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molotov_billy

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Everything posted by molotov_billy

  1. I can't seem to find one. I want to be able to toggle, or switch around between standing, crouching, and prone. I do this pretty often, and the right click menu can get tedious. The only option in the control menu seems to be the toggle between AI stance and manual (I think that's what it means anyway?) Am I missing something?
  2. By the way, try flanking FAR right (map edge far) with your tanks to start. Some of the tank spotting was easier from this direction (I even spotted a couple at 1km, before the T34s even fired, outside of their effect range but close enough for a 88mm to reach.) Leave 1 tiger or even a 88mm flak on the left side to take care of the counterattack when it triggers. You won't need a lot of infantry, maybe 2 squads, considering that artillerly will take care of a lot of the enemy infantry. Keep them far back or in APC's until the long scripted artillery bombardment is over (it will trigger once you pass a certain line with any unit) Use your tanks to area fire into the MG bunkers. You don't need to "spot" them to kill them. Use mortars to take out any leftover AT guns that the scripted artillery does not destroy. (Dead bodies wil always be visible. Drop mortar rounds into gun pits until you see a bunch of dead bodies or a squashed AT gun.)
  3. Tigers and panthers are pretty much required for this. You'll need something to take a ridiculous number of hits, considering the T34's can be very very hard to spot. Some of the T34's will be spotted quickly, some will never be spotted unless you drive right up next to them. I ended up reloading/retrying until a reasonable number of the T34's became spottable. With tiger's/panthers, you'll generally win that engagement if you stay at long range. Sneaksie, have the developers playtested through any of these missions without tigers? It seems like with a typical german tank force and combined arms (pzIV longs, etc), these missions are actually pretty impossible.
  4. I understand these things as well, but what I don't understand is the continued inability to see that target after 15 minutes of fire. Concealed positions provided an ambush opportunity, not invisibility through 15 minutes of firing a 76mm cannon!
  5. PS, I had crazy good spotting values on nearly everyone. This is the 3rd mission in the campaign, and I've been raising nothing but spotting values on every soldier, because it's driving me nuts. Doesn't seem to make a difference.
  6. So I rushed him, and I had to drive up to within 15 feet of him before I finally saw him. He was out of main gun ammo at this point but still firing his MG at my apc's. Not sure what to do when this happens. I either let him take out my tanks and infantry one by one, or bum rush him and let flanking fire from some other hidden enemy destroy half my force, all to get at one T34. At least with the invisible AT guns, I can cheat and just send HE at the gun pit. Obviously not with this. spotting2.zip
  7. So very often, I get oddities where tanks, anti-tank guns, or machinegun bunkers refuse to get spotted. In this case, a single T34 held up my entire attack because not a single soldier in my company(?) could see him. I've included in the zip a screenshot of the case. 8 or so vehicles, 10 infantry (most of which had died at this point) all staring at exactly the point there I know the t34 is shooting from (I can see his tracers.) Not in 15 minutes of the T34 tank firing his main gun at my tiger(and occasionally his MG at my infantry) did anybody see a tank. So keep in mind that he, alone, in a tank, can spot individual infantrymen sitting in the grass, while my 30-40 pairs of eyes cannot see him firing for over 15 minutes. (He eventually ran out of ammo.) I eventually gave up on this scenario and decided to take the picture after that single T34 had knocked out 4 of my STUG's without so much as a visibility blip. Luckily enough, he focused on the Tiger's frontal armor which seemed to be impervious, so I was able to collect all these spotters without getting them killed. 15 minutes! Something's wrong and it's definately ruining the product for me at this point. Anyway, check out the screen shot. I marked the t34 position with a red arrow. I can send a savegame to a dev if that helps. spotting.zip
  8. I haven't been able to spot any AT guns from the hill yet, with any units. I've tried a bunch of tests, and it seems like individual riflemen in the trenches are easier to spot than anti-tank guns which are constantly firing. I've tried scouts, tanks, commanders, etc. Once in awhile I've spotted individual infantrymen that are crewing the gun, but never the lot of them, and never the gun itself. The only way I've been able to succeed in this mission is by dropping HE by direct fire into all of the gun pits. I really think this is a bug specifically with AT guns, as spotting seems to be fine otherwise. My tanks and infantrymen have no problem spotting man sized targets, and given enough time, will eventually clear out entire trench lines of infantry at range. But the AT gun in the same trench complex remains completely invisible, even though it's constantly firing. It's been a fun game so far, I've just had to cheese the AT stuff and fire into the pits.
