John1966
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Posts posted by John1966
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I thought this was a thread about pixtruppen forcing windows so they don't die in a hail of bullets going in through the "wrong" door.
Disappointed.
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This is where it's already pretty dark and theoretically getting darker. About 10pm in the summer. I thought it might be to do with the time though.
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But why does the lighting effect change a few turns after turning it on? It's a very sudden and definite thing.
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Bit puzzled by this (new to me) feature.
Actual night (with the artificial brightness) seems darker than it used to be (I've been away). Is that right or my imagination?
So you sort of have to use the artificial brightness (when it didn't seem a problem before). Turn it on and you get a very pleasant "moonlight" effect that looks pretty cool. Still seems night but you can see enough and it's atmospheric.
Then after a few turns, it suddenly lurches into a sort of 'orrible artificial day that looks nothing like night at all. Easy to forget it's night, in fact.
And you can't get it back as it was. Turn off the brightness and it's pitch black. Turn it back on and your back to the artificial looking light. Can't get the moonlight back.
Is this all deliberate? Am I missing something?
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4 hours ago, Zveroboy1 said:
And more often than not, if the tempo of the attack is fast enough, shells are regularly going to be falling 200 m behind you doing very little harm.
Where the enemy arty is landing is something I often treat as an indicator of whether I'm ahead or behind schedule.
If it it lands right on top of me, I'm obviously in the right place.
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5 minutes ago, SimpleSimon said:
A lot of the time scenarios seem too light on TRPs I think.
Absolutely. And if you're playing the Brits in a WWII scenario, they're essential.
Amazing how difficult it can get for the Brits without them.
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41 minutes ago, domfluff said:
Hiding an FO during the spotting phase is (probably) going to make that worse.
I assumed as much but I wasn't sure if it was modelled into the game. From what you're saying, it is.
42 minutes ago, domfluff said:Laser Designators will improve this, if the FO has LOS to the target
I only play the WWII version of the game so that doesn't come up very often.
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Slightly off topic (but not entirely): If you order your FO to hide after calling a strike, does that affect the accuracy?
Being doing it a lot lately to avoid the scenario in the OP but it seems the arty is coming in all over the shop.
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6 hours ago, Warts 'n' all said:
In the meantime would I be right in thinking that your name is a reference to John Connelly, the only "John" in the England World Cup squad in '66?
Er, no. It's my name.
You may be able to guess how old I am.
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On 8/23/2020 at 7:40 PM, MikeyD said:
Then I forgot it existed!
Once you get used to it (and it seems to be better without shaders), it looks garish and hideous when you turn it off. So I'm stuck with it now.
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On 8/23/2020 at 10:54 PM, Warts 'n' all said:
John, why did no one tell you? Perhaps they didn't know what the hell "know when" meant.
Imagine my horror when I spotted my typo when it was too late to edit.
Hoped no-one would notice but here we are.
Oh, the ignominy.
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It was Yossarian.
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1 minute ago, Vacilllator said:
If I recall correctly you mentioned it happening with the large 'steeples' in CW Holy Ground
Actually, no that was someone else. I did post something about Holy Ground but not about the doors (which I didn't notice, TBH).
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6 hours ago, Warts 'n' all said:
Perhaps you could post some screenshots of the ones that are giving you trouble in Normandy.
I'll try and remember next time it happens.
But recent examples include one-storey isolated house and a two-storey town house adjoining an identical one. Both had doors front and back and the door in front of the pixeltruppen was ignored in favour of the one round the other side with unamusing consequences.
I'm normally too busy swearing to remember to screenshot.
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11 minutes ago, Warts 'n' all said:
That is why it doesn't show up in Battle for Normandy until the Market-Garden module.
It happens in CMBN. Saw it last night. Seen it many times and I haven't got the MG module yet.
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2 hours ago, Warts 'n' all said:
The only way to avoid having your troops shot up is to run some tests and make a note of which buildings have the door bug.
This was actually done in real life by the 43rd Wessex after some unfortunate incidents around Caen.
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14 minutes ago, user1000 said:
I assumed bf knew and the doors were barricaded or locked, some people would do that, hoping to return some day. The doors were of pretty heavy metal or wood back then no?
You'd think soldiers fighting in an actual combat zone would be able to get around the problem of a locked door. In fact I'm always slightly baffled they never elect to use the windows. Given the choice of walking into a hail of bullets or inconveniencing themselves climbing through the window, I know which I'd choose. And trust me, I'm far too old and fat to treat climbing through a window lightly.
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1 hour ago, user1000 said:
I experience this commonly, they enter the side facing the enemy. Why do you suspect it's a problem on one game and not the other. I thought all the games were suppose to be on the same page with each other.
Only because someone alluded to it further up the thread. I'd have thought they were the same too.
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Due to my frustration with doors I searched "doors" and came up with this.
My pixeltruppen ignore perfectly good doors in front of them all the time only to run round the building into a hail of fire. Particularly frustrating moment last night when I patiently waited for the engineers to arrive to blow a hedge so my guys could get into a building through the "safe" side. Guess what they did?
But reading some of this thread, is this largely a problem in CMBN rather than the later releases? I note someone saying it happened occasionally in CMFB but "occasionally" is preferable to the regular frustration I currently seem to be experiencing.
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The problem with the first mission is that your tanks can't go off road due to the mud and there's mines at the crossroad. That's the only place the tanks can get into the town. So you're bound to lose at least one tank. In my case I also lost the second to a Panzerschreck round trying to get round the first.
I then compounded that by realising taking the second objective was now impossible so committed far too many troops to trying to get the last two resistors out of the first in a house surrounded by a high wall with one way in. Never got them out and lost a load of men trying.
So second mission was without armour and with highly depleted numbers.
One of those cases where you'd be better placed not going after either objective, just get a toehold to deny the enemy getting them.
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I think there was a Goodwood scenario for CMx1 if anyone is feeling retro.
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1 hour ago, Warts 'n' all said:
No, it is from the earlier Operation Epsom, which took place further to the west.
Believe it or not, I have come on here at precisely midnight just to reply to my own comment with, "I'm talking cobblers, it's Epsom."
But you beat me to it.
I'm sure naming operations after race courses seemed a good idea at the time.
I'm sure there must have been Operations Chepstow and Uttoxeter but I can't be arsed to check.
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Isn't the Scottish Corridor campaign Goodwood?
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2 hours ago, MikeyD said:
Its probably not a coincidence that the message popped up just as the service provider updated the discussion forum.
That did cross my mind.
Beware the Hunt Command
in Combat Mission - General Discussion
Posted
Bring back Move to Contact.