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Big Poppa Pump

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Everything posted by Big Poppa Pump

  1. I'd like also to see a "target heavy" command. Occasionally I'd like to hold small arms fire and unload a javelin or two at a position.
  2. I agree hand to hand combat needs to be modeled. Its just too weird to have out of ammo enemy units staring at each other from 5 feet.
  3. Just tried Hunt with a hide command in WEGO. Once the enemy was spotted they fired instead of hiding.
  4. GB - Is that in real time only or does that work in WEGO? I'll have to try it later tonight.
  5. Thanks for testing. I was fairly certain I had tried the suggested methods without any success. A decicated move to contact command would be helpful for WEGO and realtime.
  6. Not exactly. They'll stop upon contact but they will not hold their fire.
  7. Any chance for getting a move to contact command added? More specifically like the old CMx1 command coupled with the hide command that would allow you to spot enemy positions without firing.
  8. Is there any trick to, in WEGO, move to intial contact and hold fire? In cmx1 this was done using the move to contact command with a very small target arc. Any tricks to doing the same thing in CMX2?
  9. No I didn't notice. This obviously isn't a scenario design issue rather self preservation. Just found it odd that they remain put and didn't try to break contact as they would in CMx1. It was almost comical in the way the the gunner moved in a methodical clockwise progression.
  10. Webring The squads were active firing for most of the scenario. When I moved the tank with about 50M they remained stationary while the man laying prone next to him was eliminated. No reaction from the squad being eliminated or the squad sitting 5M away. Mark - this isn't a complaint on the scenario. Great job recreating the look and feel of a classic.
  11. Reisburg potential spoilers * * * * * * * * * * * I was playing the Reisburg scenario and found this odd. Playing as blue, there are 3 red squads postioned at the back of the map on a slight hill. I rolled an M1A1 right up to the position and proceeded to mow them down one by one with out any response from the squads. No attempt to break LOS etc. They seemed content to die one by one without taking any action. Playing 1.05.
  12. Thanks. I assume the proplem is in the graphical display. As long as its on the list of future improvements.
  13. Thats what I was afraid of. Is there any word if this is going to be added in an upcomming patch? I don't need fancy animations but for a tactical simulation in an urban setting it really needs to be included in some manner.
  14. Is hand to hand combat currently modelled? I was playing "the Race is On" and had an infantry team which was out of all ammo laying in a crater next to an enemy team who apparantely was also out of ammo. They sat in the crater for a good five minutes before another enemy squad (with ammunition) entered the vicinity and finished by guys off. This was in 1.04, my squad was able to spot the enemy squad and were not cowering.
  15. One this I miss from CMX1 are routing and surrendering infantry. Besides adding a level of immersion; fleeing/surrendering infantry provided a clue as to how the opposing side is holding up. Haven't seen any official word but are some changes in this area planned as the engine evolves.
  16. Close assault of vehicles. Is this modeled? Anyone see it happen?
  17. Posted by TANK ACE "Not really, you shall see what jokers i have in my deck" Reminds me of: "Our initial assessment is that they will all die" "I have detailed information about the situation...which completely proves that what they allege are illusions . . . They lie every day." "They are retreating on all fronts. Their military effort is a subject of laughter throughout the world." Ahhh the memories
  18. Anyone try to see if this will allow a AFV into a building? Would try it myself but can't right now.
  19. Since the "tossed" grenade is an abstraction of individuals running up an attaching grenades to weak points. Self preservation would make it logical to first try flinging a molotov at range. But sometimes I wish my squads didn't have any molotovs to waste their time with.
  20. It sounds like there were rounds in mid flight at the end of the 60 second turn. IIRC rounds cannot remain in midflight at the end of the turn. Any rounds in the air must be resolved before the turn ends. I believe smoke also will disapate (sp?) while this is going on. The more wind the more this is noticable.
  21. Just noticed while playing a QB that I could issue a withdraw command an place a waypoint in any direction. I thought you could only withdraw towards your setup zone.
  22. No I don't think it will be added. I believe BFC has stated that no new features will be added to CMBB. After 1.03 it should be considered a finished product.
  23. Has anyone tried using the assault or advance command with a covered arc facing the opposite direction to where you are withdrawing to? I'd try it now but I'm not home.
  24. Chad, Seems to me your question is more about play balance. It does seem that the German have the advantage of better anti-tank weapons. Have you seen a Russian tank hunter with an RPG? I believe they are available sometime in 1943. If you can get one into position (around 30 meters) they are deady against just about anything. For play balance it would be nice to have a bazooka team available for the Russians (at either an extremely high rarity penalty or simply not available with rarity on).
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