to game.

pthighs
Jun 21, 2013

Pillbug
There are some good resources on the matrix forums that cover stuff in more detail than the manual that I've bookmarked:

Basic FAQ of stuff not in manual - definitely read this
http://www.matrixgames.com/forums/tm.asp?m=2260137

Specific info about making sure your air strikes are coordinated
http://www.matrixgames.com/forums/tm.asp?m=2382494

Info and advice about pilot training, including a Japanese specific training flowchart
http://www.matrixgames.com/forums/tm.asp?m=3540874&mpage=1&key=&#3540874

All the dirty details about supply and logistics
http://www.matrixgames.com/forums/tm.asp?m=2878790&mpage=1&key=&#2878790

All the dirty details about ship repair
http://www.matrixgames.com/forums/tm.asp?m=2990845&mpage=1&key=&#2990845

How the hell to actually use all your tenders and auxiliary ships
http://www.matrixgames.com/forums/tm.asp?m=2920431&mpage=1&key=&#2920431

Also a couple of threads about Japanese production (I haven't read these)
http://www.matrixgames.com/forums/tm.asp?m=2287336
http://www.matrixgames.com/forums/tm.asp?m=3329605

One important takeaway I found in here is that Land Based Aircraft that are not attack bombers carry a half bomb load when flying low level (<6000 feet). They can also suffer reduced accuracy if low morale / high fatigue / poor Low level bombing skill.

So keep your non-attack level bombers above 6K.

pthighs
Jun 21, 2013

Pillbug

dtkozl posted:

Can you suppress naval AA with strafe or is it just ground AA?

From memory I'm pretty sure you get the "suppression" UI message when attacking naval targets as well. Though note you have to be flying an attack bomber to have enough forward firing armament to really make a difference.

Also, the strafe attacks happen after dropping bombs. That seems weird to me - I guess you are softening up the AA for the next guy?

pthighs
Jun 21, 2013

Pillbug

Caconym posted:

On the contrary. The key point is low naval skill. Normal navB is pretty much useless for non-dive bombers, exception being a secondary skill for torpedo pilots. I train all medium bombers in lownav and normal ground, heavy bombers in normal ground and nav search. One on the crappy dutch bomber squadrons out of batavia landed two 300kg SAPs on the Hiryu last turn resulting in a fuel storage explosion and heavy fires. They had about one month of 100% lownav training and about 50 lownav skill. Took a heavy toll but so worth it. Blenheims out of singers landed enough 250lbs on the Kongo for keep it on fire for several days and forced it to withdraw.1000 feet for ever.

Fair enough. I suppose I was thinking primarily of bombing land targets. Since level bombers suck so bad against naval targets you may as well do a balls out attack at low level with a half bomb load instead of missing with a fill load.

pthighs
Jun 21, 2013

Pillbug
If you like naval and air combat, get WitP. If you like traditional operational-level army chit-and-hex stuff, get WitE.

WitP runs fine on Windows 8.

pthighs
Jun 21, 2013

Pillbug

Baloogan posted:

Hey guys, tomorrow I'll be doing a stream about Command: Modern Air/Naval Operations. Also, incidentally, I got hired by Warfare Sims (the guys who make Command) as a developer.

Gonna be at http://baloogancampaign.com/

Congrats Baloogan, I just purchased C:MA/NO in honor of you! I enjoy your streams.

(:siren: It's also on the Steam Autumn sale for a mere $50 for the next couple of weeks :siren:)

pthighs
Jun 21, 2013

Pillbug
Are any NDA Beta testers here able to talk about WitW in detail now? If so, Id love to here more about your experiences with it.

pthighs
Jun 21, 2013

Pillbug
I might be an idiot but where the hell did the Let's Play sub-forum go?

pthighs
Jun 21, 2013

Pillbug

COOL CORN posted:

That I do understand, but I mean like - how do people think "I need 4 CVs, 2 CVEs, 2 DDs for this TF", like what is the criteria for composition? Or is it just trial and error?

Look at the rules for coordination of airstrikes - there's a penalty for more than X number of planes in a task force. For the US, you don't want greater than 2CVs per task force until 43, if I remember correctly. Later in the war you can do more. There is also a max size of I think 15 ships for an air combat or surface combat task force - you start taking penalties if you get larger than that.

