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phil stanbridge

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Everything posted by phil stanbridge

  1. Yeah this is one tough sccenario for the US. I think I failed it miserably lol.. I must try it again. OUt of interest has anyone played it as the Germans? I did and I was surprised how the AI handled it. They were slightly better than me!
  2. Or just blast the hole bigger - this is what I have resorted to doing. I'm still having halftracks struggling, but as others have said it must be a bug. Just space them out as much you can.
  3. Are you going to release them here or on cmmods? I can't wait to get my hands on them. It's things like this that really immerse the player and adds replayability to an already outstanding game.
  4. Cheers. I'm not dissing any individual efforts by the way, I know how much work can be put into a successful scenario. I will have to restart it and see how I get on. It's just those two first stinky missions. I don't think it's much fun which is a shame. All the toys you get to use the potential for something mind-blowing is huge.
  5. I found this out too - but in the mean time I had my Pioneer spread out in different places and had to reogranise which took time. This is the type of mission that needs replaying again and again - just to get it. I guess i will have to go back to the campaign and start over - I failed the first mission anyway after I became totally frustrated and ceased fire. But it isn't that much fun or is it just me? And how come its only 4-6 missions? Seems very small compared to what we are used to - almost like the campaign was cobbled together at the last minute.
  6. I must say I started this campaign last night and I'm not much of a fan either! It really surprised me to be honest. I'm more than a little disappointed with the first two missions, and have just given up It just isn't that much fun in my honest opinion. I've spent all my time so far, and you don't get much at that, trying to find a clearing in a hedgeway that I can get my vehicles through! But then I couldn't find one, and I struggle to make the clearings out anyway and it's even harder at night. So I decided to blast my way through with pioneer, which I'm guessing you are supposed to do hence there availability - only to find the gaps weren't large enough for my tanks lol.. Talk about frustrating. That's all it is about at the moment. Judging gaps and running out of time. Not a well designed campaign judging by the first two missions.
  7. Yep, AP shell hits the upper right hull of the Stuart, then passes through the bocage/hedgerows unobstructed to take out the Sherman via a upper right hull penetration. Seems a little unrealistic to me in that alone. Bearing in mind how hard it is to destroy bocage with HE alone, I'm amazed at how AP rounds seem completely unaffected by it.
  8. I'm experiencing similar problems, but to be honest it's not any worse than it was in CMAK. What compounds the problem now of course is the bocage and the narrow lanes making tank movement very difficult indeed. What I have found is that plotting each individual waypoint isn't necessarily the best way to go about it - as the AI knows what it can and can't cross as a matter of cause. It's difficult for the human to navigate around the terrain - well it is for me, I don't know really if something is passable or not. But the AI does, so in theory it's best to let the AI take over at this point. However that said, the AI still tries to take the most direct route, which can mean trudging over hedges/fences and obstacles, thus damaging the tracks, so there is a comprimise required. It's also easier in R/T than it is in WEGO as you can make small adjustments much quicker. And yeah, I've got the *special* copy.
  9. Yeah that's what I was thinking. It doesn't happen all the time however. Just the odd shot, seems to get lucky.
  10. Talk about tough! These things are hard to kill. I've seen a few good shots and HE brewing up after it has been hit but nothing like this - one AP shell from a Panther seems to fly through the little Stuart, then impacts the Sherman behind it. The Stuart exploded, killing the crew instantly, and the remaining Sherman crew bailed. How unfortunate! I love this stuff. But would this sort of thing happen in reality?
  11. Hey - I have your sound mods sitting here on my drive Glad to hear you feel like a flutter. I will happily try them out.
  12. Post either in the techy support forum above here, or on the technical support helpdesk page on the battlefront website - I'm sure it wont be long before someone helps you out considering there is money at stake
  13. Yeah it's a reasonable size - I prefer much larger personally but then I only play in WEGO. Seems to be a distinct lack of larger scenarios however.
  14. Good god talk about a good scenario. It's chilling actually. It really immerses you and it has certainly made me think a little bit more about what these guys must have been going through when they were trying to advance through the narrow lanes and hedgerows. Full on point blank stuff. Very good scenario in my opinion.
  15. One thing I REALLY miss in this game is the little indicator telling you the blast radius. I used to love looking up the most powerful guns and checking out what was the most devastating unit. I find it a little difficult now to work out exactly what sort of damage something will achieve.
  16. I think infantry are a little too trigger-happy when it comes to firing at tanks but that's just my opinion. I have to say, I think all of them have been unbuttoned in my case so maybe they were trying their luck. Either way it doesn't stop the 'uber-spotting tank AI' from finding their target pretty damn quick. Does anyone know how accurate it is for a HMG to fire at tanks anyway? I've not played *that* many missions but the ones I have played as German have seen the MG42's fire at tanks at relatively far distances which seems a bit pointless to me. So I've now taken to using cover arcs for virtually all my infantry which is a PITA.
  17. I may well be wrong about this, but I read that you have to dismount the mortar crews and use them dismounted as such (instead of being able to use them in the vehicle). BFC were saying how hard it was to model accurately using 1:1. On the plus side (if there is one, I miss them too) you get a lot more ammunition as it is carried along in the vehicle. Maybe they're not modelled as such. If you look in the QB generator you can specify if you want on-map or off-map mortars - maybe that is the comprimise? I don't know really.
  18. I collected mine today too - £17.90 to pay also but hey ho! I shall be downloading the other modules only, I can't afford another hit like that!
  19. I'm playing a single mission and I have 3 x 60mm mortar squads setup and ready to fire. I have a platoon leader (2nd platoon) with LOS to the target yet I can only command one of the mortar squads to fire - why would this be the case? Bizarrely I can command the Weapons platoon mortars to fire but I cannot control my own 2nd platoon mortar - yet all three are in the same area. Edit: Okay, I established that one of the mortar teams was GREEN and needed to be moved closer to the platoon commander. This worked, but there is still something a bit odd about this. Two of the three squads have eye contact with the platoon commander - and one team doesn't - but the team that doesn't is the team that is in the middle of the three. So they *should* have eye contact should they not?
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