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sonar

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Posts posted by sonar

  1. Hi. Just got cmrt, trying out the scenario editor it seems that the f keys to assign groups are tied to functions like brightness etc and don't work in the editor. I am new to mac's so excuse me if i'm missing something obvious. And how do you deselect a units group tag i.e. A1 if you want to remove it from that group. Cheers.

  2. Yeah, know about line of fire but this was hitting the trunk of the tree they were under about a foot in front of them and the shells were going of at their feet, not like setting up too close to a building. This was on the very edge of treeline and only one tree in front of them, the one they managed to hit. I'm not saying i can't live with it and it maybe a rare event but they should not be doing that.

  3. Hi, don't know if this has been remarked on before. Forward observer default position seems to be prone, unless there is a wall or hedge, then he'll go into a kneel. The problem is in some instances theat makes all the differnce. Playing a game, mg on same spot in treeline can target most of village objective while FO can't even see the village as he is lying flat.

    It would be good if there were an open up type command which would make the spotter kneel up. Maybe that's no big thing but i noticed it and thought i'd mention it. Also what would be helpful would be if when you click an on board asset on the available arty screen, the selected gun also lit up, so hard to know who's who and where.

    Cheers

  4. Hi i see other people have had this problem but couldn't see a

    solution in the posts i read.

    I Installed the patch and got, "Trial is locked and must be activated". When I try to activate it says to enter my "serial". put in my elicense but say's it's wrong. I got my download on a pc, other than the one i'm running the game on, as that has no internet

    connection. Will this affect the activation in any way?

    Cheers.

  5. Another factor in the Hmg debate, is the fact that over distance, an advancing squad usually ends up running in single file, this is one behaviour I would like to see addressed. I can't see why the squads can't be a bit more elastic when moving, and then snap back into the action spot when they stop. This should be possible as i've seen men left way behind the rest of the squad, they still catch up and the squad regroups.

    also in terms of engagement ranges for smg's, from what I understand, their limited range was one of the reasons they were issued to squad leaders and officers, to discourage them from getting involved in the firefight as just another shooter, instead of leading the squad through target designation and such.

  6. Hi, someting else I thought had been worked on, has it ?

    Played quick battle today, automatic force selection.

    play as germans set to Mech Inf, I get- 1 Pz Gn Batt, Stummel, puma, psw 222,plus1 unattached pltn, but minus all the battalion's heavy mg's.

    Ai set to mix, it gets- 7 shermans, 1 armoured car, 1 halftrack, an mg and a bazooka.

    A battalion going into battle with no mgs whatsoever is unrealistic, but the ai mixed force, is no mix at all.

    Shouldn't a mixed force in almost all cases, be infantry heavy, supported by armour? The way it is just now, it seems that the automatic force selection is useless, as it can't be depended on, to make realistic choices. Really annoying, considering the time it takes, to load a battle, sort out a battalion, then commence play, only to find the battle is hopelessly lopsided and virtually unwinable, for either one side or the other.

    It would be good if this could be improved, as it takes away from the game, if you always end up choosing the ai's force, in a battle. Anyone know the official line on this ?

    Cheers.

  7. Hi, I thought this was fixed? in the last two games I've played, that had bridges in them, I have lost tanks to them. The tanks go down into the water under the bridge, when attempting to cross, then just sit there. I can give them waypoints at the beginning of a turn, but by the end of the turn the have not moved and the waypoint is gone. This is very annoying and should be fixed if possible. Cheers.

  8. Can't known positins just be dealt with in the briefing, ie " we think the enemy have set up an mg in the barn to cover the crossroads and there is an AT position just left of the bridge on the opposite bank" This would be much more realistic and gives more of a back story to the mission. It is also something I would like to see scenario builders use more, rather than the usual, which is to give you a rundown on the enemy forces then leave it at they are "somewhere " to your front.

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