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Mr Byte

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Everything posted by Mr Byte

  1. just did a little more testing I set up a straight road with houses either side of it in the houses I placed squads of Syrians then I gave all but one squad a hide AND a cover arc then I used the MOVE command to walk a US infantry unit along the road they made it all the way through until they got to the squad without the HIDE command then they were cut down conclusion you cannot use hide AND Cover arcs together
  2. LOL I would settle for inconsistent..I just can't get them to work at all!!
  3. I am playing in a PBEM and set several cover arcs with the units hiding as the game progressed I saw the enemy move through the cover arcs without triggering the covering units so I setup a test in WEGO I set a machinegun in a building with a hide command and a cover arc and a RPG team with a hide and a cover arc First a sent a infantry unit through the cover arcs ....nothing I had them stand there a while nothing so then I moved them off and unhid the machine gun moved the infantry back and nothing no machine gun fire but the infantry spotted the unhidden machine gun next I sent a stryker through the RPGs cover arc ...nothing I stopped it in the cover arc ...nothing I un hid the RPG team and sent the Stryker back it sat in the cover arc for 15 - 20 seconds before finally the RPG team opened up with AKs and eventually a RPG though what use the cover arc is, is beyond me a moving Stryker would have passed by and dissapeared long before there was a reaction from the RPG team, and as I had parked the stryker just in front of the RPG team I really cannot say the cover arc is what finally triggered them to actually fire. I' not saying I have done extensive tests here but I am saying I suspect cover acrs don't work and need further testing
  4. I see they have the same pathfinding problems.....
  5. I plotted virtually a straight line path for four strykers the rear most started to turn immediately toward a house then reversed then forward then reverse etc while the rest moved off eventually it got back to pointing in the right direction but had a minutes gap between it and the others......
  6. There is no reason that I can see for them not moving I actually rested them before attempting to move them on.
  7. no the game was started AFTER the patch was applied
  8. the first scenario I played after patching to 1.03 I had a squd wiped out by noncons who poked there heads through a wall of a biulding to fire I have a screenie but don't know how to post it
  9. I loaded a save game and have found one of my squads locked in position it will not respond (cannot even draw a move path) to any move command (fast Quick or move) I also noticed some wierd movements by other squads I had postioned them next to a wall gave them a blast command and they crawled away from the wall and into a nearby hanger/buliding I have the save if required
  10. You have probably seen this, but just in case... Helmet cam footage of firefight in afgahinistan..this is a bit different as the camera man is WIA...confusing to say the least. http://www.youtube.com/watch?v=F7bRawHaE1s&mode=related&search=
  11. I just realised that when (if?) my delux version hard copy eventually arrives from BF the mouse mat with the command short cuts will be out of date before I ever get it. Hey ho
  12. Fire power toned down. Personally I think that surpression is too devasteting at range, a single unit (MG or squad) can surpress then eliminate a target at quite scary ranges in less than 60 seconds!!. which can make it near impossible to de-buss and deploy.
  13. I thought this was a wargame not a simulation of shopping with my wife....
  14. while I agree with you here, I was really refering to the game issues with the AI not the hardware issues that is a different matter that really couldn't be helped much, with BFs limited resources.
  15. :eek: WOW.....I'm kind of shocked, to have that confirmed
  16. Oh Ok, then I'm sorry I just assumed it hadn't been done for CMSF some of the stuff 'wrong' with the game makes it hard to believe a second team could have missed it. Still WTF do I know, I have beta tested but way back when computer games were in there infancy certainly not with anything like this.
  17. Ok there is no doubt i think that CM:SF has a way to go. i will hang around and see where it gets to. I think the game has promise but it ain't close at the moment. I can't help thinking though that some of this stuff should have been spotted by the beta team. HOLD ON don't jump on me...maybe it was in which case the game should have been delayed (IMO) but perhaps in future there should be two beta testing teams the first team tests up to a point close to the game being 'there' then the second team comes in and sees the game with fresh eyes. In theory spotting some of the developement beta team missed due to being johnney on the spot for the developement phase. Fresh eyes would I'm sure picked up stuff like No self presevation logic. poor AI aggression ect ect Sometimes beta testers can get blinded by the constant developement of the product, fesh eyes coming in can spot stuff quickly that has been missed. just a thought
  18. CAVALRY!!!....no wait wrong game period sorry
  19. Theres just too many available IMO, every squad has three plus the HQs.... now this might be accurate IRL but they are not used as readily as a wargamer sitting in a chair infront of a PC or Mac uses them, the problem lies in we have no moral concequences to blasting away with them or no concequnce of any kind finacial ect really I have just played a scenario where I got on a hill and had one squad after another take turns blowing syrians out of trenches at long range also took out their armored reinforcements as well lost three men to their gazilion.
  20. May be its just my experience and I just haven't seen it yet. but so far when a Stryker has been hit by a RPG that hasn't KO'd the Stryker the crew just sit there and wait for the next one to come along. they don't pop smoke and GTFOOT they just sit there. Also Syrian and US infantry seem to fight to the last man no matter what they are facing there seems to be no retreat...ever! Now I realise there has to be some game balance and with the firepower available to the US if the syrians weren't a little stubborn there would be precious little combat. but some self presevation has to come in to the equasion somewhere. I recently watched as a Stryker got hit three times by rpg rounds and made no attempt to move at all, I gave them an order next turn and off they went on their merry way. now thats what I call confidence in your vehicle :eek:
  21. ROTFLMAO No I was playing WEGO, I would like to claim the honour of first person to panic in WEGO mode...I just kept hitting the red button and shouting MOVE you idiots !! Eventually the survivors staggered into a building and calmed me down I was digitally 'slapped' by a wounded sargent and told to 'pull yourself together'
  22. just the physical impractibilities of it rule it out. running at full speed with full kit plus rifle down narrow stair ways through door ways as a squad! furniture, lighting, civilians even screaming and wailing.. no way perfect conditions (empty house after a third practice) maybe but in unknown territory...doubtful. like ashbery76 says people like to think they can. hell I haven't even mentioned they don't know where the stairs to the roof are!! just think they are too fast
  23. I think the infantry (US anyway) are too fast. Now my guys were not under fire there was no enemy in sight but still I think for a squad to (using fast move) run down two flights of stairs cross 55m of open ground enter a new building then climb a flight of stairs and take up new positions is asking a lot of fully equiped infantry man in just under 60 seconds. just a thought
  24. Ok then what about instead of the replay being automatic and we have to turn it off, what about it isn't automatic and we have to turn it on. often I am involved in something click the OK then I want to give more commands but have to turn off the replay which I realise when I can't get a command box up.
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