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bobo

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  1. Like
    bobo got a reaction from Vergeltungswaffe in The model of the BMP2 had some errors since the CMSF1   
    Wow!   7 minutes and refuted...   nicely done.
  2. Like
    bobo got a reaction from Vergeltungswaffe in The model of the BMP2 had some errors since the CMSF1   
    Yes.  Completely unplayable as it is.   Selling all shares of BFC when markets open.
    This never happened in Flight Commander 2.  Charles is losing it.
  3. Upvote
    bobo got a reaction from Bufo in Realtime Multiplayer Sunday-Battle   
    I am guessing no...
    Its too bad that there isn't an easy way to real time connections and that everyone is only into PBEM...
  4. Like
    bobo got a reaction from Bulletpoint in Steve Grammont interview.   
    Contact the CMFI sponsor and see if he lusts for Barbarosa?
  5. Upvote
    bobo got a reaction from Artkin in Steve Grammont interview.   
    Contact the CMFI sponsor and see if he lusts for Barbarosa?
  6. Upvote
    bobo got a reaction from Aragorn2002 in Steve Grammont interview.   
    Contact the CMFI sponsor and see if he lusts for Barbarosa?
  7. Like
    bobo got a reaction from Bulletpoint in I need Fire and Rubble Module to play my own scenario?   
    This is odd.  I am sure that I made this scenario probably prior to upgrading to from 3.0 to 4.0 but now I can't access this scenario without buying Fire and Rubble?  Fascinating.
    Yes, I can recreate a king tiger vs IS2 at 500m range scenario pretty easily but it is odd
     

  8. Upvote
    bobo reacted to Redwolf in USAF Secretly Acquired a Pantsir (possibly old news)   
    Connect it to the Internet and try Files->Preferences->Software Update?
  9. Like
    bobo reacted to Erwin in Forum upvote/thanks/like   
    Some time ago we were able to give negative votes, and a bunch of schoolyard bully asswipes (who are still on these forums btw) decided to gang up on a member cos they didn't like him or his opinions and these lovely chaps deliberately set out to humiliate him with several hundred negative votes.  Of course now those same asswipes are trying to be "oh so respectable and responsible" senior members lol.  They still can't help but make snarky remarks now and then, so one can probably guess who they are.
    Getting rid of negative voting was a smart move by BF.  Govt contractor bosses tend to be very sensitive about that sort of thing in my experience with DoD.
  10. Like
    bobo reacted to Probus in Forum upvote/thanks/like   
    You need to enable negative voting because nothing bad could possibly happen if you did that. 😈(sarcasm)
    But seriously, I think negative feedback is abused in most places and causes an "echo chamber" effect, not to mention a more toxic environment.  Good choice @BFCElvis.  I would thank an upvote you but...  
  11. Upvote
    bobo reacted to Redwolf in Forum upvote/thanks/like   
    Downvotes should be enabled just in the Peng challenge thread.
  12. Upvote
    bobo reacted to womble in Forum upvote/thanks/like   
    And in a selfless act of modesty, you've disabled the option to Like/Upvote/Thank on your posts? Boooo!
     

  13. Like
    bobo reacted to Falaise in problem of bridge in "Last king of Berlin"   
    @chuckdyke it's true that it looks more like the swim 😁
    Yes @Chibot Mk IX I saw your post, your vehicle passed?
    here is my solution!

    it does not harm the aesthetics too much

    This allows you to enjoy the scenario without it being spoiled by this bug which is very difficult to remove !
  14. Like
    bobo reacted to Combatintman in Creating Quick Battle Maps Question   
    Well you can always have a look see - I know you've got CMFI - the screenshot below shows four QB files from that title.  Crack each one open in the editor and I'll wager that the physical maps are exactly the same.  If you want to know more about the nuances - have a look at the objectives and the AI plans for each battle type.

  15. Upvote
    bobo reacted to Artkin in So you just got your hands on CMCW...now what? Designers Q&A thread.   
    My last post, sorry for derailing the thread everybody.
    I won't be uploading anything. Everyone has the tools to do it themselves.
    Thanks.
     
  16. Like
    bobo reacted to Macisle in My top three tips in CM2 series   
    Adding to the Target Briefly info just above:
    You can combine the Target Briefly command with movement waypoints and pauses to use one unit to attack multiple targets in one turn (best used with AFVs).
    So, for example, if you have one tank and three potentially enemy-occupied buildings you could do the following:
    Target briefly for 15 seconds on building A with a 15-second pause on your tank. Add a movement waypoint (could be very close to the tank) with a 15-second pause and 15-second TB (must select the WP to add) on building B. Add a 2nd waypoint with a TB command on building C. The above works great for shoot-&-scoot tactics as well, like crest a hill, take a shot, and reverse back to safety.
    I seldom use the regular Target command. Instead, I use TB with extra time (add 15 seconds per click). For area fire, I put in at least 15 seconds over a minute to "refresh" the option to continue next turn. If you only use 60 seconds, you might lose the ability to continue the targeting next turn, due to dynamic LOS obstructions (dust, smoke, etc.).
    Another piece of CM advice is to get a feel for the Command & Control system and how it spotting information flows. This is most important for AFVs. If a tank has been given spotting intel and knows where to look for an enemy unit, he will spot faster than if he is spotting cold. If the situation allows it, a good trick is to have an open AFV paired with adjacent infantry with binos to help spot and pass info within voice range.
    Another tip:
    Keep your HQs safer by putting a close-range circular target arc around them to stop them from engaging targets at range. Barring desperate situations, your HQs should be used for their command and intel-passing benefits, not for actual combat. A follow-up tip on this is to make the circular arc 50 meters. That's a good balance between hold-fire and point-blank security and is the maximum non-radio command range. So, it acts as a visual reference for keeping your non-radio units in command. Final note, you can use the target arc command to fine-tune unit facing on a waypoint for best spotting position. Then, on the next turn, you can change it to a circular arc. The units will keep the fine-tune position.
    Last point on arcs: I like to issue a force-wide 50-meter circular arc on all infantry at start and remove the arcs as needed. That saves a lot of lives. I also tend to put arcs on infantry to keep them from firing beyond a usable range -- generally 150 meters. I use 50 to 100 for scout teams, depending on the situation.
     
