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zmoney

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Everything posted by zmoney

  1. My question is why on earth are the time limits for the scenarios in the Brit campaign so short? Most of the maps I’ve seen so far are so beautifully done yet the time limits almost ruin the scenarios for me. I just started the scenario were you have to clear some military equipment storage area (and it’s a rather large and beautifully done map) and was shocked to see the time limit set as 40mins. These short time limits through out the campaign is causing me to throw caution into the wind and is causing some unnecessary casualties to my pixel Brits. But rest assured the pixel letters I’m sending to their pixel parents are explaining that their sons gave their lives for the Queen because the designers of the scenarios failed to give me enough time to be careful with their pixel lives. This very issue brings me to another point about a bug that has already been brought up; I’ve spent over $130USD on CMSF and the family of games and with each patch it seems to bring up a nagging problem which ruins an otherwise great game. Like the new save bug that seems to drain time form the clock if you save the game and turn it off. Then when you come back you see that you’ve magically lost some time from an already way under timed clock. So like the wall bug that was introduced in a previous patch this is a problem that a hotfix would be appreciated to fix. Because there seems to be a long wait in between patches and the wall bug made the game unplayable for me until it was fixed in the proceeding patch. These are small gripes I know but when you spend over $130USD on a game you expect to see all the little things working properly. I would like to reiterate though that this is a great game and overall you guys did a great job.
  2. I have a few questions for the BFC team regarding wire obstacles and detectable mine fields. 1. Why are wire obstacles not available in game? I’m sure it’s harder to implement than in CMx1 but I think it would really add to the game immensely. To defeat wire obstacles you could simulate infantry cutting and tying off to create a gap through the obstacle or by engineers using their charges to blow through them. To make it easier the obstacle color could just change from light to dark to simulate that part of the wire being breeched. 2. Mine detection to me and the clearing of mines is a must. You could add in some sort of mine clearing vehicle or have the pixel men do it. I think infantry slow crawling should be able to simulate manually looking for mines, like poking the sand with their knives and all that goofy stuff they were taught in basic. Then once the mine was found they should have the mark mine option since they are probably not going to have the training to defuse the mine. So they could successfully mark a clear path through the mine field for follow on forces. Of course for infantry this would be dangerous and every once in a while they would detonate a mine accidentally. But engineers on the other hand should be equipped with some sort of mine detection gear and be able find, then clear a path through a mine field more easily than their infantry counterparts. This brings me to a third point about charges. I believe that both infantry and engineers should carry them. Infantry could carry small ones for breeching doors, walls and pillboxes etc… I’m not sure about now but when I was in the army 01-05 each squad depending on the mission carried little door busters that could blow open most doors and some walls. The engineers on the other hand could carry large multi purpose charges for clearing mine fields, defeating wire obstacles or blowing up buildings (or just a hole in them either way is fine in my opinion). Just some of my ideas, if you guys decide to implement any of these ideas you can get with me later for royalty payments.
  3. Isn't 1.2 out already or is it just out if you have brit add on.
  4. As far as I know the mines still have to blow to detect them. Which in my opinion is the one big fault of the otherwise awesome game. There could be so many more options for scenarios if mine detecting was in. You could do an accurate opening attack through a mine field while tanks and infantry provide cover fire etc.....
  5. Are you going to post an updated version of road to dinas for the new patch?
  6. Paper Tiger are you going to release an updated road to dinas soon?
  7. RecceDG, I think you’re awesome. I share some of the same opinions but have more compassion for the designers. I have tried to make a few scenarios and fully realize how difficult it is to do. Even if you start with a great idea, it’s just never 100% right. One thing I would like to reiterate from Recce’s posts is the game desperately needs some kind of mine detection/clearing unit in game. Instead of the mine blows (kills some of my men as detection) then send the engineers to mark mine field and they take a few more casualties trying to mark the mines. The eng at very least should be equipped with some sort of mine detection gear and be able to handle that task. I think all infantry unit should carry some sort of demo charge to handle building entries. Maybe there could be two kinds of charges one small (for the inf) and one large (for eng). The small one can be just for blowing holes in walls or blowing open doors etc….. The large or eng charge will be tasked in handling a wider variety of missions which brings me to my next wish. The need for wire obstacles that can be dealt with by inf cutting through them or eng blowing through them with their large charges/bangalores. The eng could use their large charges to easily blow a path through a mine field as well. I will eventually start my own thread concerning some of these issues as to not muddle up RecceDG’s thread. Getting back on track though I have always thought the biggest problem with some of these scenarios is the force mixture and I know from first hand experience it’s hard to get right. So my advice to designers is…. Don’t be too ambitious and don’t try to make a movie, make realism.
