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UberFunBunny

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Everything posted by UberFunBunny

  1. Troops using vehicles as cover: A feature update for CMAK? (I doubt it but I can dream I guess....)
  2. I was reading along happily until I saw your last 6 words.... Can't BTS just tell that guy who lives in a jar no more brain fluid till it's done?
  3. "Attach to HQ" command. Yes! Please please please.... Edit: I forgot to add: A "follow vehicle" (convoy) command too please please please.... [ April 04, 2003, 09:28 PM: Message edited by: UberFunBunny ]
  4. Dr. Rosenrosen: 1.01 doesn't have this specific bug. However, it had a similar and less serious bug that is not apparent in 1.02. Beware that PBEMs can apparently be played with opponents running different CMBB versions....
  5. Dr. Rosenrosen: Go here and download the test scenario by Industrializer (in top post, page 6) that proves this serious bug: http://www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic;f=23;t=006249;p=6 [ March 15, 2003, 03:27 AM: Message edited by: UberFunBunny ]
  6. I agree with the poster who started this thread. The "unhittable" bug is a gamestopper. I also agree that the version control thing is *extremely* serious. (If this exists - I have not tested for it.) (And I'm sick of being auto-ceasefired for no good reason!) BTS has a very good track record with responding to customer feedback, so I'm sure they will do something soon. BTW, I am considering going back to 1.01 as the bug that was in there did not seem to be as serious as the new one.... [ March 07, 2003, 07:22 PM: Message edited by: UberFunBunny ]
  7. Steve, Very good point! But I was really talking about AT guns and similar as targets. It appears your post answers this as well, so thanks ... ... but to clear up any confusion (for me!), are ALL targets treated in this way (a form of hull down) internally?
  8. This "reverse slope effect" that everyone is talking about - can the current CM engine actually take this into account? I have my doubts. C'mon BTS, give us the goods on this....
  9. Good question! I've found having intact platoons and lots of ammo can mean auto-ceasefire too....
  10. I think BTS is not responding here because they are spending their time fixing this bug!
  11. YankeeDog: Thanks for your informative post. I will be interested in seeing how powerful these fighting crests will be after any patch.
  12. Sgian Dubh: It will probably work more often than not against buildings, but I'm not so sure if it will work against enemy units not in buildings. [ March 04, 2003, 08:57 PM: Message edited by: UberFunBunny ]
  13. YankeeDog: I've definitely found a few! It depends on the terrain, of course, but positions can be found that are practically invincible for a long time. I actually think this makes HMGs more powerful because they may not be able to be suppressed by tanks (something I do a lot). AT guns, well, even a few seconds advantage for one of these is good, but whole minutes/entire games? Just look for small crests! Even if they change due to the enemy moving, another small crest is often available.
  14. If you target the ground just in front of the building instead of the building itself, and this bit of ground you are targeting is still below the rise, the HE will not hit the building.
  15. These 2 bugs (un-hittable units/un-hittable buildings), are they related? Or even one and the same bug? Any comment BTS ?? [ March 04, 2003, 08:28 PM: Message edited by: UberFunBunny ]
  16. YankeeDog: This bug affects *all* opposing units as far as I can tell. In other words, tanks will fail to hit anything behind a crest be it an AT gun or a squad of infantry. This is not correct. I can now plant my units in "HE free" positions quite easily. Has this been confirmed? I'm not so sure if the un-hittable units always have a 0% exposure rating.
  17. I think it has more to do with lack of individual squad "memories" than anything else. Hopefully in the next engine there will be better behavior in this area.
  18. This is my experience also. It is an important clue. The "this is a feature" crowd would like you to believe that the gun is well placed, and that tanks fire into the ground in front and also over the head of the gun into the fields beyond. In reality, the game only hits the ground in front. This is probably the most serious bug I have seen in CM.
  19. Can you proove this assumtion? That would be an evidence, that there's something wrong, 'cause the drop of a MG-projectile is much less, than a HE's vertical drop. </font>
  20. This is definitely a bug. It will become a "gamey" issue methinks. (I know I use it to my advantage by default now.) More evidence: I am pretty sure that a tank's secondary weapon (MG) can hit the target that its main gun cannot.
  21. How do you explain the high percentage exposure rating with LOS from the tank to the target?
  22. I'm finding placing HMGs and AT guns behind small rises to be very worthwhile when there are enemy tanks about....
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