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Bone_Vulture

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Everything posted by Bone_Vulture

  1. What the hell - have you made similar tests with ordinary, unmounted flak guns? I'd be interested in hearing whether they similar problems. :confused:
  2. True. I've noticed that the crew of an immobilized tank will often bail out, even when facing mere grenades (like a T-34 in a match I was playing). As said, molotovs are only efficient against open topped / unbuttoned vehicles; otherwise it takes a lucky shot.
  3. I guess the crew of a bunker would be well too busy keeping it's primary weapon(s) operative to fire rifles... When the primary weapon is knocked out or out of ammo, I woldn't find it odd if the crew would fire their rifles from the bunker.
  4. "Comrade, the Panthers are still coming! We need more explosions!"
  5. Aren't those ammo bars? I cracked pretty bad seeing the one about spawn camping...
  6. That's true: the tanks - and actually all armored vehicles - unbutton independently from time to time. Is this to improve spotting to reduce the chance of infantry ambushes? So far I haven't had casualties due to this behavior, but I'm sure snipers can make things a whole lot worse.
  7. There wasn't any problems until now! Jeesus! :mad: Why is it that only HQ teams exhibit this behavior? Why do the rifle teams under the HQ's command decide to stay silent (sometimes to the extremes) instead? Why can't, by default, it be deisgned so that a hiding unit without a firing arc will remain hidden until fired upon or facing enemies in close quarters?
  8. *Bangs head on table* :mad: (Tormented whisper) "I never had this problem in the original Combat Mission."
  9. I love early Fish-era Marillion. But why can't the patch include a fix for the problem with hiding HQ teams going suicidal?
  10. True. This is another thing that has turned problematic since CM:BO. A bigger "hit box" for choosing the riding units would be nice.
  11. WWII edition - Shallow Hans! "Mein Panzer III/H is really a Königstiger!"
  12. "My rifle platoon has been firing on the Panther for twelve turns now! Why won't it explode?" I'd like a link to the original post.
  13. Like I said earlier, I never had these problems in the original Combat Mission. I think it's stupid that I have to issue covering arcs and micromanage the HQ team's facing every time I set up an ambush just because of poor troop AI. I'd be happy if the HQ team would "lead" the ambush, simulating a signal given to the rest of the platoon to start firing. But the current situation where the HQ teams alone go suicidal is just pathetic. [ October 17, 2002, 03:13 AM: Message edited by: Bone_Vulture ]
  14. Yes, that's exactly how it occurs. Thanks for backing me up, Lt Bull! Please fix this bug in the patch!
  15. It has happened to me with green and regular HQ teams. On one occasion, even with a veteran team. The thing is that this never happened in the original CM. I still use the same standard ambush tactics: worked well before, now I got a problem with suicidal HQ teams. I have absolutely no idea what triggers the problem: it's not the vicinity of the enemy, suppression, amount of cover... No clue. And I underline that I never had these problems with regular troops in CM:BO. Also, on several occasions I've witnessed the complete opposite for this phenomena: the troops that are under the crazy HQ team's command start sleeping. I'm telling you, there was a rampaging soviet platoon charging at them some five meters away at clear sight, and my rifle teams did squat. but this event has only occured several times. Didn't fanaticism only affect the squad's morale, not how it initiated combat?
  16. >DUH< I always place the HQ team behind the platoon, to a maximum distance and cover that still allows command contact. Today, I was playind defense as Axis, and a Company HQ located in a foxhole suddenly decided not to hide anymore and opened fire at soviet infantry at a length of 120 meters. It hadn't been spotted or fired upon. If this isn't a bug, it's troop AI gone nuts. :mad:
  17. Yeah, but unless your leading a 2500 point assault with rarity penalties turned off, The chances of getting those babies is slim.
  18. Damn you pedantic purists. The shockwave bubble wasn't meant to be realistic, but it gave more "look" to the explosion, and made it easier to pinpoint it's relaitve location to nearby troops. Even with the mod, the current explosions look anemic in comparison to the original CM's. I'll hope some mod guru brings 'em back.
  19. Correct on the potential Panzerfaust ranges. Additionally, models 60/100 share a greater payload than Panzerfaust 30. But what has always puzzled me about Panzerfausts that can they be called rockets/RPG's? I've thought that the HC grenade was propelled by a solid charge, like PIAT.
  20. You can view the currently selected team's weapons from the control panel, and from the detailed info screen found under the enter key.
  21. Ok, sounds reasonable, although I'd still like a "Stay the hell down 'til you're shot at" command. [ October 10, 2002, 01:41 PM: Message edited by: Bone_Vulture ]
  22. Company/Platoon HQ AI! That's my problem. It seems that whenever I've set an infantry platoon hiding in hard cover to lay an ambush, what happens is that the HQ team will suddenly unhide, and open fire on the incoming hostile troops, while the rest of the platoon remain quiet. Result: every single enemy unit with a sufficient LOS opens fire on the idiotic HQ team, usually routing/killing it within seconds. The rest of the platoon remains hidden, is left without command, and gets smashed by the horde of enemies. Fix it, please! Either decrease the ambush radius of the HQ team, or increase the radius for other teams.
  23. I'd just like to add that there is a rather measly chance that at close range, the spotter of an unbuttoned tank might fall to your MG fire. This is quite uncommon, and the best use for your MG's against tanks is to provide constant suppression, allowing your infantry to charge the tanks... As already mentioned.
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