  17. Like
    bobo reacted to Kommissar in My top three tips in CM2 series   
    I agree with all of your points, especially the first one.  Don't rush.  There are only a couple of times I've found myself up against the clock, and countless times I should have waited until I'd scouted a bit more before committing a large force.  
    I would add some additional tips for single-player:
    1.  Keep your tanks and vehicles buttoned if you're within 500m of the enemy or unless there is a very specific reason to have them unbuttoned (e.g. you're expecting a long range tank battle).  Unbuttoned vehicles are a death trap and your commander is usually KIA within one or two light mg bursts.  It's even worse for half tracks.
    2. The TAC AI is good, but aside from scripted events, the AI is not capable of reacting to you on a tactical level.  In other words, it can't reinforce a weak flank once it becomes apparent you're going to break through.  It can't move its troops once spotting rounds start falling around them.  You on the other hand, you can should modify your plan once you make contact with the enemy.  As well, you can have some confidence that, once you've found a weak spot, the AI is not going to be able to do much to prevent you from exploiting it.
    3. Keep a reserve.  A full strength platoon at the end of a battle can make much more of a difference than it can adding one more platoon to the initial attack.  
    4. Split up your squads.  It makes fire and maneuver easier.  It reduces casualties when the squad takes high caliber fire or would otherwise get wiped out (you just lose the team, not the whole squad).
    5. Never just advance the main body of your infantry force at the enemy.  You need suppressing fire at the very least, but ideally smoke, tanks to provide immediate direct fire, and artillery spotters at the ready.
    6. Dismount your infantry early and often.  If your half-track takes an AT gun hit, you're likely to lose the whole squad in the half-track.  While you might expose your troops to long range MG fire that they would otherwise be protected from, chances are you want to attract that fire as it gives away the enemy position and you can respond.  Even then, losing one or two guys to harassing fire at long range is much better than the risk of losing the whole squad. 
    7. With tanks, use target briefly and target light.  Put one or two rounds in a building if you suspect that it may be occupied; target briefly allows you to do this.  If you're running low on HE, give it a turn of target light.
    8. Avoid a fair fight wherever possible.  Sending your platoon to fight an AI platoon in the woods, for example, leaves the result mostly up to luck.  You hope your smg guy will spot the other squads smg guy first.  There is very little you can do to affect the outcome.  This plays to the AI's strengths, not yours.
  18. Like
    bobo reacted to z1812 in My top three tips in CM2 series   
    1. Read the Briefing Carefully.
    2. Take your time during the all important set up and planning stage,
    3. Don't advance troops before scouting the area you wish to move to.
    4. Be patient and thoughtful. Treat your digital troops as if they are flesh and blood.
    Most importantly, if you continue to lose against the A.I., don't blame yourself...........it's Battlefront's fault for designing a half decent A.I.
  19. Like
    bobo reacted to SimpleSimon in My top three tips in CM2 series   
    I tend to think that new people expect way, way, way, way, way, way, way, way, way, way, way, way, way, way too much of light rifle infantry conducting unsupported attacks. 
  20. Like
    bobo reacted to General Jack Ripper in U.S. Thread - CM Cold War - BETA AAR - Battle of Dolbach Heights 1980   
    Music for the thread:
     
  21. Like
    bobo got a reaction from chuckdyke in Please Ignore   
    Done.
  22. Upvote
    bobo got a reaction from Aragorn2002 in Panther firing animation way way too bouncy...   
    I was playing Barkmann’s Corner this weekend and I notice that Barkmann’s Panther was swaying backward like a teeter totter when firing.   Just browsing YouTube took me to a video that showed the Panther firing and steady as you would think a 44 ton monster would be when firing.

     
    BFC fix or do somefink!
    same issue in CMRT.   Didn’t check CMFI.
    bobo
     
  23. Like
    bobo got a reaction from Bulletpoint in Panther firing animation way way too bouncy...   
    I was playing Barkmann’s Corner this weekend and I notice that Barkmann’s Panther was swaying backward like a teeter totter when firing.   Just browsing YouTube took me to a video that showed the Panther firing and steady as you would think a 44 ton monster would be when firing.

     
    BFC fix or do somefink!
    same issue in CMRT.   Didn’t check CMFI.
    bobo
     
  24. Like
    bobo got a reaction from Lucky_Strike in Panther firing animation way way too bouncy...   
    Didn’t really trust any newer videos shooting old guns...
    but old footage and newer Abrams videos show the “issue” which is probably related to action point grid one somefink...
    not really necessary to complain about but it did give me a topic for a post.
  25. Like
    bobo got a reaction from Lucky_Strike in Panther firing animation way way too bouncy...   
    Melons need better models too...
     
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