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MarkEzra

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Posts posted by MarkEzra

  1. Originally posted by DzrtFox:

    Hey Mark,

    I downloaded the scenario and put the .btt file in my Scenarios folder, but when I fire up the game and hit Battle, I don't see it in the list of scenarios. It should be called "Sidewinder" in the list, right?

    I've installed a ton of scenarios from CMMODS, but for some reason I've had this problem with the last few files I've grabbed from there.

    Anyone else had this issue?

    I check each scen I put up to make sure it works. So no trouble noticed. Can't think of what trouble it could be as CMMODS is so stable. If others are having troubles please let me know
  2. Regarding Javelins....You've got an Officer firing it. ;) He has no actual skill level. I suggest you move him forward an give him some elevation as well. As you can see...Things aren't going well for blue at the start (Red has it's own set of difficulties) but with a bit of luck you can meet all objectives and parameters. As leader you need to consider your long range weaponry (.50 Cal). Also keep in mind that The enemy stronghold so near to you may not be what Intell told you...You may well need look elsewhere. But you've got to get these guys who have been shooting up supply columns and just shot the hell out of those engineers (who owe you money from last nites poker game). A total Victory can be achieved. PS...don't forget the crewman...

  3. Originally posted by YankeeDog:

    Some of you guys are missing the point.

    The question is not whether or not Humvees have gunner's coffins *now*, in the COIN operations in Iraq, but whether they'd still have the gunner's coffins installed for a high-tempo offensive operation against a foreign military, such as Syria.

    As Steve has noted, while the gunner's coffins do provide much more protection for the roof gunner, they dramatically reduce the range, reliablity and stability of the vehicle. For a low-intensity, protracted COIN op, where the US needs every piece of light armor it can get, that's a reasonable trade-off.

    But in an armored thrust across the desert, the Humvee's role would presumably revert to what it was originally intended for -- transport, primarily, with a bit of light recon thrown in. Since the gunner's coffins dramatically reduce the Humvees ability to (a) carry stuff, (B) drive long distances without refuling or repair, and © handle rough terrain without tipping over, you can argue they would be counterproductive for such a role.

    You didn't see any Humvees spearheading the thunder runs into Baghdad, after all.

    So it's a reasonable conjecture that stuff like the Gunner's coffins, Abrams TUSK kits, etc. might be removed for an operation like an invasion of Syria.

    If they were removed, they'd probably come back pretty quickly once the "hot" war was over, and the US found itself in another protracted "Nation Building" exercise.

    Personally, I'd love to see them in the game. Regardless of what CMSF was built for, it simulates many types of COIN ops fairly well. So it would be fun to have more of the kit to do COIN ops. But it's understandable that this is a secondary priority for BFC, for now.

    Cheers,

    YD

    This sounds right to me
  4. I play Wego for larger or if I'm very involved with the action (most often the case). I play RT for games that I'm just relaxing with or are small units sized. I always test both ways when designing. By far I enjoy PBEM games (CMx1 was my introduction to PBEM's)...Human players are: Fun, Inventive, crafty, terrible and great...usually all at once! ;)

  5. Happy May Day, Comrade! We will be attending May day celebrations at the Bada Bing Room. I understand they have continuous May pole dances...Look forward to sharing this historic day with you and our fellow comrades, Trixie Tasty-Licks, and Tiger Lilly.... Power to the proletariat! Freedom for the Workers...All Hail Marx and Lennon!

    allhail.jpg

  6. This Really needs to be addressed. I can think of no reason to use this small Font size. As a Scen Designer I'd like the player to read the story line for two REAL reasons:

    1. Immersion

    2. Specific scen guide

    A good storyline should increase the players enjoyment and provide direction on finding a wining strategy...If Player's don't read them because they don't care...OK. But to not read them due to font size and eye trouble (like I have) is to miss the reasons for the battle. I'll bet the majority of designers spend a lot of time working these briefings up. So how about it BFC...toss a bone to the sight impaired!

  7. Originally posted by Exel:

    as common as mushrooms on an LSD trip.

    At Last! Something I actually know about:

    Lysergic acid diethylamide, LSD, LSD-25: semisynthetic psychedelic drug (ergoline) Better living through Chemistry!

    Psilocybin : Mushrooms. Nature's own cure for psychic boredom...

    Never seen a "Sparkey" when tripping but it doesn't mean he doesn't exist...maybe ;)

  8. Originally posted by jonp:

    </font><blockquote>quote:</font><hr />Originally posted by BigDork:

    Unless I'm terribly mistaken you can pick the size of the battle. While there is no points anymore you can choose from tiny, small, medium, large, huge or something along those lines. It's a drop down menu when you are creating a QB. I believe in the upper left side though I could be wrong.

    I want to be able to play on a huge map and have the capiblitiy to only have a handful of troops. As it stands now, if I select a huge map, I get a ton of units.

    Thx

    jonpfl </font>

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