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pcelt

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Everything posted by pcelt

  1. KNac and Reel-why -- Thanks That is clearly what they are. But why in just a few QBs when I click on an enemy unit do I see this 360 degree arc but not in the vast majority of battles. Any ideas why this is revealed by the computer in just a few QBs only ? Thanks for all the help.
  2. Mud--they are not "cover arcs" but large filled in yellow circles---look more like "range circles" of each enemy unit selected. But I only see these in some QBs and not others---and not ever in actual created scenarios. Im just puzzled --theyre not a show stopper...
  3. I have re-examined these again and it seems possible they are target arcs as the circle size does vary a little in relation to the enemy unit type selected, and empty carriers with no intrinsic weapons show no filled in circle. What puzzles me is why this occurs in some battles and not others---I have not seen it in an actual created scenario but in some QBs. Finally if these are computer created target arcs can their actual display on the game map be turned off.... Thanks again for the feedback and if there are any other ideas especially re turning them off,I should be very grateful to hear them
  4. Sometimes in some QBs and with some enemy units--when I click a visible enemy unit ikon the whole map area fills over with a large yellow colouration which immediately disappears when the unit is deselected. Any ideas please ?
  5. Just used the Attack Open QB--very good map for manoeuvre space and with a good variety of hollows and ridges to deal with in considering LOS issues and hidden movement opportunities etc. More maps of this scale with undulating ground features please.... Many thanks again to you and your QB team.
  6. Mark --Thanks for the extra file and for confirming that I had not gone totally dulally. Cheers
  7. I do appreciate all these QB maps but though you say all possibilities are covered in your 41 maps I cannot find an "Attack OPEN" map. Have I missed this somewhere ? Thanks
  8. I opt for 3) but with maps large enough for real manoevre choices.
  9. I would like to endorse the appreciation for the maps and AI in the new maps---but like many others have indicated, for me, QBs are often being totally ruined by a)Bizarre combos of units but also by rediculously disproportionate troop allocations.I was initially getting such feeble opposition (red) numbers that I have recently been allocating extra percentages (30-70%) to Red . But I have just fought a Defensive battle V Red attack where I received 3 Stryker Mobile Guns and the opposition (I discovered after my sad defeat) attacked with 1 T72, 12 BMP2s and 138 infantry including many anti-armour units. Maybe my tactics with my 3 Mobile Guns could have been better and I should have decimated them all-- but until the unit allocation factor can really be repaired and made more balanced and realistic all these excellent new maps and AI are unfortunately sadly undermined. Does anyone know if this "allocation" aspect features in BFs patching plans . Some major improvement here is essential if QBs are to again become a truly viable and valuable element within CMSF Thanks again,however, to you guys doing such good work re the QB maps and AI components.
  10. Once copied into the QB Map Folder should they be usable? I have tried using a few but there are no indications at all of "targets to capture" on the map. Any wisdom please. Nb Now explored more widely and find that some do have starred /green indicators but many do not. [ September 09, 2007, 03:20 AM: Message edited by: pcelt ]
  11. So--to sum up re the pathfinding of squads presented with a blasted hole at the rear of a house. They will still ignore that route and make a route right round the building toward the front door probably committing suicide in the attempt.... It does seem to me that this makes the sensible conduct of any attack through a built-up area impossible to plan (unless all buidings have a back and front door--) I trust an early remedy for this is in BFs plans as this flaw greatly reduces the number of really "playable" scenarios.
  12. Still at a loss with this "Blast"order value---just blew a hole at the back of a building --but all the assalt troops ran round to the front door and were mauled by fire from down the street.{pretty crucial flaw in town fighting) Is this feature still not corrected by 1.03 or am I doing something wrong re orders. Thanks for any feedback
  13. Thanks Kip--so the demo charges have no uses v any enemy vehicles Is that correct ? Thanks
  14. I am confused re 2 aspects 1)Is each U.S. rifle squad intrinsically equipped to fire 2 AT4s without "acquiring" anything from vehicle? (the icons seem to show this). 2)If your engineer squad has demo charges how precisely do you order them to use these to attack eg a nearby tank etc. Many thanks
  15. Birdstrike--Enjoyed your conversion very much--really like this scale of scenario with room to manoeuvre and make different tactical decisions.(and not wildly difficult!) Would love to see any other amall scale scenarios of this type. The only problem I saw was a tendency for the IFVs to sometimes tangle and not avoid others. Also with the Bradley is it normal for it to decline to use its Tows against IFVs?
  16. Anyone else had a problem with this battle as Blue. First part of battle goes satisfactorily but then ,though targetting the Bradleys onto enemy targets (MG positions etc), they fail to fire any more. Anyone able to shed any light on this--thanks
  17. I should like to add 1 comment re 2(Units) and the force selection by the computer. The reason offered for this was to ensure "realistic combinations of units." But in fact these combinations are often very bizarre and unrealistic.So I would urge the reinstatement of the players ability to select precise unit composition as in CM1. The other factor which really often needs more input is the AI of the Comp.side. At the moment the force controlled by the computer quite often does nothing at all . I appreciate that all these mrasures entail a great deal of work and expertise but the QBs were such a great feature of CM1 and gave those games so much variety and longevity.It would be extremely disappointing if QBs remain as unrewarding and frustrating as they currently are in CMSF
  18. I have also had problems using the Alt Tab to escape to Desktop But I found that using the "START" key takes me back to the Desktop and I can use the Ctrol-Alt Del command to use the task manager to adjust aspects like the Affinity re cores, and then return to CMSF.
  19. Re QBs ---If you go to "Game Files\Quick Battle Maps" you can see the setups which are currently supported and which should ensure a game.
  20. Sadly I have to agree with this assessment. I have just "fought" an Attack QB with a US Heavy Armour force. The Syrian opposition proved to be 3 or 4 inf squads---but they were positioned in the open (despite woods buildings , ditches,walls etc being available)---- and they never repositioned or returned any fire during my attack . It was like shooting fish in a barrel--no enjoyment or challenge at all This is so sad and disappointing when I recall the many hours of intriguing and competitive combat (and with great variety of situation) I used to enjoy with all the CM1 QB games. I really hope Battlefront can do something to improve QBs in CMSF.These have always been my favourite and most used element in CM. [ August 05, 2007, 10:39 AM: Message edited by: pcelt ]
  21. This is one aspect which really confuses and troubles me---Initially we were informed that individual choice of units for QBs would no longer exist "to prevent the CM1 "cherry picking" effect and to ensure a realistic force and combination of units. But it would appear that that very often the force delivered to us is an extremely peculiar mix and very unrealistic. The effect of this different approach would appear to be often the reverse of the stated intention. I would like the option to choose my own force and to accept the consequences of my own poor or good decisions.
  22. My query is --can amall arms suppressive fire directed at a buiding wound or kill your own infantry assaulting that building. I seem to recall some debate about this issue re CM1 missions. Appreciate any clarification on this. Thanks
  23. Written after taking temporary leave of my senses I have no problem with the damage modelling. Withdrawn............ [ July 30, 2007, 05:14 AM: Message edited by: pcelt ]
  24. I have now played a few QBs but there has often been no indication what precisely I am supposed to be defending .There has been no written setup explanation initially and often no indication I could see on the map itself Am I missing some information here. Any feedback please--many thanks
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