Jump to content

arkai88

Members
  • Posts

    54
  • Joined

  • Last visited

    Never

Everything posted by arkai88

  1. Actually i play quite a few internet games and even set up my own mw4 server from behind a router. The problem is still there even with all firewall protection that I know of turned off completely. I normally use norton internet security which is fairly straightforward, but as I have windows xp, I also have to make sure that it is turned off as well. I don't at this time have problems with any other games.
  2. I posted this on the tech forum as well, but I'm just curious how many of you are experiencing problems while trying to connect via tcp/ip. ANd yes - i have tried both opening the correct ports and totally disabling my firewall, to no avail. [ January 08, 2003, 07:59 PM: Message edited by: arkai88 ]
  3. After trying to play tcp/ip games twice this week - I am to the point of giving up. I know enough about firewalls and port opening to set up my own MW4 server behind my firewall, yet I can't for the life of me figure out why i continue to get that wonderful 'cannot connect to specified ip address' error. I also noticed that I am not the only person having this problem. It seemed as though almost everyone in the english opponent finder room was having the same problem this evening. Monday evening, a buddy and I tried @ 15 times to connect with 1 success, and of course I assumed that everything was fine and decided to switch back to my main gaming puter, we never could re-connect after that.
  4. Guess there aren't too many others playing operations.
  5. I have been testing some self made operations over the last week or so and have noticed some incredible casualties being listed at the end of the battles and esp. at the end of the operation. I did some checking and it seems to me that if squads are left split up over more than 1 battle, they get listed as casualties at the end of the second battle. Has anyone else noticed this?
  6. I do a lot of cursing, might not get the tank un-bogged, but it makes me feel better.
  7. 12 bravos' like things that go boom! I was a 12c (bridge engineers) and did not get to blow things up nearly as much as the rest of our battalion did.
  8. I served in E Co/17th Eng Bttn, based in Fort Hood, Texas as part of the 2nd Armored Division.
  9. I tend to agree with you Slappy. I just finished a small operation of my own design and came to that very same conclusion. I think the manual is simply misleading in saying that units could end up 'padlocked' if caught in no-man's land.
  10. I've tried both 0 and 80m without getting the desired effect. Maybe I am simply mis-understanding the manual. I was hoping that engaged units would be 'padlocked' - ie, not able to be relocated at all. As it is now - even isolated units are always allowed to relocate back to the friendly map side setup zone.
  11. I too would love to find an answer to this problem as I have just tried my first operation design and am running into the very same problems.
  12. Hi fellas, I need some help from the more experienced designers that I know lurk around in here. I am trying to create a static operation depicting a four day struggle for a small town/crossroads. I can't however, seem to get the no-man's land to work the way I want it. I have tried just about every size available with almost always the same results on the second battle. I've play tested to where I know that the russians are within 100m of my units and I have the zone set to 400m. Why aren't the units 'padlocked' at the start of the next battle?????? Any help that can be thrown my way would be gladly appreciated.
  13. Hmm - every book I've ever read taken from personal accounts of WW2 gave me the very strong impression that once the furball began - the tank stayed buttoned up. In panzer aces it is mentioned quite frequently that the tanks were 'secured' even before entering the combat area due to the Russians heavy use of artillery and at-rifles even into the later part of the war.
  14. I tend to agree that most tank commanders would never even think of opening up during combat, especially if enemy infantry was known to be present.
  15. Uggh - I hate tests, I never do well on them.
  16. Not sure if I follow what you mean there eden. The delay times were identical for green/conscript spotters if that's what you mean. As far as accuracy of the barrage, that's really hard to say if there's a difference as it seems very random to begin with.
  17. Actually - the delay times can be much quicker for crack spotters. I ran a little test awhile back and if I remember correctly, Conscript and green had the same delay and adjust times; regular and vets were the same and crack and elite were the same. So in other words don't buy green, vet, or elite. At least as far as I could tell.
  18. I certainly have seen heavy tanks taken out by infantry with only grenades. I played a game where one of my squads ambushed a Tiger and knowcked him out with 3-4 grenades. I've seen the other side of it to, just this weekend I had a whole smg platoon lobbing grenades and molotovs at an armored car who was pre-occupied in another direction. They never did get him(must have thrown 40 grenades!), but they did manage to make him flee into the los of one of my waiting at guns.
  19. Wow - hailz to a fellow mechwarrior pilot! I couldn't have said it better, Mechwarrior4 is really Quakewarrior4. I pray that small developers continue to put out great games like Combat Mission. The minute the big companies get involved they will turn CM into Panzer General XII.
  20. I have posted on another board about this very thing. To be honest, I've seen Germans do it as well, just not nearly as often. The thing that really po's me is when I spend 5 turns outflanking a German tank and pop up on his side only to have a whole platoon refuse to take a single shot. UGGGHHHHHH!!!!!!!! :mad:
×
×
  • Create New...