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MarkEzra

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Posts posted by MarkEzra

  1. The problem with trying to get flanking shots is that CMSF penalizes moving tanks over stationary. While you are moving you will see the other tank later and die quicker, it seems.

    Is this accurate or not? I would have thought 'hunting' a tank forward would give it an equal chance to spot a stationary tank, but what do I know?

    I'm having a hard time keeping my T90s alive vs Abrams in 'Bad Moon Rising' PBEM - its sooo open its hard to get a flanking shot.

    May I suggest you pay close attention to the lay of he land. It's open, sure...but not flat. Use the contours to your advantage and keep those good old pin and flank tactics in mind. you have a lot of Good tanks against a few great tanks...similar to WW2 US vs Germans so you WILL take casualties but don't lose heart just keep pounding away...hopefully hull down.

  2. to happen.

    I think that soon CMSF will be done. I don't know when, but whenever BF.C says, "This is the final patch" I want CMSF to be as close to perfect as it can be. Blind "fanboyism" does no favors to anyone.

    Ken

    Agreed. Since I'm a KNOWN "FanBoi" this may come as a surprise to some: Getting it accurate and keeping it fun requires player feedback and an Open minded Company. Fortunately CM:SF has both.

  3. A quick test of both Syrian SF and Airborne Infantry companies reveals that both come with FO's and 82mm Mortars. FO's remain the only unit that can call in an arty strike.

    Is it possible that Syrian forces under AI control very well may call in arty without an FO? I have not investigated it so if somebody has a save file that demonstrates it please do send it. It would be valuable for discussion purposes.

  4. Glad you liked it...There's a lot you can do with unarmed pixelman and I hope scen designers will incorporate their use in scen more often.

    My hope for Normandy is to have French resistance fighters used in the UnCon slot. I especially would like to see a female representation for the "Spy" as their inclusion (obviously historically accurate and entirely overlooked by Wargame publishers) can be used in multiple civilian rolls.

  5. An aspect of PBEM with large map scen like Bad Moon Rising is the first real files (setup and move orders, ect) are very large. There can be drags and frame rate loss. But once past those PBEM play seems to play normally. I play PBEM a lot...Playing Bad Moon at this moment. Please do let me know if trouble persist as you get into the scen.

    Re: Larger PBEM files. I found my normal email couldn't handle the file size. G-mail helped but still had some problems. I dl'd the free version of "sendthisfile" and have had zero trouble since. I recommend it to all PBEM'rs...Free, easy, works 100%

  6. I have been able to duplicate the problem as:

    1. Sqd order to fire

    2. Sqd split into 3 teams

    3. C team order to move into truck

    4. Fire order(s) canceled (but C team in truck shows no fire order)

    5. All teams are given move order

    6. As C team merges with other teams a fire command is displayed and fire commences.

    Before we call this a bug we may wish to consider the possibility of a "pin, flank, kill feature"... One way or another BFC has been notified

  7. Mark,

    Would this be a possible cause? That the teams did NOT have TARGET, but the combined squad did? In effect, the squad's TARGET did not get erased when each of the teams were given a CANCEL TARGET? Hence, when the teams recombined into an entity known as a squad, the TARGET order was re-applied?

    That's all I can come up with.

    Thanks,

    Ken

    It sounds very plausible...I'll do some testing

  8. As this discussion evolves, here's what I'm thinking

    1. No mole people bug...you've got an RPG team dead

    2. Sound effects...non starter for proving anything one way or another

    3. During playback the first and second teams don't exhibit any target order. When the third team connects up a target order appears. without actual evidence that no target order was given (and of course I believe what you say...just talking the need for empirical deduction here) it'll be hard demonstrate this is a bug. But I'm gonna post it, see what the other beta's views are...and of course, alert BFC.

    If you have an earlier save file do please send it. I will test the scen (hopefully get the same Red AI plan quickly there are 5 different AI settings around this particular location!) and see if I can duplicate.

  9. No mole man bug that I can see. Here's what I think happened:

    1st pic shows the two red patches indicating the RPG team Casualties

    DeadRPG1.jpg

    The 2nd pic clearly shows the Marines have a target order to fire at that spot. The sound effect Aaagh! is not related to this group but to the fighting in nearby buildings. When I continued to play the scen...without changing any orders for the marines...they continued to use their weapons on that poor patch of earth. When I release the target command they stopped.

    deadRPG2.jpg

  10. legend42:

    I just finished 14 QB Maps...several with trees (representing the cooler, western coastal region of Syria). Scen USMC Blues for Allah has trees, as does USMC A Day at a Time. They all play well on my machine. Having done several earlier scen and many forest maps I can say I have had no complaints about tree causing lags since 1.07

  11. thank's for new scenario and QB maps! Can I ask you, if Marines contains sceniario Recon (scenario from your Marines video preview)?

    No it does not. The scen was designed as a movie set. The map is used (with some alteration) as one of the QB maps included in the module. I hadn't given any thought of turning it into a scen...no reason why I couldn't...so maybe I should...

    You saw the Movie! Now Play the game!

  12. It worked during play testing with and without AI arty placement orders.

    From a scen design POV:

    Use several red FO's (excellent)

    FO's need a secure position with good LOS...If an FO is pinned he may not call the arty.

    Scen need lots of time...55 min should be enough..The Syrians need target acquisition time as well as fire order time 7-10 min!

    The map should be designed to allow distance so arty does not fall near friendly units (most likely the reason an FO won't call in arty)

    Make sure they have a couple of arty assets

    When using planned arty strike (AI editor) remember that the AI will open up the game with those areas. So you might consider using FO as reinforcement if you don't want those target ares used immediately. Those FO's should be able to see he target areas

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