  8. Thanks for your reply just tried it and it worked thanks again.
  9. I hate being a pest but I've searched and couldnt find an answer, does anyone know how mine marking works?
  10. Yes I have the same problem could someone please explain how mine marking works.
  11. Im pretty sure LT misunderstood what the subject is about or at least I hope so.
  12. Thanks for the reply and like I said you did a great job with this campaign. It’s very fun to play and I see your point about concentrating your forces. I know it’s hard trying to balance challenge, realism and fun. Because like I said in my earlier post battalion sized battles are no fun in real time, just too much going on.
  13. Thanks for the info. I’m definitely interested in this game and will buy it. I’ve always been interested in Eastern wars. This may be a dumb question but are they going to release any English version?
  14. Spoilers I really like the concept behind this campaign and think you did a great job. Being a former Airborne trooper I have been looking forward to this campaign since you announced it twenty years ago . I am currently playing the fourth mission, where you have to clear that complex. My main gripe with this mission is that this objective needs at least a battalion if not more to properly execute the plan. I prefer company size battles myself but this mission is basically a depleted company plus (US) versus a non depleted company plus of highly motivated/trained SF troops (Syrian). The SOP attack ratio calls for at least three to one attacker against defender. Plus the map is extremely beautiful (all the maps are great but this one is awesome) but the distances needed to be covered with nothing bigger than a 240B providing covering fire is just too much. My two cents is to maybe shrink the Syrian SF down to maybe a platoon plus their attachments.
  15. I really enjoyed this scenario, good job. In my opinion it has the right amount of marines vs enemy.
  16. I played the taking the airfield scenario last year and thought it was great. Being a former airborne troop I have been looking for to this campagin for a while.
  17. I understand the failure rate and that’s why I love this game. I even accept, when not using a specialist AT gunner, that the Javelins failure rate should be a tad bit higher. But…… It doesn’t seem to matter who’s using the Javelin because it seems to me that the failure rate is about 1/3. Same with the TOW, it makes me so mad to see a TOW just fly straight into the ground. I do seem to see Javelins failing more often though. I think the failure rate for a Javelin with a trained AT soldier firing it should be 1/10 or 2/10. The TOW no more than 1/10.
  18. Yea I've been talking about this since the game came out. I think they could make a system like the FO has in the FSV vehicle. Where you click on the FO and then select unbutton. It would work the same if you just click on the individual units inside the vehicle, and then unbutton to open up the troop hatches or click on the vehicle itself to unbutton the commander’s hatch. It makes me so mad that you can’t button up your infantry in Strykers in urban situations.
  19. Actually Israel has the best military in the Middle East but I believe you are correct on Iran being more quantity than quality. Although they produce their own brand of tanks, I’m not sure how good they are though. But then again the Iran/Iraq war was a long time ago and right after the Iranian revolution which purged the Iranian military. I’m sure their military is a little better off now.
  20. Thanks for the advice but I should have been clearer. I am an old pro at this game and the CMx1 series; I tried to deploy them on level ground, on top of a dirt berm and on top of a building but they would never carry out the order I gave them. Like I said in the first post I’ve noticed this a few times and am wondering if it is a bug or something intentional that the game does to simulate lost equipment or something. I also noticed that my MG teams (Syrian ones) did not have their binos either.
  21. Hello, it seems that in campaigns my MG teams (US or Syria) loose their tripods after the first mission they use them in. Right now I am playing road to dinas and am on the fifth mission and none of my MG teams can set up on a tripod. Some of my current Syria MG teams have casualties but in another campaign with the US marines I had no casualties and still I was missing the tripod. Secondly why won’t the 7.62mm ammo I acquire for my Syria MG teams show up in their available ammo count like with the US MG teams? Is it a different kind of 7.62mm.
  22. I am having the same problem. If I had one wish it would be that at least the rocket launcher would refill after every mission. But it makes things more interesting. I know the briefing says to be careful with arty but I was under the impression that the rockets wouldn't be ammo restricted.
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