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Pkunzipper

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Posts posted by Pkunzipper

  1. I had pathfinding issues too entering the wood area. I moved an entire platoon and only 1 of the squads managed to enter the woods from that bocage opening. The other 2 squads went the long route (they were lucky since the tank platoon just cleared the long route).

    I had another issue in this map, I reported on the campaign own thread but got no response.

    WARNING - IT MAY CONTAIN A SPOILER:

    If you zoom out (can't remember if full zoom-out or middle level) you can guess the position of the trenches where the enemy heavy weapons are placed even if you units have no LOS to them.

    However I agree this is a great campaign! Congratulations to the author!

  2. Just jumped in to say that I'm enjoing very much the campaign so far!

    If I find the time I'll try to give you some feedback about my battles, but since english is not my native language it is a very time consuming job :)

    I just have to report a little oversight (or maybe is a bug of the CM:BN engine) on the 4th battle:

    *** SPOILERS ALERT ***

    At full zoom-out, watching the field behind The Hamlet, you can notice a sort of trench work, even if you have no LOS to that location. Needless to say I will keep my mortar rounds for anything is hidden there!

    For the rest really a great job! (2nd mission above all, it was a blast finding that AT gun!)

  3. That may be true but it kinda goes against my tactic of clearing houses. Two teams putting down covering fire into the house while the third team "quicks" up and drops a few nades before storming the house.

    It worked in CMSF, it worked IRL (yes they did this in WWII) so I would like it to work here.

    I think the problem in your example is the "Quick" command.

    Try giving the 3rd squadboth the assault command and the area fire order on the same house.

    Remember also to stop other squads doing area fire when the 3rd unit will storm the house to avoid friendly fire.

  4. 1. If I want to shoot my mortar at a TRP I have to have the mortar HQ or higher ask for it. Why cant I just go to the mortar team and request the shooting directly? I mean, you can target direct with a mortar team if you have LOS so why cant they shoot a TRP directly?

    How can the mortar teams know there is a target at TRP and it's the right time to fire if nobody tells them?

    2. If I move my mortar team during a game how is it they can still fire at a TRP? In CMx1 wasn't the TRP null and void for a mortar team if they moved to simulate the data going out the window?

    Good point, only mortar teams that never moved should get the bonus firing at TRP location.

  5. Here's the last thread on this topic I could find, it goes into quite a bit of detail about how to get squads/vehicles to cover multiple action spots (only really a problem in WeGo of course, in RT you just wait 10 seconds and target the next spot):

    http://www.battlefront.com/community/showthread.php?t=96736

    Thanks for the link.

    There are some good posts in that thread after the discussion derailed to this topic.

  6. Are you talking about making the linear target width wider? Say a rectangle that would cover a larger area vice the circle as depicted in area fire?

    No, I was talking about issuing area fire to Infantry or tanks. Currently the area-fire order is on a single point (even if the squad open fire against the whole block).

    My suggestion was to allow us to give line area-fire orders like we already can do to artillery missions, in order to suppress more blocks of bocage or houses in the same turn.

  7. I'm currently enjoing CM:BN very much, the demo was a nice surprise and the complete game is not less fun.

    I like to play WEGO mode, because I like to view the replay multiple time from different position of the battlefield and because it simulates nicely the difficulties commanders have on understanding what's is really happening on the battlefield before issuing any order.

    But I miss the possibility to move the target command in order to suppress a whole bocage (or houses) line in the same turn (without wasting ammo for 60 seconds on the same spot).

    So, since we have already the "Line" fire for Artillery, I was wondering how difficult would be to implement a line target for area fire order too.

  8. I did that already, in fact I ran all the tanks through at, Slow, Move, Quick and Fast. There was no significant difference in the results. I am not really surprised because when they get to the bocage the tanks slow right down anyway whilst they make the breach.

    Crew quality had no discernable effect either. At first I found that a bit odd, but on reflection it does make sense - the roots branches etc that would cause the damage are wholly outside the influence of the crew, is is just a mater of luck.

    LOL, just deleted my post in the moment you replied, as I just saw you already stated to have tested with every speed command.

    Yeah, tanks slow down before crossing an obstacle, so it makes sense that speed does'nt affect the probability of damaging the tracks. Thanks for answering.

  9. I had the same problem, the game gave an error as soon I clicked on the menu.

    For those with an ATI card, try to open Catalyst Control Center and go to "Gaming". Disable Adaptive Anti-Aliasing, Triple buffering end Catalist AI, leave all other options to "Use application settings".

    It solved the problem for me.

  10. I'm quite new to CM system.

    I like the game (tried the demo), but I wanted to get other people opinion about turn system...

    In your opinion is it right to be able to think next moves for more than 60 seconds for a minute long turn?

    [ December 16, 2003, 05:13 AM: Message edited by: Pkunzipper ]

  11. Well, an election with a plenty of "sqadristi" or black shirt (as well SA or SS) walking around are not so democratic...!

    In addition when the media power is all in the hand of one man (Mussolini in '20-'30, nowadays Berlus....ehm this is another issue...!! tongue.gif ) some people easily vote for the wrong party only becaue they are mis-informed....

  12. I agree. This is one of the few times I see this topic discussed with enough intelligence by everyone...

    Botto, the ones that fought with RSI were no more and no less brave than the ones that stayed with the king or the partisans...

    Men of all nations are equals, what that makes them behave in differents way are things like motivations (remember that Mussolini never was democratically elected), quality of weapons and their effectivness against enemy (Italy had no effective AT weapons, few SMG and also an old inadeguate 6.5mm rifle!), supplies and leadership.

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