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Posts
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Posts posted by rocketman
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In the recent CMRT patch it was indicated that troops and especially engineers are now more likely to detect nearby mines. Did that improvement make its way into CMBN 3.11 as well? Couldn't see it in the description, but I could need it in my current game
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Thanks Ales!
I'm surprised nobody has recommended a "gridded terrain" mod.... seems like a useful tool to see the lay of the land instead of just looking at the sea of grass. Am I missing something here? Is it not that useful?
I find it very helpful and find it difficult to play without.
Also, get all of Fuser's verhicle mods (lots of them).
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This looks great. Epic, yet not too many units. However, can't find objectives on map (have toggled) or in the briefing. Am I missing something?
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Hello everybody. This time of year with the cooling weather, I get a hankering for some winter battles.
Awesome - couldn't agree more. Haven't played enough CMFI recently and winter battles even less. It will give me that special season feeling
Also small battles is a big
in a campaign.
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Great scenario. Really well made. Hadn't played the original but I imagine it was even more difficult without the Flammpanzers (really effective, though terrifying, for area fire). Beautiful map with lots of options about how to approach the task at hand. But what a grind! Those stubborn paras really put up a tremendous fight. Lots of close up action.
I also like how there were many objectives scattered around the map.
Highly recommended for anyone with the Vehicle Pack. Five out of five!
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There is a training campaign in every CM-game, but I wonder if the CMBS will be specific on modern era tactics, or mainly be a matter of getting to grips with how the game/UI/units and so on work. I have only played WWII CM-games and know absolutly nothing about the modern era (but keen to learn
), and want to some guidance on how to go about things in a sensible way.
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I've had a similar issue in the past, but restarting the game after rebooting the computer made the modules and scenarios appear. Hope it helps.
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Well, as long as Oddball can afford the game
Although, with CMRT, I did have a benefactor who bought the game for me since I couldn't afford it.
I'll be eternally grateful for that.
Maybe we should set up a CM-charity cause for all poor grogs out there who can't afford the games. Talk about a life saver.
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Will the full stream be available on youtube later on?
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Get well Chris. Please give a heads up on the forum if there is a mid-week stream.
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+3 to Target Special - would be great!
@rocketman, have you tried target briefly? This should conserve both your HE and your fuel. Unless you really feel the need to flame a building for an entire minute:D
Have tried briefly. But the great thing with the flamethrower is that it spreads the flame both sideways and in depth, thus covering a lot of action points. This is essential to root out pixeltruppen hiding in foxholes. It is possible to clear a couple of foxholes per turn. So target briefly doesn't really solve the problem, it only prolongs the use of HE. Also, HE area fire has a tendency to, especially at short range hitting its mark, thus being too accurate to do the job of the flamethrower and is thereby unnecessary to fire simultaneously.
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Does target light work for the flamethrower?
Nope. It doesn't.
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Fortress Italy/Gustav Line needs some love next
Hear, hear. I'd like a Battle Pack with a lot of scenarios set in winter conditions.
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Tanks with flamethrowers are a formidable asset using area fire, especially for taking out well hidden troops in dense forests. However, if I target light, flamethrowers are not used. With target, it fires both main gun and flamethrower, esentially wasting a lot of HE. So, I wish there was a unique targeting order for these units - "Target Flamethrower". Possible?
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Great, was just about to make a wish for a mod for the Flammpanzer, but you read my mind
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It nevertheless gets very tricky in the thick forest advances whdre I acrued the most casulties due to practically invisible enemy until you are right "on top of them".
Can't agree more. To me that part is the biggest "horror" in CM. It tends to get very messy very quick.
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That might be the problem. Got used to "the crocs" that can fire flame any which way. Also, it is scary to get close as 50 m for fear of PIATs (even though they have a tendency to be wildly inaccurate).
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Currently playing the reworked Borderland-scenario, but for some reason the Flammpanzers are reluctant to fire flame, even at targets within 50 m radius :confused:
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If you don't have previous experience with CMSF, you'll be mightily surprised about the differences
Yep, guess I'll attend Modern Tactics 101 soon.
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I will be buying this, it will be my first modern era CM title...
My first modern title as well. So, you buying it means also modding for it? Pretty please
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Amphibious vehicles. And I had just posted in the CMBN forum that I thought they'd be a lower priority in the plan.
And I just posted that they might be
Bring on some beach landings!
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Now that "CM: Black Sea" is announced (yes, check it out!) it will have tanks with amphibious capabilities travel across deep water. Maybe that means that they have changed the game engine so that we in the future might see amphibious vehicles in CMBN/CMFI as well.
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Wow, I got the first post
Great announcement. Looking forward to making the jump to the modern era.
Models look very good.
I wonder when it is released...
Edit: Aargh, sburke beat me to the punch as I was typing.
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Thanks for this beauty Fuser. You can all take it for a spin in the revamped "In the shadow of the hill" scenario - you get three of them
And you'll get to use them a lot, if you are careful.
A look at the new US soldiers in Black Sea
in Combat Mission Black Sea
Posted
A muscle grog![;)](//content.invisioncic.com/r254563/emoticons/default_wink.png)