CVEs are only for escorting slow convoys, never put them in with CVs. Otherwise, I put in as many fast cruisers (look at the AAA scores, some are much better than others) as I can spare and 4 DDs for ASW. Once you get fast battleships its nice to have one in each of your CV groups. They have a ton of AAA and often enemy planes will attack them over your CV.

pthighs
Jun 21, 2013

Pillbug
Are you playing the stock scenario, or the updated one here? http://www.matrixgames.com/forums/fb.asp?m=3198081

Check the base info screen, for Noumea for example it should say something like Supply: 15000 / 1500. This means the base receives 1500 supply automatically each day. The 15000 is the current level of supply.



You will be able to use Political Points to change for some units, but many of them will be stuck where they are on defense. I presume they are there because they were there historically and to discourage end-around amphibious landings by a human Japanese player. Note, however, that you can transfer restricted units by air, as long as the place you transfer it to falls under the appropriate command!

I didn't find the Japanese AI to be particularly active either. Once I took Guadalcanal I just dug in a repulsed a few invasions. The AI ship and air units will hit you from time to time.

"Load safety factor" refers to how much available cargo space you have not filled up.. For example, if your task force can handle a 20000 troop load, and you load 18000 troops, the load safety factor is 10%. It's good to have some for a few reasons - It leaves room to load supply (important to bring along for amphibious landings), it spreads your troops out across multiple ships (making the loss of any one less painful), and it leaves empty space so if a ship gets sunk, the other ships have room to carry the survivors they pull from the sea.

One other thing to note is that the scenario is designed to have somewhat restricted supply on purpose to mimic history. So keep that in mind.

pthighs
Jun 21, 2013

Pillbug

HisMajestyBOB posted:

Thanks! Yeah, I'm playing the stock scenarios.
That's useful to know about bases that receive supply automatically. My supply situation seems to have improved: Lunga and Milne Bay are no longer short of supply (yellow !). Tulagi, Efate, and Loganville are still short, but supply ships are headed towards the latter two.

I have B-17s flying to Tulagi on supply runs. They were earlier flying to both Lunga and Tulagi. They were never intercepted, but they didn't seem effective in raising the supply, either. Is it worth continuing these flights to Tulagi on the assumption that a trickle of supply input is better than nothing?

Also, is it possible to order tankers to take on only half a load? I'd like to send some fuel to Port Moresby to refuel subs there, but I don't want to ship all 10,000 units from Brisbane, and none of my tankers appear to have a max load smaller than 10k.

If you are having success getting supplies there with ships, I probably wouldn't bother with the air supply, unless you are in a dire situation.

The only way I know of to partially fill a tanker is to set it to load (which can take several days) and cancel the load partway through. You can slow down the load speed by loading the tanker while it's not docked.

pthighs
Jun 21, 2013

Pillbug

SubG posted:

What's the most recent version? I just downloaded the thing straight from Matrix last weekend, and the auto update thing just throws an error.

You want version 1.0.1.08r9 here:
http://matrixgames.com/products/351/downloads/

Also, a single developer has been working on continued bug-fixes and improvements, you will want to install the latest "Unofficial Public Beta" after the the official update:
http://www.matrixgames.com/forums/tm.asp?m=3185062 (1123x10 is the current latest update)

Then, you should download the updated version of any scenarios you are playing here:
http://www.matrixgames.com/forums/tm.asp?m=3198064

:siren: WitP:AE is currently on sale at matrixgames.com for $49.99 :siren:

pthighs fucked around with this message at 00:53 on Dec 19, 2014

pthighs
Jun 21, 2013

Pillbug

Mr. Showtime posted:

One of these days I'm going to get around to effortposting on how you should go about using your toys, since that's something the game never really tells you.

Please do this. I am just getting into CMANO myself and could use a lot of help regarding doctrine and tactics.

pthighs
Jun 21, 2013

Pillbug

I'm assuming I want to go for the fire control radars before the search radars, correct?

pthighs
Jun 21, 2013

Pillbug

Lord Windy posted:

In WITP:AE, do the Naval Search airplanes attack boats they find? I got a message processing a turn that a H6K4 hit and sunk a cargo ship. I know ASW seems to do this, but I thought they would bring up a screen for it.

Yes, a good reason to have your naval search pilots be trained in naval bombing as well. There's no animation, just a brief message.

pthighs
Jun 21, 2013

Pillbug
Yes, pilot management in WitP is maybe the most time consuming thing. A few pointers:

-- Don't bother with TRACOM if you are allied. It just increases the rate at which pilots come from training, which you don't need.
-- When training a pilot, 70 is the skill level to shoot for. Advancement greatly slows after that.
-- Put pilots who meet their training stats (you do have squadrons dedicated to training, don't you?) into the General Reserve
-- When getting new pilots for front line units do the "Request a Veteran" thing and grab pilots with the right skills from the General Reserve
-- You can put more pilots in a squadron than you have planes. This is good for reducing fatigue for high-activity squadrons since they take turns flying.
It also gives you some in-place reserve to fill in immediately as squad mates die.

