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GriffinCheng+

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Posts posted by GriffinCheng+

  1. Problem: tank is directed to shoot a building, but instead shoots at trees nearby (known) -- when the tree is taken out, it shoots the bridge nearby instead! (and bridge blows up as a result)

    Issue: when I direct the infantry platoon to move cross the river which I am pretty sure they can cross without a bridge or boat, they choose a longer way, through the bridge and exposed to fire.

    Issue: MG or mortar team cannot deploy weapon in the middle of a bridge (deliberate?)

  2. I recall a great number of indoor struggles in previous BF sims, but in CMBN haven't had a single one so far. When my side enters in a contested building the defenders seem to be all dead. Or already flown the coop. Anecdotal, to be sure, but rest assured it's not my brilliant play.

    One also misses the asterisks from CM1x that alerts the player the structure is about to come down about his ears. Or are there visual clues?

    And, are there different grades of buildings? It's not clear. BFC seems to assume that, being in Normandy, all are massively built. Maybe they are...

    I played the demo tutorial 4 times now and find none of the observed behavior -- In the village, I notice a few jerries hiding in that 1-floor barn, the troops, with the support from a tank, fire at the barn and I notice the men inside rout after 2 or 3 minutes. (For the tank, that is pretty much another story)

    Then I send down 3 platoons down the other 2-story building where the last remaining squad is in, 2 of my platoons get hit pretty badly before the building is secured with 2 surrenders.

    After note: one guy seems to revert from his earlier rout and tries to re-enter the village through a hole in the bocage, all he gets is a shot in close range...

  3. Blaming M$ for your development issues? We are on the same boat anyway. No complaint.

    Now hand me that 1.05 patch, please. Oh I have uninstalled that CMSF to save space...

    2 moons have passed and I am still right here waiting to see how the rabbit is pulled out of your hat. Thank you and good luck to everyone.

  4. I have objections against the game is not finished. It is working but need, more or less, a lot of places which does not seem to work according to spec, i.e. patches are needed. A gain of optimism is good. I still have (some) faith in BFC.

    Am I playing the game? No, too busy with life and many games are piling up: HL2E2, Bioshock, M&B, Jade Empire, Fabel, and the list goes on. Nonetheless, still manage to play a game of CMBB PBEM once a day...

  5. Jason, I concur with you here. The Syrians MG team is not very effective when it come to long range (>100m). They keep firing at a lone M3 surviving crew at 200+m for over 4 min (iirc) without hitting anything, the guy just keep running. The RPG, RF and HG units are far more effective...

    Unfortunately, when come to closer distance, MG team get cut down rather rapidly by US teams before the Syrians can prove themselves....

    Two things:

    1. Has anyone seen any grenade exchanges? Every Syrian unit has some, but I have yet to see grenade thrown by both sides after 4 or 5 games as Syrians. Or were my teams placed to far away?

    2. Is MG jamming modeled, if yes or how? All MGs here seem to fire for minutes without any jam or have the barrel replaced. I have only seen MG paused for ammo loading.

  6. Originally posted by Sergei:

    I've read that TOW would have an arming range of 65 metres. In general it can be said that most ATGM's have a safe zone of 50-70 metres, except the older Soviet missiles like AT-3 which have far greater minimum range.

    http://www.cavalrypilot.com/fm17-12/ch2.htm

    I guess that is exactly why in a bvb game, the M2 keeps ping enemy stryker with cannon only...

    Thank you very much.

  7. I have seen troops claw but they are rare. I have yet to see troops running around crazy like we have in CMx1 (so much for lessons learnt after these 60 years...) My educated guess is, it has something to do with the suppression level, which builds up very quickly when an unit is being fired upon, faster than morale break-down.

  8. My major gripe would only be a selected unit clearly see friendly fire hitting some "invisible" units during playback...

    I agree it would be nice to see some "initiatives" of your units and proper delays due to chain of command, but judging from the "TacAI movement" posts, I would rather accept it as is, for now. It is something about balancing between playability and realism.

    May be I should spend more time RTFM, but I still unable to check the C&C delay during command phase...

  9. The baseline is: I don't tell my infantry to use that expensive Javelin on soft targets, inface I don't have a choice of what they use at all! Why should it gamey? @@

    In one QB, total 4 were used by two different squads, one exploded on tree top, instantly incap 3 enemies and wounded the 4 rest. The other 3 were launched inside a single-floor building, very effective! Yet I have to see one tearing down a building -- the 12.7mm cannon has done it once. One troop was hit by an RPG inside the building once in the tutorial campaign, I guess I know how it felt on the recipient side...

  10. Well, first off, RPG (not the game genre nor that programming language) is essentially a high-explosive round, and comes in XL size. And worse, it tends to burn things upon explosion. Since our ancestors are carbon-based, which makes your troops more or less included in this category. Trapped inside a confined space like Stryker, a penetrating round of RPG would give you a visual definition of "burning hell"...

    So much for the "basic principle" why it is not a very good idea for a loaded Stryker, or any APC in this regard, being hit by a HEAT round.

    It is a "basic" that CMxx that assaulting a building or house usually ends up in diaster, without support and suppression. The defender can easily hold up multiples of attacking enemies of it own size. CM:SF adds a little more complexities to this issue. First off, the buildings have more than two stories high, which means more enemies can be stuffed in one target building and more time is required for the attacking party to root them out. To make the matter worse, these buildings are made of concrete, which is quite durable against even .5 cal fire. I have seen more than once that rounds "bounced off" from walls.

    So very careful planning is required when you are going to take a building. Of course the first thing to do is to pick your target building AND know if it is "infested" with enemies or not. If you have got your target, surround it with your troops with the heaviest tools available in the arsenal (translation: weapons which make the most bangs). Lay down suppressing fire, and move your troops in.

    Since helicopter drops are not in CMSF, the second best means is dropping your troops via APC as close as possible. AT teams still threaten your AP, this is better than moving them in open, nonetheless. The path-finding AI in CMSF adds another problem onto your list, for the troops tends to move on roof level when they move from one building to another, giving them unnecessary exposure and loss of stealth, worse, if there are enemy over-watches nearby, the troops could be worse than moving in open. Addition to the above posts, make sure you plot your movements very carefully for your troops (and vehicles too!) can move in some (not so pleasant) surprising way to reach their "destination" (sorry, pun intended).

    Good luck and enjoy.

  11. No marks for now.

    Busily switching between this game, read and work (real $$$-earning one) forbids me to post too much. Most have been covered I guess.

    When compared to ToW (hear hear!), my old rig runs without a problem (P4C-2.8, 1GB, 6600GTS) and real smooth @1024 (medium-size village setting), minor issues during scenario installations (must be the XP language setting)

    More post later perhaps. I really miss the days of CMBO beta.

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