  9. Commanders can spot the anti-tank guns that 20 other men cannot? I don't understand. This wasn't even a problem of communicating the positions to the tanks. Not a single set of eyeballs on the map could see a single anti-tank gun. But is this really how the game works? I need to purchase a commander unit in order to spot enemy troops?
  10. 6 tanks, twenty five minutes of firing. Broken! Describe in detail to me why a "flank" would provide a better vantage point, and what exactly a better vantage point would be - my tanks were sitting on the highest terrain possible, with clear lines of sight to the gun pits. Try it yourself. It's the first german scenario of the campaign. I know you're trying to play the salesman at this point in time, but please don't tell me that the scenario was correct - especially when in another thread a developer mentions that spotting values are broken and are being corrected in the first patch.
  11. So I have two tiger tanks and 4 PZIV's slightly further back, all on a hill. I know this would happen, but apparently there were 6-7 anti-tank guns firing at the various tanks, mostly the tigers. I waited a full 25 minutes through this firing, and there was never a single anti-tank gun spotted. My tanks were eventually worn out, but they were facing frontally the entire time, and they had a perfect view of the area. Secondly, I had some infantry come up to the hill to hopefully spot the guns for the tanks. No dice. About 10 minutes of two full squads obvserving, only thing that they ever saw was an MG. I eventually just had to order direct fire on the gun ports, since I knew they had to be there. Kind of cheesy. Anyway, seems completely broken. What can I do to allow my tanks to spot anti-tank guns, other than charging suicidally in?
  12. Doesn't that seem like a tedious and unreasonable expectation to have for players to do for each and every gun pit in each and every scenario? Wouldn't it be better to just fix the bug?
  13. Wow, unbelievable. Do I really have to control the stance of every individual soldier in order to be succesful at this game? Are these kinds of ridiculous features just the replacement for a sensible AI that reacts to its surroundings on its own?
  14. I don't know what to do with infantry. None of the scenarios that I've played would have resulted in a different outcome had there been no infantry in the mission at all. I feel like this game is largely an AT Gun/Tank game with infantry being not much more than background noise. Even a large gust of wind seems to knock out half my troops when I'm not looking. All the more strange is how much detailed info is given to individual soldiers, skills, etc, and yet they serve no purpose in a typical battle. I could care less if some individual's "spotting skill" goes from 20 to 25 in between a mission when their overall chance of survival is nil. What's going on over at 1C? How does this bizarre stuff get shipped again and again without iteration or improvement? What am I supposed to be doing with these infantry slots?
  15. morale? I didn't realize morale was modeled in the game. I've never seen anyone retreat/surrender, or disobey commands.
  16. You've played a Kursk demo? Where is it available?
  17. Is this scenario in the repository somewhere? Would love to give it a try. Thanks for the AAR.
  18. Searching for "AKD" results in 2 files found, the lite version and the base version.. no brit patch. Looks like someone resurrected another thread about the same thing. I guess AKD hasn't gotten around to uploading it yet.
  19. Does anybody know of a sound mod that covers the british modules as well as base/marines?
  20. I've been playing shock force marines on a new machine with no problems for a couple of weeks. Today, after downloading a couple of scenarios and seeing them not show up in the ingame menu, I realize that I'm not running the latest version of the game. So I download the bf.com 1.11 incremental update (which is where I bought the game from) and install it. Seems to go fine, but now, when I try to run the game, it's only bringing up the e-license menu. I enter my license, and it tells me that this license doesnt have any installs left. What? The unlicense option in the shortcut simply brings up the same dialogue, that I need to license the game. What do I do?
  21. No, models and unit behaviors/stats cannot be modded - skins, maps, and sounds can be added/changed.
  22. Remember, my preference is to play WeGo, not real-time. </font>
  23. Seems to be working for me - AT guy moves up to see the target.
  24. Well, for singleplayer - hit the pause button.
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