I would type more but I almost cut off the tip of my finger last night so it's very slow to type.

pthighs
Jun 21, 2013

Pillbug

gazza posted:

The only reason Combat Mission: Beyond Overlord made it onto GOG is because Battlefront didn't have the license to it when it got put up. I think this was the case for the first Strategic Command game too. Battlefront still sells both of them for $5 more, naturally. I'm surprised they haven't seriously tried to get those games taken down. Combat Mission 1 is still enjoyable by the way.

Is the ground combat in WITP that bad? Everything else about it sounds great but I'm not sure I can muster enough interest in the naval and air campaign to plunge into it. I know naval and air was pretty much the Pacific in a nutshell, but I was kind of interested in China being a major theater.

If ground combat is what you are looking for, you will be disappointed. It's either build a bigger stack than the enemy and keep an open supply line, or surround the AI to cut off their supplies. Which is trivial to do.

pthighs
Jun 21, 2013

Pillbug

BulletHole posted:

Just starting a new game myself and wondering the same thing. Anyone have guidance on this?

Here's a good matrix forums post on the benefits you get from nearby HQs: http://www.matrixgames.com/forums/fb.asp?m=2332371

Also, the general consensus over there is it doesn't matter at all if you unit is attached to a particular HQ to get the bonuses. The thought is they didn't get around to fleshing that out during development, so I usually just transfer everyone to Pacific Command or whatever when I need to move out from a restricted command.

Edit: Apparently there is one known exception to this (remember bases are assigned to an HQ as well):

Matrix Forums Grog posted:

Remember though, that for reducing administrative stacking penalty, both base and Air HQ has to be under same command

pthighs fucked around with this message at 23:47 on Jan 16, 2015

pthighs
Jun 21, 2013

Pillbug

Pharnakes posted:

So I've got some Fulmars now, and I'm wondering what the gently caress do do with them. Initially I thought that they could be used for low level bombing of merchant convoys but their pilots come with no Low Nav skill, even the ones stationed on carriers. Is this because they use the strafe skill instead? (which they do have).

Also what do I do with the fragments of squadrons from sunk ships, I can't withdraw them for some reason, only disband them, which it tells me will lose me the pilots and planes. Since these are highly experienced carrier pilots, loosing them is the last thing I want to do. Is the only way to save them wait until the parent group arrives back on the map, then transport them back and recombine them once they are in the same base?

Move the Squadron to within command range of a friendly HQ (basically, move them near a major base). Then you can disband them while keeping the planes/pilots.

pthighs
Jun 21, 2013

Pillbug
Is there a way to reload the armament of ships in CMANO?

pthighs
Jun 21, 2013

Pillbug

Lunsku posted:

The thing is, I have absolutely no recollection of this kind of issue with CMBN. It's been two years since I touched that so I certainly may have just forgotten it, but with CMBS it immediately started to bother me.

And with the old CMBO the only graphical issue I had back in the day was how unclear terrain height differences were sometimes, unmodded.

Edit: Also notice the green tinted buildings in the pictures. Same is going on with a lot of vehicle textures in game, and is apparently some shader issue with newest Catalyst drivers. Might need to roll back to solve that.

Is this affected by some graphics settings? I see it really bad, but it doesn't seem to exist in streams like this:
https://www.youtube.com/watch?v=-0098kFAEjg

pthighs
Jun 21, 2013

Pillbug

Nenonen posted:

They're like in all the previous CM titles, so the latter, except Tunguskas kill 'em all with missiles and gunfire and then continue to rape enemy ground forces with gunfire. My main problem is that all air missions are either heavy, medium or light, with no indication what the options stand for?

ChrisND mentioned in one of his streams that heavy was basically "shoot hellfires at main battle tanks," with lighter variants focusing more on rockets or guns engaging softer targets.

pthighs
Jun 21, 2013

Pillbug

Lunsku posted:

Man portable SAM like Stinger and Igla are around. Russian side also has Tunguska and vehicle mounted Strelas.

AA assets outside the tactical area in the map are not modeled. I assume air superiority is a matter of a side having or not having air assets available in the particular mission, by designer's will.

