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MarkEzra

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Posts posted by MarkEzra

  1. I play PBEM and use "SendThisFile" to pass the turns. It's Free, and unlike my gmail and other email accounts, it works 100% of the time.

    I linked the incoming and outgoing CMSF email files to my desk top. Takes the effort out of finding and sending the turns. I do not know of a PBEM helper that works with CMSF. If you find one be sure to tell us!

  2. 1) How many times do you as a player replay a scenario?

    2) Do you replay the scenario if you know there is more then one RedAI plan?

    3) Does it make sense to have more then one RedAI plan?

    4) Do you play more H2H, Blue vs RedAI, Red vs BlueAI. or Red vs RedAI?

    JohnO

    Answer:

    1. I replay certain scen many times. They become comfortable, old friends

    2. Yes The multiple AI plans make replay far more fun. So I'll give a scen a second look EVEN if it wasn't so hot the first go round.

    3. Absolutely

    4. H2H via PBEM. Since I usually supply the map/setups I try to match Blue/Red or do exact Red vs Red, Blue vs Blue. Single player games are usually QB Blue vs Red or those few old friends in answer #1

  3. Almost all BFC QB maps are made on my PC. Those that were not have been altered (sometimes greatly) by me. When testing the game I very often used QB's. The exception to that was testing for a specific bug or action. In those cases I made small test scen. At no time did I have any crashes, vanishing troops, blackened video card stuff or other distorted game play. Just that Unit selection and QB maps didn't work very well. On the maps I devoted many hours and feel pretty good about the result. The Unit selection is something I'm going after next. I want to list the settings needed to get specific types of units...like all T-90's ect. Hopefully I will come up with some kind of cheat sheet to reduce the unit selection frustration we all get.

    To my knowledge the issues you and a few others describe HAVE NOT BEEN DUPLICATED. This is the problem. How can BFC fix a problem it cannot see. That it's happening to you and a few others is disconcerting. And I certainly don't doubt the veracity of your claims. Obviously something is wrong somewhere. And that problem affects a very small number of players and has so far gone under reported and unresolved.

    Your info regarding V1.08 is something that may help BFC to narrow the search. And I will report that. As you may know, Steve @ BFC has recently been commenting on this issue. So they are aware. Hopefully they can track down whatever it is.

  4. Welcome aboard...You won't need to read a thing...you'll never need to buy a book....Just post your question and the Grogs here will do the rest. They've bought all the books and can always quote them Chapter-page-and text... of course when the fight breaks out regarding the accuracy of one author over another, things might get a bit confusing. LOL....There is a Tactics forum

    http://www.battlefront.com/community/forumdisplay.php?f=69 and several players have devoted a lot of time to help players new to wargaming...Glad to have you on the forum

  5. After spending a LOT of time this weekend playtesting a few missions where the AI controls some Conscript troops with Poor morale, I have been seeing a LOT of this behaviour and while it sure as hell looks like they're routing, they're just repositioning to somewhere safer. I am still seeing those orangey brown '!'s appearing occassionally so they still rout normally too. In a dense urban environment, this new AI behaviour is making Blue's job MUCH more challenging as the enemy won't stand in the face of enemy fire for long and die. Instead, they take up new positions deeper in the urban jungle and they still have the fight in them so be wary. I'm having to adapt my tactics to take account of this behaviour.

    It also make MY job a bit easier as my troops won't stay in harm's way for long when I'm not babysitting them either. IMNSHO this is one of the best features of the new patch.

    This was the conclusion I came to as well. It also made the orange exclamation mark MUCH more palatable

  6. Troops of all kinds redeploy. What occurs next is dependent on all the conditions one would think. When players get a few games under their belts they'll notice many a new laid defense after troops bugger off. During testing I observed a Syrian Mech infantry sqd take off after an M1 tank round made a new door opening for them...Oh no..the dumb bastards are running forward... :( Now my thoughts went to bug reports immediately. What those Syrian troops actually did was redeploy into a building out of site of the M1. Couple of minutes later that advancing M1 lay smoldering from the rear end RPG shot from my now incredibly brave and smart troops. They finished off the crew with rifle fire. All this done with no input from me.

    Players will see many different responses after troops bug out. But isn't that what happens to troops under stress? By the way: the normal re-deploy is to the direction of the maps setup (friendly)...but can be influenced heavily by the best local cover...this apparently was the case in my example.

  7. Just a little something about the QB Timer. I just finished a Random blue attacker vs Red defender. This was a med sized battle I think that's a 30 min battle. But the QB battles as time variable. It was a big map so the blue force of BMP and inf on foot had a good long walk, ran into my ambush and still needed to climb a small hill to get the objective. The QB AI gave them the time they needed to reach their destination. I notice this happens all the time. It's like the AI adjust the clock to allow for maneuver and attack.

    QBtimer.jpg

  8. Not sure whether this is a bug or a quirk of Quick battles but selecting (Marines) Medium Map, Armour I am getting 12 "AAV-7A1" all of which are passengerless - I can get 4 Abrams as well at the default -10% but none at -30%.

    My gut feeling (though not being a Grog regarding current deployment policy) is that these vehicles are carriers and while'st being armoured are not strictly tanks and should be catogorised as Mechanised Infantry (ideally full of same!}

    I have avoided QBs in CMSF up until now but decided to give them another go...

    Otherwise 1.11 seems really good - have replayed some scenarios where some of the bugs (now fixed) irritated me (such as the TOW vehicles sitting in the open while reloading)

    David

    I'm going to try o work through SOME of the murkiness that is a QB unit selector and list what it generally takes o get whatever... it's a task I've set for myself after the Holidays.

  9. does anyone know any settings to play a QB and get a normal force load out? I've been trying to play a small village assualt against Syrian infantry and I've been trying/hoping to have a marine platoon to fight them with. So far I've got a load of hummers, and then next battle some LAV ATGMs and stationary TOWs :(

    1. Use Attack Village Small

    2. Choose USMC Infantry and Medium Infantry

    3. Reduce Attacker force by 10%

    I got this twice in a row:

    USMCCoy.jpg

  10. So far

    1) US Armour as defender on a tiny QB map, no units

    /QUOTE]

    I have not been able to duplicate this UNLESS Force % is reduced in Tiny. Others have checked with the same result. I don't dispute that you have seen the problem nor your assurances that % was set to normal.

    I have thought of a way for you to provide verification. Using a screen capture program like FRAPs, shoot a pic of the QB setup screen and each screen there after until getting to the placement screen. Make sure to get a pic of all blue setup areas. That should be enough for me to post a bug report. Obviously I'd do it myself but it's not happening to my setups.

  11. C3K: A great deal of discussion revolved around the ability of a unit to immediately LOCATE the source of AT/ATGM fire. In earlier builds a Syrian RPG team would fire at the rear of an M1 only to be spotted, identified and killed seconds later. Not realistic and not fun. Now RPG/ATGM teams smoke trails are harder to see and disappear more quickly. I urge you to play the game for a while and let the many changes (often linked) settle in before drawing a conclusion.

  12. Sting Ray: As stated before: I am unable to duplicate this WITHOUT reducing force %. Blue Armor for Tiny or Small always gets one tank plt. Each and every time I try. If you've got a save file please send it, although it may not do much good. I think there will be no way of verifying the exact setup you chose. I may not look at it for awhile due to the Holidays.

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