Jump to content

Rocky Balboa

Members
  • Posts

    783
  • Joined

  • Last visited

Everything posted by Rocky Balboa

  1. Steve, Can we get you guys to check your data on Javelin. The system currently simulated appears to miss or fail to penetrate too frequently. Also can you verify if the simulation uses the direct attack mode as well as top attack mode and under what circumstances do each occur.
  2. RT, I've seen too many weird A/I issues using WEGO. I do miss not having the replays
  3. Ok that's good to know, I'll have to check the distance that each missile was fired. I know the game graphics simulated a top-down attack but it is possible that the data on the javelin and what the game simulates graphically could be out of sync. Does anyone know the minimum range in which the Javelin can perform a top-down attack?
  4. This particular example wasn't a death clock issue as you'll notice in the OP the AFV in question returns fire after taking multiple hits.
  5. I'm not sure what variant it was, I'll have to check that when I get a chance. But its my understanding that Javelin should be able to defeat any known armor especially when using top-down attack mode where armor is normally much weaker.
  6. I hear you and its probably sour grapes on my part because up until this battle Javelins were pretty much one shot one kill especially against a stationary target. Upon closer inspection of this particular engagement, I did notice that the T-72 was very close to the building and there was a balcony directly overhead. So I'm wondering if the trajectory of the missile is striking the balcony and not hitting the tank. I'll have to investigate this a little further to see if this is indeed what is happening. If this is the case then it is a bug that needs to be addressed as this could be a very gamey tactic that could be used to protect an AFV, just park under a balcony and your safe. In reality its possible that the first round would hit the balcony and destroy it but the second and subsequent rounds should hit the AFV.
  7. I was playing one of the pre-built scenarios against the AI this weekend and I had a situation where a T-72 came down a street and parked next to a building. One of my AT-teams engaged with a Javelin (@ ~ 100M) and scored what I thought was a kill although there was no smoke from the 72 it didn't appear to move or traverse turret. I few seconds latter(20 secs) the same AT-team fired its second Javelin and again there was impact but no smoke. Another AT-team moved into position on the roof of another building and spotted the same T-72 and engaged with a Javelin(@ ~ 130M) and once again there was a big boom but no smoke from the tank and it still was not moving. Again the same AT-Team fired it's second missile at the Tank and still no smoke but it appeared visually that the Javelin scored a hit. At this point I'm thinking surely this tank is dead and I'm miffed that my AT-Teams are wasting precious missiles on already dead targets when there are more live targets to engage. At this point however I'm guessing 1-1.5 minutes after the first Javelin fired its first missile, the T-72 fires its main gun and engages one of the AT-Teams. So after a total of 4 Javelin rounds firing and appearing to hit the target, this tank is still able to return fire. Should this be possible or am I just the victim of a very nasty RNG.
  8. Yep, keep the casualties on the roster ...... maybe an icon to indicate "Out of Action"
  9. In fact CMx2 is not an RTS at all. Sure its has an RTS mechanic but I wouldn't classify this as an RTS. I have been a big fan of CMx1 for years and I have to say I'm really enjoying CMx2. Yeah there are some issues that need to be addressed but so far I haven't run into anything that kills the fun factor. Of course I've only had the full game for a few days so I may not be that far into it. I will have to say that the first time I saw a Javelin arcing up and into the top of a T-72, well I just about wet my pants. I play mostly in RT mode but I like WEGO for big battles because of the replay feature. If BFG can figure out a way to include a replay feature in RT then I probably wouldn't ever play WEGO except for PBEM games. Good Work Guys !!!! ... :cool:
  10. Ok here's a problem I have but I haven't seen it posted. I have an unit (Infantry /vehicle) type doesn't seem to matter. The unit has no previous orders. I issue a move order (quick for example) and magically a short waypoint leg is inserted in the middle of my move order and usually in a totally different direction. To clarify a little more, I can place a move order to the north and everything seems to work fine but when the units start to move there will be another leg that has been inserted into the move path and it may cause the unit to move 100-200m to the east before executing my move to the north. This is not a occasional occurrence in that it happens quite often and even in the training campaign. In addition this was not happening in the demo but is happening in the purchased version 1.02 .... Has anyone else seen this?
  11. Is there a thread of current known issues with ver 1.02 so that I dont waste time reporting already known problems?
  12. No worries mate, if the .txt format is too involved then I'm sure some industrious user will create an editor that will do the trick ...
  13. I'm interested in hearing about what security measures are being implemented to prevent viewing or modifying of PBEM files for CMC. In addition, once a CMBB battle starts are the battles saved in tournament mode?
  14. Here's my .02, Make a Syrian Campaign with a Syrian / US TOE in the original game. In the first module release a TOE editor along with additional weapons and artwork that will allow scenario designers to create any near future or near history battle/campaigns as they desire. If the TOE editor can be created and implemented before release of the original game then so much the better. :cool:
  15. US 3k-4k targeting can be achieved under optimal conditions but this advantage can be easily overcome by effective use of terrain.
  16. Steve, Understandably, Close Air Support (CAS) was very abstract in CM1x however Modern AS and CAS are very tightly integrated features of the Air Land Battle Doctrine. Would like to hear how Battlefront plans to model CAS and AS in CMx2.
  17. Is anyone aware of a problem with ground troops not being able to spot or remove antitank mines. It appears that only vehicles can see these mines and most of the time its too late when they do.
×
×
  • Create New...