Jump to content

Manx

Members
  • Posts

    1,391
  • Joined

  • Last visited

Everything posted by Manx

  1. Agreed, or at least something along those lines. However it's done, a squad coming under fire or making contact with the enemy should react a lot more realistically than it currently does.
  2. Mishga, yep, it's painful to watch sometimes. I mean, whats the point in pre-planning, or carefully guiding your squads into good firing positions, if when they get there, they are only operating at 20-30% of their combat capability. Combat as always been about hitting the enemy with more firepower than they can bring to bare upon you. This is especially so in the case of modern warfare. I was hoping that i might have missed some commands or series of commands that got round this, but that doesn't appear to be the case. I hope BFC can come up with something to address this.
  3. Mishga, that's one of the things that i've been trying to do, but like you say it's very hit and miss whether you can get the guys lined up. Default formation when stopped seems to be roughly 3 rows of 3 men, so at least 6 of those are never going to get into firing positions without exposing the front ranks. Would have been great to see control over each individual in the squad when necessary - like the current split command but the squad breaks down to each man.
  4. Here's the situation, i've located Syrian positions on the outskirts of a town. I bring an inf squad up to a ridge that provides cover and stop them just short of the ridge line in defilade. Creeping them up to get Los/LoF i usually end up with only ONE guy out of a squad of nine putting down any fire. The only way i can get all nine to provide any support is if i push them forwards into a hail of bullets. A US infantry squad packs a lot of punch, but not if only one or two of them are actively shooting. The rest just lay prone stuck in spotting mode. Well the enemy has been spotted, do something! Why once contact has been made by the squad, don't all members try to get into good firing positions? Am i missing something? [ September 22, 2007, 01:21 AM: Message edited by: Manx ]
  5. Yep, great game. Whether you like the setting of this conflict or not (i don't personally), you've got to give BFC credit for trying something new and different from what's been served up before. They did it with the original CM games and they have tried to push things forward again with CMSF.
  6. Thanks for the updates Sneaksie. The problem at the moment is that tanks have 360 vision and will cut down any soldier trying to get close enough to throw a AT grenade. Hopefully this will be addressed in the next patch.
  7. Except that it does not work that way. At every waypoint the squad takes time to re-organize, even if they only moved 5 meters. It is like watching a Den Mother and a bunch of Girl Scouts instead of soldiers. Sarge: Okay, is everybody here? Squad: Yes Sarge! Sarge: How far did we move? Squad: 10 meters Sarge! Sarge: Excellent. Now everybody mill about for a bit while I get a head count and consult the map for our next objective. Squad: Don'cha think that we should do something about that machine gun blazing away at us? Sarge: Sure, I guess we could do that. Okay when I count to 5 I want everyone to turn to face the enemy. </font>
  8. While i can understand BFC wanting to get out of the WWII setting (at least for a while) this fictional ToW doesn't really do anything for me. I still enjoy the game though and don't consider it money badly spent, but bring on WWII again with this engine + refinements + extras.
  9. It's a frustrating game to play at this point in time, with pathfinding, the crawl of death, and LoS/LoF quirks being the main issues that need resolving. It's still a very good and enjoyable game though and BFC will only make it better.
  10. Has anyone downloaded this scenario from the link provided and been able to run it? If so, tell me how you managed to do it please. It doesn't show up in my list.
  11. Doesn't show up in scenario list for me either
  12. CMBB & CMAK will leave my hard drive the day when CMx2 WWII is out. Even then, i will find it hard to part with these long time friends.
  13. YES but i'm a little confused as to why units just seem to sit there taking incoming when they have clear LoS to the enemy and fail to do anything. Tanks seem to engage enemy armour without any instructions from me, but most times Strykers amd infantry seem to require direct orders for them to return fire. Pathfinding is very frustrating and needs going over, but i understand Charles is/has been working on this. Overall, i am enjoying it though.
  14. Franko, i had the privilege of hosting many of your scenario's, including ABH. Your work was always outstanding and very much appreciated. Welcome back.
  15. Thanks Matt (BFC) & 1C. One thing - i had trouble starting the map editor "builder.exe" after first installing, but a reboot fixed this problem.
  16. SlapHappy, Do you have two instances of "GROUP, 1" (in two armies)? If so, i think (haven't had time to test this) that you might have to set which army you are working with first, or make sure that you don't have local @, or global @@ variables conflicting. Best of luck. BTW - Said it before - Webwing - your tutorials are ace! Thanks for making them!
  17. I think your gonna have to do that.
  18. I don't know what it is about this game, but the more i play it, the more i like it. Maybe it's because it is completely different to any other wargame and takes time to understand how to master it. Sure, there are some rough edges, but with 1C/BFC working on these it wouldn't suprise me if this game (series) becomes highly regarded amongst wargamers.
  19. Should it be ReinforcementDestroy ( GROUP , 1 , "Group_Truck1" ) ?
×
×
  • Create New...