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stikkypixie

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Posts posted by stikkypixie

  1. I for some reason still feel that small arms accuracy for Syrians is a bit too low. I tried Al Huqf Engagement, modified with veteran special forces (because of their body armour), they just "seem" to miss too much. I ambushed a US squad that was running past them at about 50m(!), and it took the better part of a turn before even one got hit.

    Maybe I was unlucky, maybe I would get the same results with a US squad. But 50m is pretty close. It was only at around 15m(!!) that targets would reliably be hit. Or maybe it's my selective memory and granted I still won, but that's because I knew the AI plan.

    But I don't know, it just feels wrong, if it were a 100m or 150m, I could understand.

    It'd be really nice if someone could take a closer look in those this, to confirm or deny it. Or tell me what the best way is to verify it.

  2. I'm a little confused, I've installed the Marines patch, but the new Version 111.brz file is only 9MB - can this be correct? :confused:

    I only took a quick glance at the patched game, yet - but it seems to run fine so far.

    Same here it seems to be right, I think these brz files only contain art and 3D models, and since there were no major changes the size of the file shouldn't be big.

  3. Blue bar makes the CM experience much faster. On maps with relatively little action, it's much faster than waiting a whole minute.

    One thing I noticed though is this:

    When units are "buggering out", the crawl away from the target, which is good I guess, but at the end of the turn they do not change their facing. So they have their backed turned to where the danger is most likely to come from!

  4. I've just finished the first scenario in the Marines campaign and to my surprise got a Total US victory. (I should explain.) All but four of my Marines were killed but we did manage to occupy the Observation points and spy out (and indeed bomb for good measure) the suspected "parking lot".

    99% friendly dead is hardly a total victory in my book, but anyway...

    What are (are there any) Rules of Engagement?

    Several times my Marines ran into a house for no reason other than it seemed a safer route. There were no enemy combatants there but what if there had been civilians? Okay, I know the game doesn't feature non-combatants but shouldn't we factor that in somehow?

    I mean at some point in the game I suddenly got lots and lots of Air Power (I love Air Power) and a touch of off shore floating gunnery too. Now my mission charged me with destroying fixed positions and enemy command units which, because I'd played the game so badly, I'd seen nary a one.

    Does that give me the right to expend every ounce of firepower on targets I figure are likely or do I only fire when I have reasonable cause?

    If Congress has enacted a State of War then I can kill everything I see (and be hated for generations) but if it's a crusade against terrorism, should I?

    What it comes down to in the game (and it is only a game thank God) is, when I get the extra firepower should I just use it?

    It depends on the scenario. Sometimes points can be awarded for preserving buildings. So if you go about blowing everything up, you will not get the points. But in my experience, this is usually not the case. This basically determines your rules of engagement.

    Be careful with using up every available fire support in the campaign though, because they might not always be replaced!

  5. The first few patches forced us to restart our PBEMs, the later patches we could just continue playing. What about for 1.11?

    I've put a few games on hold while I'm going through some torrid times at work (big apologies to all my opponents!) and as we get closer to release, I really hope that this question can be answered.

    Make a copy of the 1.10 exe file. I heard somewhere you can use that to play 1.10 games. Any rate you better start sending me turns again :P.

  6. Errrr No, and im sorry if someone else pointed this out but i didnt see it if they did, but the odds of spotting dont increase because there are more soldiers there (to sit the test game wise) the odds remain 1 in 10.

    All soldiers INDIVIDUALY have the odds 1 in 10 to spot whatever, chance dictates that they could be there forever with out actualy spotting anything due to the fact the previous people (being tested) cant effect the actual situation.

    ie: ten balls in a sack all numbered 1 to 10 and ten people, if you tell them to pick a ball and KEEP it then the first guys odds are 1 in 10 but OVER THE GROUP its a sure thing. Tell them to pick a ball then put it BACK and the odds over the group REMAIN 1 in 10.

    10 guys with 1:10 chance of spotting, is the same as 10 guys with 9:10 chance of not spotting each. The MG doesn't get spotted unless ALL 10 of them don't spot it, and that equals (9/10)^10 (assuming that their spotting are uncorrelated). (9/10)^10 ~0.35, so the chance of at least of them spotting the MG is 1 - 0.35 = 0.65 or around 65%.

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