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Bartokomus

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Everything posted by Bartokomus

  1. this is very welcome info, thanks Rex.J; i feel stupid for not noticing the dismount command for embarked troops.
  2. I just want to say what an amazing job of making the UI information accessible again. I found the symbology of CMSF very frustrating in terms of identifying how many rounds i had of any given resource. I was extremely pleased to find myself staring at 105mm HE rounds = 50 instead of an orange-red bar... that's just for starters; i am very very impressed with the improvements. Oh yeah, and the game is fun too
  3. In case i wasn't clear Pvt. Jones still had his LAV to retreat to, with it's crew intact, and his Plt. Cdr still in radio range. I am just curious what happens to him while the fur is still flying in RL.
  4. I suspect for the most part that this is an "after-action" function, but is it plausible to have a command to merge two badly beat up squads into each other during a mission? For instance, one of my recon teams lost 3 men and the survivor has fallen back to his LAV; another recon team lost 1 man wounded but applied buddy-aid and sent him along. Would it be unreasonable during a two hour assault to fold the two teams together?
  5. MikeyD you really need to chill out; this is the third thread in a row i've read where you're attacking other people for having fairly mundane opinions. maybe just re-read your thoughts before you hit the post button?
  6. I'm not seeing Iran and Iraq doing anything together, common cause or not. They have a fairly lengthy history of being opposed to each other...
  7. But I thought the question was about pilots, not planes; and AFAIK Britain was running low on pilots and were weeks away from being unable to fend off the Luftwaffe. If that is true the surface fleet at Scapa Flow would have great difficulty of running the fighter/bomber gauntlet they would face as them came to interdict a surface invasion fleet. Perhaps i'm wrong though.
  8. I agree with you completely; other than the decision to go to war, the overwhelming number of strategic/operational decisions Hitler made were blessing in disguise for the Allies. The empire of an egomaniac i guess...
  9. This makes me really happy to hear; I've found the NATO briefings to be of a much higher quality than previous modules, esp. the base and Marine module.
  10. A final note: In the second mission of the Dutch campaign I gave my 6 man squad a Move command for 350m over open, flat ground. The wounded squad member was the Squad Leader armed with the G36; below is how far the injured member lagged behind at a simple walking pace over 5 minutes: After: Distance: 1 minute 7 meters 2 minute 16 meters 3 minute 22 meters 4 minute 38 meters 5 minute 67 meters
  11. I agree that use would be less frequent, and should be at the bottom of some list but i personally think the problem is real. I too don't want to dump a man who has a broken pinky or bumped shin, but every yellow status man act like he's got a badly torn ACL. Thanks for the response.
  12. i move my squads almost exclusively using the Move command, not Fast. Using that command with a wounded squad mate will cause the wounded man to drop back farther and farther... My solution right now is usually to split the squad so that the wounded man is isolated but i hope for something better one day...
  13. 1) in the present scenario i am playing the squad will advance using the normal 'move' command; if i Hunt the squad will stop constantly and if i use Slow they will tire. 2) i would be perfectly happy if there was an averaged speed created for the squad where they all moved together but at a reduced speed. 3) LOL but this is one of my points; to conduct the mission your squad has to move fast at times. Very rarely is there an opportunity to move your squad under cover ALL the way... you've gotta FAST/ADVANCE at some point!
  14. great answer thanks. I do assume that a change wouldn't happen the way i asked, but if we can't "make" the squad slow down ourselves (your reasonable answer) and if by code or morality we can't manually drop out team members to the aid station or to another attached unit humping rearguard, we have squad mates who are much more liable to be killed as they clamber far behind the rest of the squad. And though it might be splitting hairs, i am not saying to my pixeltruppen "sit here, i hope you're okay", but "we've cleared this far, make your way back 200 yards to the aid station". As i type it, i realize my suggestion may be impractical, but in two of my campaigns this is happening right now
  15. Gibsonm it's like you're almost trying to misunderstand me There is no proposal to abandon them, merely take control of a function of the AI (red injured base plate, squad member is given buddy-aid and disappears; yellow base plate, squad member given buddy aid and carries on with the squad) If my forces are advancing, and my MG'er is wounded in the leg enough to slow him down but not merit returning to the aid station, it's hardly playing rambo-style to have the squad move down the hill, clear a small house (without casualties) and move on to the next objective and still be waiting for the injured squad member. I think there could be an option to either a) detach him from the squad and form a new unit, or make the call yourself and declare him "wounded" and he disappears. Sgts/Lts make determinations if a squad member can carry on i can attest to personally. Anyways, have a good one.
  16. i think the next time if you observe an injured squad mate (yellow base) and have them advance several hundred meters you'll see better what i mean. the rest of the squad can clear a house and be advancing on the next objective and they'll still be lagging far behind, useless.
  17. you don't see the practicality of having wounded squad members, slowing down an assault/being exposed to fire for much longer periods of time because they can't "drop out"? How do you deal with the problem then, if you don't see a problem? perhaps there is something to learn...
  18. I am sure we can all relate to having an injured squad member tagging along 30 or 40 feet behind the rest of the squad and i was wondering if it was on "the list" to be able to detach them in mission and either leave them behind for overwatch/spotting or have them vanish to simulate being send back to a dressing station. I suspect the answer is no, but it certainly would be a welcome feature.
  19. Well said; this (to me) is the heart of the problem with the entire theater and time CM:SF represents. In order to create any sembelance of parity in the battles/campaigns, massive elements of US/NATO forces are contrived to be unavailable, time is always overwhelmingly against us, in addition to unending supply/reinforcement problems plaguing what you do have. I very much understand why scenario designers need to do this, since the outcome ingame would be an unbroken string of Total Victories; for such an improved product which i truly enjoy, CM: SF seems so much more artificial than CM. I would only add that I am very eagerly looking fwd to Normandy.
  20. i just received this message last week as i had to do a full install; the text below was snipped from an email support sent me. - install CMSF - install Marines module - use Marines key to activate (this activates both) - install British module - use British key to activate it - patch to v1.21 version (it's required for NATO) - install NATO module - patch to latest version (if patch available) (it's important to do this as the last step!)
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