The manual states that Battlefront assumes that the airspace in general is contested, so the assets you actually see in the game must fly low enough that they are at risk from the AA assets you see in the game. So by design your F-16s can never fly above Strela altitude and rain down precision munitions.

pthighs
Jun 21, 2013

Pillbug

HisMajestyBOB posted:

I'm trying to figure out Allied pilot training in WitP:AE. I've read about the details on the Matrix forums as well as nifty flowcharts, and I've already set most airgroups to train at 70-80%. A few more questions:

1. Where does TRACOM come into play?
I've been moving my American Philippines pilots there (cheesy, but I justify it by saying they escaped by sub), is there a certain number I should aim for? Should TRACOM have a mix of pilot types (fighter, naval bombing...) and nationalities?

2. Saratoga just left Sydney and I discovered she's 8 fighter pilots short. I can't request a veteran, and don't want to recruit scrubs unless I don't have a choice. I have decent pilots training in carrier-capable airgroups in Eastern US, and tried sending some to Reserves, but still can't request veteran pilots. Does the Saratoga need to be in port to take on veteran pilots or something?

What's the difference between Group reserves and Reserve reserves?

3. The pilot training flowcharts are nifty, but how do you keep track of everything, like when to send these guys from torpedo attack training to naval search training? Spreadsheets? I've already created a few spreadsheets to help track supplies n scores, but there's just so many pilots and airgroups that I'm at a loss for how to organize it.

Sorry for the WitP question bombardment.

Having pilots in TRACOM speeds up the off-map training program. However, the trainees enter the game with the same basic experience,
you just get a little faster thoughput. So for the allies, you shouldn't bother with TRACOM, you will get more pilot trainees than you need without it.

The Reserve pool is just one large bucket of pilots waiting for assignment somewhere. When you do request a veteran you can draw a pilot from
the Reserves. Note however that when you draw from the Reserves, there is a random 1-7 day time for them to show up, reflecting travel time, so there is a bit of a delay.



Each squadron has it's own Group reserve bucket, which is just pilots with that squadron who aren't flying. You can activate them immediately.
You will see them in the list of squadron pilots grayed out.



To make things confusing, you can also look at all the pilots in any Group reserve in one big view, and you can select a veteran from another squadron's Group reserve.
That will take the random 1-7 day travel time to show up.



In practice I used the Reserve a lot, but never used the Group reserve. Note a squadron can have more pilots than aircraft, which is a good idea in squadrons seeing heavy action,
so I found I never really needed the Group reserve.


This is how I trained pilots as allies against the AI that worked fine. No spreadsheets required.

It's easier to do a subset of squadrons at a time. As an example, use USA fighters.

For fighter pilots, you want to train their Air skill up to 70, and train them in Strafe until their Def score is 70 as well. You train Air by training Escort/10000 feet,
you train Strafe/Def by training Sweep/100 feet. Make sure all training squadrons have Maximum Range=0 to avoid pilot fatigue!

Every so often pick a subset of planes (USA fighters) and do this:

1) Remove pilots who have hit their training goal

  a) Open your list of squadrons (filtered to USA and fighters) and sort by Mission

  

  b) Open each squadron listed as Training 100 (those listed as Training 0 are combat squadrons standing down).

    i) Sort the list of pilots by the stat being trained by that squadron. Move any at or above 70 to the Reserve pool

      -- NOTE: You can hit "Y" on the keyboard to accept the confirmation dialog, greatly increasing the speed at which
      you can do this. Also, you can use the "Move 5" or "Move 10" buttons as well.

  

  Example: If the squadron is training Air, remove any pilot with Air >= 70
  Example: If the squadron is training Strafe/Def, remove any pilot with Strafe >= 70 OR Def >= 70

2) Fill the training squadrons back up with new pilots who need training.

  a) Open your list of squadrons (filtered to USA and fighters) sort by Mission (just like before)

  b) Open each squadron listed as Training 100 (just like before)

    i) Add enough new pilots to match to the number of planes in the squadron.

      -- First use "Request Veteran - Reserve" and take anyone under 70 in your your general Reserve pool
      Example: For a squadron training Air, bring in any pilot in the general Reserve with Air < 70

      

      -- Once your general Reserve pool has no one undertrained, use "Get New Pilot - Replacement" to fill out with noobs fresh out of flight school.

      


That's it! Over time your Reserve pool will become full with pilots trained in the skills you need and ready for combat duty.

Now, how do you decide what mission to set each of your squadrons to? All pilots should be trained in 2-4 skills, but one of them is
always primary (Air for fighter pilots, GroundBombing for USA bomber pilots, NavB for Navy and USMC bomber pilots, etc.) At the
beginning of the game I only train the in the primary skills, and then once I get a baseline of pilots in the Reserve pool at 70 in the primary
skill I start changing some squadrons to train the secondary skills. You can adjust as you go based on what you need, so it doesn't take
meticulous planning.

