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Big Poppa Pump

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    Aurora, IL, USA

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  1. Any chance there could be a change to the tac ai regarding infantry and armor threats? Currently infantry will sit and watch enemy armor slowly turn aim and fire before they will react. Particularily troublesome when infantry is lacking any anti tank capacity and is outside of close assault range. I'd think some sort of self preservation should kick in when the team doesn't have any capacity to deal with the threat.
  2. Not new to the series but new to PBEM. Looking for small to medium sized scenario. Either side.
  3. I believe its in the manual but haven't seen it happen. In an effort to to solidify my court martial after blundering into a firefight in a heavy forest I repeadtedly threw my brittle (regular mostly broken status) squads back into the fight as I slowly pushed the resistence back. The squads would go to panic or shaken status and retreat back where they would be rallied back. Where I would throw them right back in. While I was advancing slowly and was "winning" I would not expect any to surrender, however, was expecting to see some of the troops to no more and rout (the old explanation point from CMSF).
  4. I agree. Hopefully this is receiving some attention in 1.11.
  5. Glad to hear you will look at the "bugout" code. Any chance of increasing the size of the routing & casuality indicators? I know a previous patch lengthen the time they are visable but I never seem to notice them during game play. Particularily in real time.
  6. I haven't noticed accuracy but my biggest problem is keeping the other knuckleheads with the marksman from firing.
  7. CMfan. I gae an area target command to a javalin squad coupled with a 30 second pause ollowed by a move commad. Result: The squad fired the javelin waited the remainder of the pause and moved. The soilder with the jav was left behind to reload and after completing the reload rejoined his squad. I would think the reolad routine would take secondary precedence to the move command after the pause was completed but there could be some technixcal reason why this takes place.
  8. 1. I've seen the same thing with Bradleys. They will fire the main cannon but not the TOWs. See my post in the stickied "shoot and scoot" thread above (should be the last postone). I think its a bug.
  9. Been brought up previously but I do not know if a definative answer was given. I'd like to see a return of covered armor arcs.
  10. Agree with all but the flags. Not against it but perhaps not as nostalgic. Small units surrendering, IMO, ws well done in CMx1. I would also like to see routed troops running off the field or at least a scalable "!" (can this be modded?) In CMx1 routed troops provided information to potential weak spots. As it stands I'm never able to notice any enemy routing until reviewing thee battle summary. Also a marker as to where enemy troops routed would be nice for after action review. Also would add hand to hand combat to the list. For me no fancy graphics are necessary.
  11. A question for the mod gods. Is there a rubbled wall mod out there?
  12. Tried the shoot/scoot technique with a M2A3. Move to the assigned point fired the main gun (not the TOW) for the pause segment. reversed back to a point with LOS to the target. After completing the move it fired the TOW.
  13. I tried using area fire. Move quick to a point with LOS to target. Area fire at end waypoint. Pause for 45 seconds. Then reverse. Result: Moves to point. Sits for 45 seconds then reverses. If it still has LOS to the target it will fire after the reverse command is completed. The unit did not receive any incoming fire at all. I tried plotting only a move quick to the same point with with only an area fire command and it was successful. Tried the first technique with gun mounted vehicle and it worked as planned. Could it be something with the TOW.
  14. Thanks. The angle of approach seems to be key.
  15. Would some one post an example of how to create a breach but not go through the hole. I believe I was able to do this in 1.08.
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