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General Jack Ripper

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Everything posted by General Jack Ripper

  1. It also lead to my learned behavior of only plotting a single waypoint every turn. I'm still trying to unlearn that particular behavior, after I plotted an entire battalion's worth of waypoints in CMBO, then sat around for six turns doing nothing waiting for my squad leaders to explain the extremely convoluted plan to their soldiers... If anything, it trained me to keep things as simple as possible.
  2. As far as I know, this issue has been nailed down, but there's been no fix yet. Just be extremely careful around any type of mines, whether marked or cleared. Steve has said TacAI fixes are high priority, I just hope the minefield behavior comes along with it.
  3. One thing that should be noted, is not all weapons on the ground are considered functional, depending how the guy carrying them was killed. Just area target the ground wounded enemies are on while in hand grenade range. Throw a few grenades, and those wounded dudes will be KIA in no time.
  4. So long as the vehicle status is not set to 'Dismounted' you shouldn't have a problem. Besides, soon you can simply attach individual vehicles to any TO&E you want. That's weird. I've built a couple of vehicle firing ranges by using the deployment mode of the editor to dismount the crews, and leave a bunch of empty vehicles. Set your vehicle status to 'Immobilized', then dismount the crews, and order them to hide someplace, like inside a building, with short cover arcs. I dunno if it works with vehicles set to 'Okay' status.
  5. Any truck or Humvee type vehicle carrying ammo set to 'Dismounted' status in the editor should change into an Ammo Dump on 'Elite' difficulty or higher. CMBS features Ammo Dumps, so we should get them in CMSF2
  6. Both of these should be in. I'm just getting so darned excited!
  7. Honestly, I never even bothered playing a QB in Shock Force, because I knew you guys would eventually get around to fixing it. It's been a few years, but here we are.
  8. The 4.0 upgrade should include the purchasing improvements for Quick Battles that we have all come to know and love.
  9. Well, now we should be able to purchase, or add single vehicles to the TO&E in QB or Editor...
  10. Thanks. I don't have much CM stuff coming down the pipe, but I hope to have the next TTP lecture done by New Years. I might have a good AAR coming up as well. @BletchleyGeek and I have been waltzing around in the snow, at night, somewhere in Italy.
  11. I do the same thing in Shock Force, pass out all available LAWs and AT-4's at the start of every scenario. There's no reason whatsoever to let them sit in the vehicles.
  12. Wishes and dreams are expressly forbidden from this thread, as per the OP. Please keep all inquiries within the realm of possibility.
  13. It's alright. We don't want any old riff-raff wandering in here.
  14. It's interesting the way people seem to think it's even possible to negotiate anymore. The only way we can appease North Korea is to surrender to them. They're not going to accept anything until they have an ICBM, once they have one, they will simply hold us hostage.
  15. Aw geez, you're making me want to become a modder.
  16. I might as well add something I noticed: The animations for firing on-map mortars, (specifically American 81mm Mortar) has become desynchronized. The tube now fires before the assistant drops the round. EDIT: Purely cosmetic of course, the actual function of the weapon seems to be fine.
  17. Halftracks should be seen as nothing more than bulletproof trucks, asking for more out of them is asking for trouble. Their job is to deliver your infantry to their jumping off point unharmed, providing some suppressive fires with their machineguns, allowing for rapid redeployment in between engagements, as well as providing an easy source of ammunition resupply. You would be better off keeping them out to around 400-500 meters while firing, and only closing within that range specifically to disembark infantry, then withdrawing again. One of Jeffrey Paulding's tactics videos features Armored Infantry (Time-Stamped to Relevant Portion): My playtesting of Rinaldi's scenario 'Duel in the Mist' does show some armored infantry in action, if you want to have a look: Of course, I possessed copious amounts of supporting weapons, so the actual tactical problem was one of time management, rather than the specific problem of employment. I do have plans to make a tactics video specifically about Armored Infantry, but life and work have sapped my schedule quite a bit. I hope this helps, and welcome to the forums, btw.
  18. I'm glad you're back. This place has been rather depressing lately. ALSO:
  19. Because this is primarily a community based on the games Battlefront sells. The GDF has always been an outlier here.
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