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athkatla

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Posts posted by athkatla

  1. I just played Bravo Assault Ba Bado V2, a user made scenario by "The Phantom". It was a great scenario, all infantry battle with the AI on both sides doing remarkably well.

    I observed my MG Team moving to a waypoint I had set, and when they came to the corner of a building, the gunner laid down with the MG, covering the rest of the team round the corner.

    Another incident caught my eye when a squad I sent to a roof to lay down fire on a group of the enemy in a trench, came under heavy grenade attack from that group, killing all but two of my Infantry squad.

    It's good to see your Infantry switching targets and engaging the enemy with grenades too.

    I think there has been a massive improvement with 1.04, and btw, try this scenario, it's a whole lot of fun.

  2. A big improvement as far as I am concerned, it just feels better all round and somehow appears to be easier to play.

    One thing I did notice though is that in one of the scenarios the Red forces were still crawling between buildings out in the open instead of running across the open space, therefore making it easy for my Infantry on the roof to pick them off quite easily.

  3. Originally posted by MarkEzra:

    Meach has it exactly right: We use the setup "Attack" when designing the maps. We could have used probe or assault but felt the simplest description was Attack. When a player sets up a QB he can choose any of the modes. The game will choose force selection balance (just as it did in cmx1) which has no effect on the maps.

    Ahh, ok thanks. Keep up the good work. smile.gif
  4. Originally posted by SlowMotion:

    "not only is foliage as a whole taken into consideration when calculating the LOS, but density and more importantly (and frankly stunningly) the type of foliage also have a significant effect on the LOS depth."

    It's really stunning if you must have 165 meters of trees between two units in order to have cover. In CMx1 I think two Woods tiles was enough, 2x20m.

    This isn't CMx1!
  5. Originally posted by Kieme(ITA):

    I'm sure I've helped more with my "whining" than you did with personal attacks!

    If you can't get the difference between decisive, straight yet constructive criticism and pure whining I suggest you at least to keep from writing down such kind of unuseful replies.

    I've kept posting because I've tried to make myself clearer, but english is not my native language and maybe I cannot express myself perfectly.

    What I've wrote down has simply the aim of giving more help for future game improvements, it's not just "whining" and it's much better than a: "it's all soo good and ok" thread. Finally other people have expressed similar thinking as I did. [/QB]

    There was no personal attack on you by me, I just stated what is obvious. Ok, you have problems with the game, you stated them, but why do you have to jump on every thread and state them over and over again, I think the devs will have got the idea by now!
  6. Originally posted by Melnibone:

    </font><blockquote>quote:</font><hr />Originally posted by Kieme(ITA):

    For me instead its like talking with a brick wall...

    You are the one being unclear what you want. Up to now in this thread you have asked for:

    1. A flawed command from CMX1

    2. A version of a Hulldown command that already exists - Hunt

    3. Another version of a Hulldown command that operates without sighting the enemy.

    It's hard to discuss the options with somebody who keeps changing what they actually want and then accuses people who are trying to help with not listening. </font>

  7. Originally posted by Runyan99:

    However, I'm thinking that the volume of fire with modern weapons means that the firefights are deadlier, the firefights get resolved quicker, and therefore there might be even more movement in modern combat than there was in WW2.

    I'm no expert or grog but my former Battalion is currently serving in Afghanistan and of course I am keeping an eye out on how they are doing over there. There have been several occasions when they have been involved in battles lasting over 6 hours, as have other units serving out there too.
  8. Originally posted by Garm:

    </font><blockquote>quote:</font><hr /> quote:Originally posted by Garm:

    Well, a hold fire button would be a bit more comfortable, I think.

    I'm not 100% sure, but doesn't the 'Hide' button do this?

    Yes, but only if your soldiers stay in position, if I remember correctly. I am referring to a command which allows you to move and hold fire. </font>
  9. Originally posted by Krinks:

    I also did find a bug where the artillery fell quite far from the target. Is this another known bug as well?

    Speaking from RL experience, mortar/arty fire is indirect fire, that is to say it would be very difficult to aim it for a particular vehicle and expect to hit it. The spread of arty and mortar rounds is quite large and some can drop short by many hundreds of yards,there are many variables that can affect the accuracy of these area weapons. smile.gif

    The other thing about ordering them to cease fire, there can be quite a time delay between the rounds being fired and their appearance on target, so although you may have ordered cease fire, rounds could be already on the way, and of course there is no way you can stop those. ;)

  10. Originally posted by Kieme(ITA):

    BigDork thanks for your report.

    Did you notice that AI didn't do a single move while you were playing? Did you notice that those 2 tanks just stayied there waiting for you?

    Didn't you feel like you were playing alone?

    Your report seems to confirm what I've seen since now.

    I refer to my discussion about AI performances.

    Regards,Kieme

    Why would defending infantry move out of perfectly good trenches?
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