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      Special Upgrade 4 Tech Tips   12/27/2016

      Hi all! Now that Upgrade 4 is out and about in large quantities we have now discovered a few SNAFUs that happen out in the scary, real world that is home computing.  Fortunately the rate of problems is extremely small and so far most are easily worked around.  We've identified a few issues that have similar causes which we have clear instructions for work arounds here they are: 1.  CMRT Windows customers need to re-license their original key.  This is a result of improvements to the licensing system which CMBN, CMBS, and CMFB are already using.  To do this launch CMRT with the Upgrade and the first time enter your Engine 4 key.  Exit and then use the "Activate New Products" shortcut in your CMRT folder, then enter your Engine 3 license key.  That should do the trick. 2.  CMRT and CMBN MacOS customers have a similar situation as #2, however the "Activate New Products" is inside the Documents folder in their respective CM folders.  For CMBN you have to go through the process described above for each of your license keys.  There is no special order to follow. 3.  For CMBS and CMFB customers, you need to use the Activate New Products shortcut and enter your Upgrade 4 key.  If you launch the game and see a screen that says "LICENSE FAILURE: Base Game 4.0 is required." that is an indication you haven't yet gone through that procedure.  Provided you had a properly functioning copy before installing the Upgrade, that should be all you need to do.  If in the future you have to install from scratch on a new system you'll need to do the same procedure for both your original license key and your Upgrade 4.0 key. 4.  There's always a weird one and here it is.  A few Windows users are not getting "Activate New Products" shortcuts created during installation.  Apparently anti-virus software is preventing the installer from doing its job.  This might not be a problem right now, but it will prove to be an issue at some point in the future.  The solution is to create your own shortcut using the following steps: Disable your anti-virus software before you do anything. Go to your Desktop, right click on the Desktop itself, select NEW->SHORTCUT, use BROWSE to locate the CM EXE that you are trying to fix. The location is then written out. After it type in a single space and then paste this:

      -showui

      Click NEXT and give your new Shortcut a name (doesn't matter what). Confirm that and you're done. Double click on the new Shortcut and you should be prompted to license whatever it is you need to license. At this time we have not identified any issues that have not been worked around.  Let's hope it stays that way Steve
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DMS

Suggestion to Soviet TO&E adjustment

30 posts in this topic

 

On 8/3/2017 at 10:46 PM, Erwin said:

In these scenarios where ranges are in the 100m-300m range, SMG's are most useful.

 

On 8/3/2017 at 10:46 PM, Erwin said:

in RL, most combat is at longer ranges, so rifles are more useful.

 

Are rifles supposed to be useful beyond 300m range?

In the game, they seem to be useful up to about 250-300m range, as far as I can see.

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I genuinely miss the large maps of CMx1. Maneuver and terrain certainly mattered much more.

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2 hours ago, Apocal said:

Nope. Nine submachine gunners and four more submachinegunners in the HQ team.

As is written in document above, machiengunners and snipers stay in SMG platoon. Like in mechanised battalions in the game now.

It's interesting, why developers removed TO&E "B".

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Posted (edited)

17 hours ago, DMS said:

As is written in document above, machiengunners and snipers stay in SMG platoon. Like in mechanised battalions in the game now.

It's interesting, why developers removed TO&E "B".

Why did they remove AA vehicles' ability to shoot down aircraft from the initial versions of CMx2? Why did they remove the ability to purchase divisional artillery as on-map assets? Why did they remove the ability to directly set ammo levels in units? Why did they remove the in-game information display for units? Why did they remove the ability to set any time for a fire mission to go off, not just five, ten, etc.?

I don't know.

19 hours ago, DougPhresh said:

I genuinely miss the large maps of CMx1. Maneuver and terrain certainly mattered much more.

I wouldn't say it mattered more in CMx1, except in the sense you could get away with a lot of silly things by hanging out in a woods tile. Like slurping up all the opposing AI infantry's ammo in five minutes flat and merely walking up to blow them away. Now, you really, really have to pay attention to little dips and rises, microterrain opportunities for cover/concealment, which side of a building has doors and windows, etc. Unfortunately, the effect is frequently more frustrating and "work" than really having fun exploiting the possibilities, so my opinion is mixed.

Certainly CMx1 was more favored to the sort who favored bold movement to decide battles. CMx2 feels more like an extended, chaotic brawl thanks to relative spotting.

Edited by Apocal

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I think he was saying that CM1 had more opportunities for maneuver on the larger CM1 maps.  CM2 tends to feature cookie cutter assaults where one cannot recon or flank with mobile forces.  There is usually little need for mobility in CM2 since units can walk over the map fairly quickly and there is little use for recon vehicles.  

However, the greater detail in CM2 does tend to make a huge scenario that would be fun in CM1 almost unplayable in CM2

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