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Howler

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  1. I can't believe I've never picked up on that. My focus has always been on the binoculars... blinded to anything else I guess.
  2. Play the US side progressing from smallest to largest. Once you have a good feel for the capabilities then play the UKR/RUS. No side spots as well as the US and this will flatten the curve as you come up to speed...
  3. Close terrain is the opposite of open terrain. Anything that would force you to send troops into nooks and crannies for spotting purposes (ie shorter sight/fire lines). Specifically, for this discussion, anything that causes the path finding to work a little harder... tall walls, structures, streets, alleys, woods, bocage, etc... anything man made or natural that would cause a barrier. I have no idea what is verified. It's been near three years and counting that one needs to carefully choose which scenarios are playable in BN. I've had troops run head long into enemy positions in all such terrain in CMBN. All too often to make it playable for me. Thankfully, the modern titles are there to play instead. The patches for BS/SF2 are good. As I play WEGO, path finding will always be a 'sensitive' issue. I simply answered a post regarding the fitness of CMBN. Of all of the titles - it remains the most broken one for me.
  4. At night yes. Otherwise, even coalition forces benefit from being unbuttoned. The difference just doesn't warrant them exposing themselves once the shooting starts. Everyone spots better in the day by eyeball. Period. Again, Abrams are the only vehicle I don't bother with. The others get buttoned once there's the slightest chance of mayhem. The RUS, UKR and SF2 forces benefit more from it. The Javelin CLU is an awesome spotting tool and no unit should ever leave home without it. The OP was inquiring about the MGS. It's worth popping the hatch for - at least until the lead flies.
  5. It's across all titles while evading in close terrain. It's not apparent in BS/SF2 because things die fast. It's more apparent in BN. We tend to excuse troops rushing towards known enemy position in built-up areas. It's more flagrant in bocage and occurs too often to chalk it up to a "war story" . FI has such diverse content that you could overlook it there (aka good war story). I don't have FB or RT so YMWV.
  6. True but, I try to keep my non Abrams vehicles unbuttoned until contact is made. With the MGS, spotting is better unbuttoned. The Russians need all the help they can get with spotting so, I'll even dismount the tank HQ unit to help the platoon... YMMV. Abrams are scary...
  7. Specifically, the issue is OpenGL. I'm hoping BF will go Vulkan in CM3 when/if they opt to modernize the engine.
  8. It remains a HTTP and not a HTTPS connection.
  9. ReShade preset used: https://www.dropbox.com/s/sr3sk2rtoonstxv/CM Shock Force 2 2020-02-10 11-35-14.ini?dl=0
  10. New system build...copied installs from older drive to new one. Activated as required. Couldn't be more pleased with the result. All (CMBN, CMBS, CMSF2, CMFI) apps pause for 10 sec before starting (Battlefront splash window). Only CMFI throws the error in the event log (shown below). I've only played a few hours of mostly CMSF2 which has been smooth and error free. CMFI plays but an application (error) event is thrown in the background. Otherwise, the game starts, loads, and plays fine based on my limited play sessions. I downloaded the installer again despite the md5sum check passing on my original copy. Re-installed CMFI and CMBN (re-install test case) whereas the other two titles remain merely copied over and activated. ALL CM apps stall for 10s and don't crash allowing for normal play. I only discovered the CMFI issue while auditing the events log a day later. The strange thing I'll add is that the install size shows 16.5 GB. While the CMBN test case installed size shows a more reasonable 4.5 GB. Anyhow, thought I'd mention it in case it's helpful to battlefront. Log Name: Application Source: Application Error Date: 2020-02-09 9:03:10 AM Event ID: 1000 Task Category: (100) Level: Error Keywords: Classic User: N/A Computer: ##### (edit) Description: Faulting application name: CM Fortress Italy.exe, version: 0.0.0.0, time stamp: 0x5dddccc2 Faulting module name: CM Fortress Italy.exe, version: 0.0.0.0, time stamp: 0x5dddccc2 Exception code: 0xc0000005 Fault offset: 0x00001fa8 Faulting process id: 0x2190 Faulting application start time: 0x01d5df51a925b467 Faulting application path: C:\Games\Battlefront\Combat Mission Fortress Italy\CM Fortress Italy.exe Faulting module path: C:\Games\Battlefront\Combat Mission Fortress Italy\CM Fortress Italy.exe
  11. Is there an ETA for CMBN on a fix for this issue?
  12. No unit should EVER rush forward and towards known contacts when a simple movement back, away, and down slope from their position (hedges) is but 5 feet away. How is choosing to leave cover to run 20m forward fully exposed to a small rise in the open - EVER a good decision? Speaking for myself only - I still have no idea what factors are evaluated to produce an evasion way point. Until that changes - I can't show a failure. Ergo, there's no fault to correct. Perhaps your response to my question will help me better understand what to look for other than nearby HE, small rises in elevation, and small arms fire...
  13. Load times will improve if you leave 3D Textures to balanced (the default).
  14. I think the OP is observing that 150 rounds don't go very far and doesn't add much to the MG. While, I'm assuming their rate of fire falls in line with the general behavior of a lower rate of fire when engaged beyond effective range - it would be nice to somehow be able to explicitly control fire of the bearers. At the moment - it hurts to see them add their fire to the MG and results in their expending all rounds while the MG still has several hundred left. I believe the OP understands that it is what it is and doesn't expect a fix (it's not a bug - more a limitation of the engine).
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