I do recommend doing small subsets (like USMC fighters, or British bombers) at a time to keep your sanity. The beauty of this method
is you can check in on the training squadrons for a given subset as often or rarely as you feel you need. In practice after the first few
months of the war, as the allies you can check a given squadron every few months and be totally fine. You could check them every day
if you were crazy.

pthighs fucked around with this message at 20:44 on Feb 10, 2015

pthighs
Jun 21, 2013

Pillbug

HisMajestyBOB posted:

pthighs and Caconym, you guys are my heroes. Thanks!
That really clarifies things and makes it seem less daunting, if slightly tedious.

I assume that Japan is pretty similar, just with fewer squadrons to work with and crappier replacements?

I figured it would increase accident rate/fatigue if they were at 100%.
How high should I set percentages on combat missions, then?

It is tedious! I haven't played as Japan, but I assume using TRACOM and being more attentive are important due to the lack of overwhelming numbers of pilots.

Fatigue is heavily dependent on the max range of a mission. Training and range zero CAP can usually be 100%. Long range fighter escort late war from Iwo Jima to Tokyo may require standing down every couple of days.

If you are unsure, resting 20% is a good starting point. Check in on the pilot (and plane!) fatigue and adjust as necessary. You will get a feel for it with some experience.

Also remember you can have more pilots than planes in a squadron!

pthighs
Jun 21, 2013

Pillbug

Lockmart Lawndart posted:

Well I wanted to but looks like not going to happen. I'm so irritated with this game that I deleted it off my hard drive.



I was hoping to run say, operation linebacker or rolling thunder but the most you ever get out of the stock command scenarios is a carrier or a couple of air bases. Theres only a few scenarios set in Vietnam and only one of them has any decent amount of aircraft in them. Even outside of vietnam scenarios involve micromanaging a small handful of ships or a squadronish amount of aircraft.

So tried the "Down Town" scenario in which you launch a deck strike and was fairly disappointed that I couldn't set waypoints/times, etc. Theres no easy way to have them use a package formation or prioritize targets that I could tell. There was none of the basic stuff I'm used to in DCS or Falcon where I could set ingress/egress vectors, Distance to engage, weapons to engage with, number of bomb runs/attempts, etc. No way to set offensive/defensive tactics such as "evasive vertical maneuver" or "Afterburner to this rally point at contact with X type aircraft". AI didn't show any real ability in air combat other than fly straight at enemy and fire missiles. Also the trigger system didn't seem nearly as robust as DCS for handling AI behavior so that was kinda out (For example in DCS I can trigger ground units change formation based on the type of helicoptor gunship is in the area after its fired its missiles). It seemed the only way to get my units to do what I wanted was to constantly micromanage them. Sure I could code my own AI through .lua files but for 80 making GBS threads dollars I should not have to do their coding for them.

So figured I'd give the mission editor a shot and see if I could cook up something approaching linebacker but no dice there. Again, the issues above would make such a large scenario unplayable. Also there is no discernable supply management system other than "airbase has x type of bomb left." so that there's no way to replenish the airbase that I could tell. Theres no maintenance team/ team experience level so all the timers for aircraft maintenance are the same. No pilot management or hell even pilots to speak of. So all your aircraft have the same exact skill level. And likewise no pilots progressing and becoming more experienced as the battle progressed. No way to simulate "WWII vet" pilots like Robin Olds being able to dogfight and the young guys getting their rear end handed to them by mig 17's. No Engineer units to fix facilities that are damaged so there's no target repair once you've hit it. No way to set doctrine in any meaningful way outside of ROE. So in other words, a "campaign" style scenario is completely undoable.

I'm sure there are ways of doing whats above but I just did not want to put up with any more of the confusing microsoft access menus. Considering Falcon does an operational level air campaign so much better, there's no real reason for me to fight with this thing anymore.

It looks like Command v1.07 includes the first in a series of upgrades for mission planning.

pthighs
Jun 21, 2013

Pillbug
In all his copious free time he needs to also add CMANO, CM:BS and WITW.

pthighs
Jun 21, 2013

Pillbug
I think that's CM:Shock Force.

pthighs
Jun 21, 2013

Pillbug

dublish posted:

No, I meant the column for Combat Mission: Black Sea.

Ah, yes, you are correct. I was referring to the text in the OP with a summary of popular Grog games.

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pthighs
Jun 21, 2013

Pillbug
Have you tried specifically targeting the top floor of the house?

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