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Elmar Bijlsma

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Everything posted by Elmar Bijlsma

  1. I doubt a Priest so close to the action as to be on map would be capable of indirect fire. Speaking of Priests, notice that the front Priest has an open drivers hatch, while the second seems to have it closed. Nice little detail.
  2. Yeah, the camera takes some getting used to. I keep trying to use my mouse wheel. But for all the joy I got out of it, playing it now it feels quite crude compared to CMSF. The biggest gameplay bug is the infantry firepower. Adequate at the time, it's too abstract now that I've seen the joys of long range MG fire in CMSF.
  3. I see a potential use for the IED code. Instead of just disallowing a vehicle to move on to the bridge, every bridge could have an IED-like device under it that could be detonated by any vehicle exceeding the weight limit. Ideally there'd be some chance of a bridge not detonating/collapsing, to really spice things up. Perhaps a modifier for the weigt by which the vehicle exceeds the structural capacity. Then again, maybe it's too much work for one such feature. But it'd be cool.
  4. Every now and then to cater to my RobO campaign addiction.
  5. First line of the 1.2 changelog: Quicker to get noticed, it's no surprise roof dwellers are quicker to die too.
  6. Mind you, flame graphics haven't progressed much. :eek:
  7. If the MG is still in the process of being deployed the soldier status on the left of the screen will tell you the MG gunner is 'deploying'. If he's done, he'll go back to 'spotting' or such.
  8. Yeah, that must be the reason BFC are hesitant sharing screenshot. Nothing to do at all with the persistent trotting out of the Alpha screenshots of CMBO. You know.... this one! Has it really been a decade?
  9. Ah, that type of halt. Yarp. It's the second button on the left above the UI buttons panel. A solid dark circle if I recall. BFC are aware of the desirability of the moveable waypoints. But if I recall correctly, there was some difficulty with implementation, so there's no telling if and when it might return. Blowing holes in walls can be done by those troops with demo charges, using the Blast command. Just get your troops near the wall you want gone, use the Blast movement command with the destination being the other side of the wall. Your troops will blow a hole and walk through. And as an upside, anyone in that room should be thoroughly suppressed and in no fit state to fight back. Of course, direct gunfire can achieve good results too. Regularly equipped infantry can in theory knock a hole in a wall too, if they've got enough rockets and 40mm grenades to do so. Not practical though. It requires such expenditure of firepower that you could just as easily area fire for a fraction of the time and walk in unhindered through the front door. Ah, that kind of movement order. More a Convoy/Follow order type. Yeah, that wouldn't be a bad addition at all, I agree. With the return to Normandy players will more then likely need to stick to roads a lot more then they do in Syria. And boy moving a truck convoy across half a map of zigzagging roads sure got on my tits, even though vehicles are much better behaved then they were in CMx1.
  10. 1) Other Means' alternative hotkeys have been stickied for a reason. Pretty much the old CM control scheme we knew and loved. You can manually change them yourself, too. Just edit the hotkeys.txt located in the DATA directory. 2) Meh, I always get quite a lot of satisfaction out of crafting orders in such a fashion that you get things exactly right. Besides, I think such a 'formation move' order will in practise fail to provide much benefit, while getting the right response when such a 'formation move' hits difficult terrain like woods would be a formidable job. 3)Sadly, no. And much missed it is, by me at least. Actually, I do think this is a biggie. Especially the long moves that needed finetuning towards the end really made it a very convenient feature. What do you mean with a halt command?
  11. If we are truly little over four months away from release then I'd say a new screenshot is due.
  12. btw You needn't apply any patches if you install Brits. It might even be the problem.
  13. In the mean time, is there anybody with a savegame from as early as possible in the Army campaign who subsequently got past Nightstalkers with that playthrough?
  14. Well, it does say that they'd be doing maintenance over the weekend so with it still being Sunday pronouncing the helpdesk dead seems jumping the gun a fair bit. While you wait, you might want to look over this. With any luck you can solve the problem yourself. http://www.battlefront.com/index.php?option=com_content&task=category&sectionid=3&id=19&Itemid=30 http://www.battlefront.com/helpdesk/index.php?_m=troubleshooter&_a=steps&troubleshootercatid=1&parentid=0
  15. Yes, Steve, what were you thinking?! http://www.battlefront.com/index.php?option=com_content&task=view&id=1005&Itemid=257 :) To be fair, whilst I can barely remember playing it after all this time, I can't recall thinking Lord of the Realm was all that bad. While the magic of the original title wasn't there it was head and shoulders above most titles in it's genre.
  16. Okay, time for aneffort to steer this vaguely on topic. One issue I have is that indeed the game ends too early. but not in the way you think. Frequently I get the early victory indicating total Syrian collapse. But when I then inspect the map, I see a fair number of troops that could stil give me quite the headache. Indeed, the firepower to bring the Syrian to their auto-surrendering knees has been mostly expended in the effort. If only I would be forced to close with the not too shabby Syrian remains that my air, artillery and stand off firepower couldn't find I actually might have more trouble then I have currently. So again the option to play on after scenario ending is made. Though a further tightening of particularly the Syrian auto-surrender threshold might be in order.
  17. For me it has to be Napoleon 1813. It looked so great, it was so buggy.
  18. Have I wandered in to a Peng thread? Begone, foul beasts!
  19. I've never understood why BFC doesn't allow us to play on, as suggested by Redwolf. Just let us play the scenario with timelimit, as I have no problem with it, and when the clock runs out show the results but with an extra button to continue the battle.
  20. It should work, though it's been a while I used them in battle myself, so maybe something got changed. Please check the status of the weapon, just to be sure. It may have been damaged.
  21. All I can say is that I'm not seeing the same thing. Getting hit by my own air support is a very rare thing. I'm frequently calling in air support within 3-500m of friendly vehicles (and/or infantry) and can't even recall when last I got hit with it instead. On occasion I've called it in closer then that, yet still no FF recently.
  22. Oh, I dunno. A proper ID seems harder then one would think. During Operation Iraqi Freedom POPOV36, a US A-10, managed to twice strafe a column of Scimitars despite the orange reflective ID panels visible to him.
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