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professionalXMAZ

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  1. @mjkerner yep, that's exactly where they're running, the game mechanics are what they are. with respect, I think it's unrealistic for an american infantry element to break while winning a firefight, when they have friendlies in buildings around them, haven't taken casualties or more than a couple seconds of incoming rifle fire - and attempt to sprint down the street through an insurgent ambush. my pixeltruppen are winning when they run.
  2. https://www.dropbox.com/s/cehyjboy4d9wsx4/Ambush in al Fubar 001.bts?dl=0
  3. @domfluff @MikeyD @Freyberg like I said, in ambush at al fubar, my infantry has been consistently running from cover without taking any casualties, into the street where they get cut down. I can replicate this almost at will. It's been 1/7 times where they did not break from cover and get slaughtered in the street on turn one. please don't try to tell me american infantry would do something this stupid. it's AI behavior issues, not realism. 95 americans died in Phantom Fury and zero squads panicked and ran out of a building into the street during a firefight they were winning. I've even provided a set of screens from when I just replicated this yet again a couple minutes ago. https://imgur.com/a/rsj3DJf
  4. i came here to discuss this issue. in the ambush in al fubar or whatever, my US soldiers are panicking and running from the ambush zone, right into their guns. It's happening every time.
  5. so in my situation, if I back the m10 towards enemy infantry they should shoot at them?
  6. per title. M10 main gun is disabled, everything else is at 100%, but even when turned backwards, unbuttoned + able to see the enemy, they haven't fired a single round. how do i get them to shoot?
  7. I recently played a QB against the AI...I used both my off-map mortars, they had a handful of WP rounds + something else, but when they ran out of HE rounds they were completely unusable (showed as 'out of ammo' or whatever it says). After it happened on the first one, I watched the second one do the exact same thing. lists secondary ammo types, runs out of HE, goes winchester / unusable. is this a known bug? apologies if this has been asked / answered, couldn't find anything in search.
  8. is it missions called directly on the TRP, or within a certain distance? apologies, haven't used them even though they've been in many missions i've played
  9. dang, frustrating but good to know, thanks guys
  10. hello, i'm playing a h2h, I chose a battalion of crack german infantry on defense. In the last couple turns I bracketed a linear mortar mission and it went a long way to breaking up his attack. now he's pushing up a parallel lane about 200m to the east, but when I call another, almost identical barrage down on the same line (it's just 200m to the left), it says it will take 7 minutes. how can I speed this up? seems a half competent battery wouldn't have a problem adjusting
  11. Just turn back now Chibot, why throw away your lives to my superior american missiles?
  12. https://old.reddit.com/r/CombatFootage/comments/am4am9/lada_of_ukrainian_army/
  13. as a web dev by trade I'm curious - the engine is the same between red thunder and SF2 right? But the animations aren't transferrable between games?
  14. thanks for the full response. Never said it kills QB but as @MikeyD showed further up his entire armored force got smoked by redfor air with no way to fight back, so again, not sure how our argument is weak. Fair enough on not wanting to put in x representing y. and please don't remove redfor air support! also this video of syrian airpower being timely and effective against an enemy without manpads IRL
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