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Big Poppa Pump

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Everything posted by Big Poppa Pump

  1. Any chance there could be a change to the tac ai regarding infantry and armor threats? Currently infantry will sit and watch enemy armor slowly turn aim and fire before they will react. Particularily troublesome when infantry is lacking any anti tank capacity and is outside of close assault range. I'd think some sort of self preservation should kick in when the team doesn't have any capacity to deal with the threat.
  2. Not new to the series but new to PBEM. Looking for small to medium sized scenario. Either side.
  3. I believe its in the manual but haven't seen it happen. In an effort to to solidify my court martial after blundering into a firefight in a heavy forest I repeadtedly threw my brittle (regular mostly broken status) squads back into the fight as I slowly pushed the resistence back. The squads would go to panic or shaken status and retreat back where they would be rallied back. Where I would throw them right back in. While I was advancing slowly and was "winning" I would not expect any to surrender, however, was expecting to see some of the troops to no more and rout (the old explanation point from CMSF).
  4. I agree. Hopefully this is receiving some attention in 1.11.
  5. Glad to hear you will look at the "bugout" code. Any chance of increasing the size of the routing & casuality indicators? I know a previous patch lengthen the time they are visable but I never seem to notice them during game play. Particularily in real time.
  6. I haven't noticed accuracy but my biggest problem is keeping the other knuckleheads with the marksman from firing.
  7. CMfan. I gae an area target command to a javalin squad coupled with a 30 second pause ollowed by a move commad. Result: The squad fired the javelin waited the remainder of the pause and moved. The soilder with the jav was left behind to reload and after completing the reload rejoined his squad. I would think the reolad routine would take secondary precedence to the move command after the pause was completed but there could be some technixcal reason why this takes place.
  8. 1. I've seen the same thing with Bradleys. They will fire the main cannon but not the TOWs. See my post in the stickied "shoot and scoot" thread above (should be the last postone). I think its a bug.
  9. Been brought up previously but I do not know if a definative answer was given. I'd like to see a return of covered armor arcs.
  10. Agree with all but the flags. Not against it but perhaps not as nostalgic. Small units surrendering, IMO, ws well done in CMx1. I would also like to see routed troops running off the field or at least a scalable "!" (can this be modded?) In CMx1 routed troops provided information to potential weak spots. As it stands I'm never able to notice any enemy routing until reviewing thee battle summary. Also a marker as to where enemy troops routed would be nice for after action review. Also would add hand to hand combat to the list. For me no fancy graphics are necessary.
  11. A question for the mod gods. Is there a rubbled wall mod out there?
  12. Tried the shoot/scoot technique with a M2A3. Move to the assigned point fired the main gun (not the TOW) for the pause segment. reversed back to a point with LOS to the target. After completing the move it fired the TOW.
  13. I tried using area fire. Move quick to a point with LOS to target. Area fire at end waypoint. Pause for 45 seconds. Then reverse. Result: Moves to point. Sits for 45 seconds then reverses. If it still has LOS to the target it will fire after the reverse command is completed. The unit did not receive any incoming fire at all. I tried plotting only a move quick to the same point with with only an area fire command and it was successful. Tried the first technique with gun mounted vehicle and it worked as planned. Could it be something with the TOW.
  14. Thanks. The angle of approach seems to be key.
  15. Would some one post an example of how to create a breach but not go through the hole. I believe I was able to do this in 1.08.
  16. Is there a reason this won't work for a Humvee mounted with a TOW? The pause command seems to make the gunner think the humvee is in motion and won't attempt to acquire the target. Works fine with a move and area fire command (less the pause/reverse command).
  17. Thanks. I was also able to recreate the other instance. Sent two additional files to you.
  18. Playing Street Sweep, WEGO, in 1.08. I order a two man team to fall back behind a wall and into a building a few meters behind them. Hit end turn and watch the results. The two man team splits with one man running clockwise and the other counterclockwise around a burning car in the opposite direction of the ultimate destination. They meet in the middle of no mans land, pause, then one man retreats back to the building (as per the original order)while the other circles the car one more time before completing the order. Of note one man appeared to enter and exit a nearby building without using doors (maybe a clipping issue). A save game is available. I'm guessing this has something to do with the complexity of the map or perhas something to do with nearby vehicles. Earlier I ordered a fireteam to relocate to the other side of a wall with a friendly tank nearby. The fireteam did something similar around the tank. One man looped around the tank (into the middle of the street) and the other seemed to slide around the wall through a nearby building (not through a door). Like I said I think this may be due to complexity of the map design as I have found that in most instances pathfinding is very good but these two events stood out as noteworthy.
  19. I don't believe the clear target command is working correctly for waypoints. Example: Order a vehicle to area target buidling while also ordering the unit to pause for 15 seconds then move to a new location and clear the target. The desired result is to fire at building A for 15 seconds move to the new location and cease fire. What actually happens is the vehcile fire for 15 seconds moves to the new location and continues to fire for the remainder of the turn. If you order the unit to move to the new location and fire at a new target it works fine. It doesn't appear you can order a vehicle to move to a new location and stop firing.
  20. z - I know there isn't a command. Just hoping there was a plan to include one at some point in the future. thewood - Target arcs work fine. Units hiding will fire once a unit enters the arc. Hide limits their spotting ability so they may not see the enemy the instant they enter the arc even with clear LOS. Relative spotting may give the impression they have spotted the enemy within the arc. At least that has been my experience.
  21. I agree surrendering is not just fluff. It can be abstracted if needed. A little white flag icon instead of the routing exlamation point or the red cross for a wounded soldier. Close assualts on tanks and hand to hand combat would also be welcome additions. As far as I'm aware close assaults do not occur without an area target command near the tank. If the tank moves (particularily in WEGO) you end up throwing grenades at nothign for 60 seconds. Again I do note need to animations of infantry crawling on tanks just an icon to let me know it is occuring. All this being said I am amazed at the improvement 1.06 and 1.07 have brought. The gameplay is very strong now and I look forward to future improvements and modules.
  22. In WEGO target armor only doesn't seem possible. I'm just trying to find out if the command or something like it is to be considered in a future patch or possibly introduced with a new module. Hopefully this is an function that was left off due to time constraints. I can see that with extensive micromanaging this can be accomplished in realtime. I do like the realtime option but after 1.07 fixed most of the WEGO issues I've gone back due to all the incredible details you miss in real time.
  23. Bumping this thread. Did a search on cover armor arc. Has there been any mention of adding a cover arc command in the future? There doesn't seem to be a way to effectively set up an armor ambush. The covered arc won't cause units to hold fire on infaatry.
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