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zmoney

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About zmoney

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Converted

  • Location
    California
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    Hide and seek

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  1. If there is a vehicle I’d like to take out with the styker tow on the offensive I like to drop smoke on the target vehicle. Then move the styker into position give it a tight arc wait for the smoke to clear and KABOOOM. Either way, hopefully it will be the enemy’s vehicle lol.
  2. Just checked and range is 2500m and it does need a launcher. Which brings me to another campaign quibble, the mortar platoon has GILL Missiles available in their vehicles but no launchers.
  3. What is the range on the GILL? Also does it need a launcher like the JAV? Or is it just the missile?
  4. If I am remembering correctly this is what I do with JAV teams. I give them a 30sec pause order for them to fire them a sprint to cover order. Haven’t tried it with the GIL but that could work unless it has a deploy/ pack up delay.
  5. I’ve run a little test and it is not air bursting, just blowing through all my precious KETF rounds. But I get why they shoot the KEFT instead of the solid shot. Another question, do those vehicles really only hold 200rds of ammo. Seems like a small amount, I guess since it’s a bigger round maybe less storage space?
  6. Just started the Dutch campaign and noticed some errors in the 1st mission brief. It stated that I would be getting a platoon of YPR's but instead have a platoon of CV90's #winning. But a mistake in the briefing none the less. More importantly, the CV90's are firing the KETF rounds at the bunkers. I thought this was fixing in the patch.
  7. Love your videos, thanks for taking the time. Your videos have lead to many hours of entertainment and lack of productivity at work for me. 😀😀😀😀
  8. This is me. Every time I fire it up I play for a while then one of the bugs rears it’s ugly head and I get disappointed. This is the reason I won’t buy Rome to Victory or the latest west front game, nor will I buy anything else until they release a patch to fix the few super frustrating bugs in an otherwise amazing game. Seriously it’s like two or three bugs that are keeping me on the sidelines.
  9. I recently had a rage quit associated with the infantry movement bug. I had a squad of inf move into a building 30 ft away that was occupied by friendly troops. Instead of running straight through the back door they decided to run around the building to the front, and since this wasn’t enough to take casualties they decided to keep running in a big circular pattern before trying to run back towards the front door and all got mowed down. Also in just about every mission I play regardless of which CM title I am playing there is the odd bug where one member of the team becomes detached and just sits in one spot not following the rest of the squad. I seem to remember reading in one of these many infantry bug threads that this issue was resolved like a year ago but BFC doesn’t release small patches. I’d be willing to pay $10 for the patch so BFC if you’re listening hit me up because this is a very annoying bug especially if there is already a fix for it.
  10. Definitely could be play style dependent. When I’m being good with good support fire my casualties are low. But.... when I get impatient I always get nailed with heavy casualties.
  11. Leaders in every war if leading from the front always have higher casualty rates. Not sure it is modeled in game though. For me I have not noticed this. Maybe it seems like they are dying more because you tend to notice those casualties more.
  12. Damn “that’s it” sassy!!! Lol, yea melodramatic is a little off putting in threads such as this. But had to show support for (hopefully) some future system to deal with mines. In my mind that is the only thin lacking in CMSF2 at the moment.
  13. Aquila I believe you are missing the point. 1. In game terms it is really lame if the campaign is designed where on the first mission (of what 16), you have to drive through a small break in the berm, filled with mines. Mines that will destroy at least half your force. Makes it even worse when you have engineers with a mark mine ability that does absolutely nothing. Now in this particular case there is a work around, so it’s not impossible. Mind you this is a known to be mined location, says so in the briefing. My point all along has been if mines are in the game then there needs to be a way to defeat them. 2. Real world situation non game. With a known mine field there is no way in hell any commander would have his troops just drive through it with the possibility of losing half his vehicles. Now an unknown mine field sure you can hit a mine by surprise. But in a situation similar to the one we are talking about no one would ever drive through a mine field it would be stupid. Plus, as the start of a massive invasion the engineers would have cleared a path through a known minefield. Now I know someone is going to say “one time I heard of engineers marking a way through a minefield and a vehicle still blew up.” I’m actually ok with that happening one in a thousand times, but in CMSF if you drive your vehicles through a marked mine field, half if not more of your vehicles will still hit mines. My main argument is, there needs to be a way to effectively deal with mines in these modern games.
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