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gumby7

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  1. Is there an update on making the semper fi campaign available to people who paid for it?
  2. I bet that's what's been causing me problems!
  3. You know what I think would be the most helpful page, it would be a diagram of how C2 relates to calling platoon level and company level mortars. I'm still not clear on who needs to be sitting next to the mortars and who needs to be the one calling it in.
  4. The XO is an underutilized unit. It should at least be able to help connect the CO with distant units by placing it inbetween.
  5. I don't know anything about the historical makeup of the units involved in the scenario, but IMHO Two Bridges desperately needs a forward observer. You've got the mortars necessary to hit the anti-tank emplacements but the only way to call them in the first 20-30 min of the game is the M8's and they can't view the target without getting killed. Other than this its a great scenario.
  6. You should upload this under scenarios instead of maps since it has a human vs ai plan. Looks good.
  7. I am playing 1.01. Like I said, the rounds were 100-200m off instead of in the corner of the map like in 1.00.
  8. Hey. I was just playing the chance encounter scenario and when I call area fire on the church roof it falls 100-200m off target. Now, the spotter can see the church roof but since its an area fire order and the church yard is surrounded by a tall stone wall, he can't see the entire target area. Is this the cause of the ridiculous inaccuracy?
  9. This is getting off topic. We're all clearly in agreement that blast time and mine marking time should be accurate. I'm just arguing for streamlining the mark mine command.
  10. LeeW, your men are not "marking" the mines. All there doing is spotting them. It is a secondary order to mark them so that non-engineers can avoid them. When they're marked they turn yellow.
  11. I imagine the logic of the blast order being move until you encounter a blastable object, blast it and then quick move to the final destination. It seems like there would be a way to have an order to slow move until you encounter a mine, mark it, and then instead of a quick move to the final destination, the pioneers would just continue this hypothetical order to the very end. I don't know a lot about coding so I might might be completely talking out of my ass. I'm also aware that this would probably take more work for the devs than a regular patch. I think it would be an excellent improvement though. If my thought isn't possible, your proposal would still be a great improvement.
  12. Its labor intensive when you have to click twice and select a command 20 times for an entire minefield. I have no issue with the time involved. I'm all for increasing the time to blow bocage if that's more accurate, but what I'm concerned with is the required player involvement. The blast command is one click. Mine marking requires you to watch while the engineers slowly advance, then order them to mark a mine they find, then do it over again. In a minefield, this slow process makes it difficult to command the rest of the battle simultaneously.
  13. It really seems ridiculous. First you encounter the mine in whatever way. Second, you have to move the engineers close to the mine, because for some reason the mark mines command isn't available at a distance. Third, once they've reach the mine you can order them to mark it. Then for a large mine field, you have to repeat steps 2 and 3 for every individual mine! The engineers dont have to be near a bocage to blast it. Its just a movement order. Why can't the mark mines command work the same way and order engineers to move through a field, locate mines, and mark them all in one order.
  14. Thanks for the time specific link. That's what I'll definitely do then. I can't believe that there is no dedicated hold fire button! Its inexplicable.
  15. It really drives me mad when I send my platoon commander ahead to scout a patch of bocage and when he spots a trench filled with 30 Germans he decides to take a pot shot at them and get himself killed. Does anybody have a solution to this problem? The closest thing I can find is the hide button but then the HQ can't see and I can't call in arty.
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