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zmoney

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Posts posted by zmoney

  1. On 5/2/2021 at 7:27 PM, badgerbadger said:

    I was playing the Ukraine campaign and I noticed my Oplots had problems spotting and engaging enemy armour from a distance on the 2nd mission.

    I’d set up 2 Oplots on the main road facing the Russian positions to lock it down, and an enemy T-90 rolled around the corner and down the road. Despite having 3 Oplots pointing down it, and despite the enemy tank being on the move on an open road, the enemy T-90 consistently spotted and fired first. Even after taking fire, the Oplots still hadn’t made the spot. 

    One thing that may be effecting spotting for the Oplots (and one of my biggest gripes with this campaign) is that for whatever reason the designer decided to make a lot of the crews green. Seriously, it’s supposed to be the best equipment they can field but the just grabbed some dudes off the street to drive them around?!?!?!?!

     

    Beautiful scenario design but horrible decision for experience lvl’s. It plagues the US campaign as well. One of my biggest gripes in an otherwise awesome game; high tech equipment that is operated by some random hillbillies off the street. Very unrealistic and not likely at all.

     

    I am wondering if the oplots have been patched though. If not why not?

  2. 9 minutes ago, The_MonkeyKing said:

    Before jumping to conclusions one needs data. Where the hit occurred and at what angle? Preferably lots of repetition. 

    There are a lot of weak spots on tanks and under battle condition the angles that the hits come from can be significant, you could hit the roof or if you hit 30 degree front slope when the tank is going down 30 degree hill you can count out the slopes effect on effective thickness of the armor.

    Interesting you mention this, and one of the aspects of CM games I love. In SF I had a Brit Challenger with too much downward angle right as an AT-3 came to make its acquaintance. The missile hit the top of the commanders hatch and destroyed the tank.

     

    Not saying that this is what you have observed but maybe. I am actually quite surprised by the dragons effectiveness as well. I personally have witnessed stray shots but generally if it hits, it destroys.

  3. On 5/8/2021 at 4:54 PM, Artkin said:

    CM is the undisputed king of war gaming right now. NOBODY even comes close. 

    Agreed 100%. Nothing like it, it ain’t perfect but just like Democracy it’s better than the next closest thing lol. I have another game that I tried, can’t remember the name, deals with Operation Bagration and other east front battles. I really like the overall operational aspect of it and wish CM would have something similar, like you get to pick which units are going to enter battle. The tactical level battles of the other game are not my cup of tea. I really like turn based games.

  4. Was playing the Engel campaign. Completed the first mission, my infantry had some casualties but luckily for me it was mostly to k98 troops and one SL carrying an mp40. So imagine my surprise when I start the next mission and all my Stg44 are gone. I remember from ages ago this was a bug, it was actually one of the bugs that made me take a break from CMBN but I thought it was fixed. 
     

    I know there are issues with saves for some reason or another so could it be a corrupted save or is this still a feature of CMBN? 

  5. 2 hours ago, Sgt Joch said:

    I was playing FI my troops would throw lots of grenades to great effect

    This was kinda my point. In other games I use the same commands and my troops launch away like they are playing hot potato. I believe it is an RT specific problem.

     

    I too wish there was a grenade specific command. I would also like to see an option for vehicles to fire different rounds like there is for fire smoke, fire HE, Heat, AP, missile or machine gun etc....

     

    RT-FR is in my opinion (yes I spelled that out cause I’m an adult) one of the best BFC releases but with a few odd game specific bugs if this nade thing ends up being a bug. Such as I would provide a save to show my issue but alas the save bug has eaten my file 😆 

  6. While giving a temporary target command within 30 meters the Germans seem reluctant to throw grenades. I am currently playing the first mission in the broken shield campaign. 
     

    First instance, German assault team in cover from the woods given a temp target order to a building 20 meters away. No nades thrown. Second instance, entire squad in a building temp target a different building 25 meters away. No nades thrown. Third instance, Plt HQ in the woods temp target given 28 meters away in the woods. No nades or shooting in this instance.

     

    This could be chalked up to a bad roll of the dice but in other titles grenade usage seems to flow like the Nile. Possible bug but want other’s opinions and I will do more testing before reporting.

  7. 3 hours ago, Frederico said:

    I really enjoyed this scenario, but I am curious about the scoring. I exited almost all of Stransky's force ( minus one halftrack and 4-5 men), destroyed 18 Soviet tanks and 200 men and still suffered a tactical defeat. What is the secret? 

    Most likely not holding the Bridgehead cost you. Just speculation thought, currently playing that scenario. Well done George 

  8. 17 hours ago, CaptainTheDark said:

     (I love zooming in on an in-flight rocket, then unpausing and watching it zoom, that kinda thing).

    Lol this is one of my favorite things to do as well, I feel like a toddler. Glad to see I’m not the only one.

     

    It seems as if this rendering issue is worse with CMCW than with any other title. I have noticed it in other games but CMCW is next level, I just figured it had to do with some of the other graphical errors being ironed out.

  9. Hey friends, noticed an oddity while playing the excellent British campaign. In the airfield seizure mission there are some bunkers my troops encountered. Noticed a couple possible bugs after the bunkers were abandoned by the enemy.

     

    1. troops with a movement square right next to the bunker would immediately cancel their assigned order at the start of the turn and just lay in the spot they were in.

    2. Troops were moving next to the bunker when I canceled their order stopping them right next to the bunker. They were unable to move for the remainder of the scenario.

     

    Has anyone else encountered this?

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