Jump to content
Battlefront is now Slitherine ×

rocketman

Members
  • Posts

    2,926
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by rocketman

  1. One thing annoys me, and that a lot of times lately when I try to take out a tank with satchel charges, my troops use grenades instead, toss a few then proptly get killed.

    Granted, they take out tracks, but rarely knock the tank out enirely. And they do this despite having several satchel charges. I guess it makes sense in the heat of battle, if troops are surprised that they use the quick fix - a grenade.

    But when hunting with an assault squad with satchel charges, to the rear of a tank with armor target arc and still they use grenades first. :confused: Why is that? Shouldn't they prepare a satchel charge and use that first, as soon as they are in range.

    I guess it is hard to code this seperate behaviour, but I would like to see it implemented. It would even the odds somewhat.

  2. Problem 3: it seems the new hotkey commands are non-customizable, which breaks my customized hotkeys. No new hotkey file? Am I missing something? I don't see target armor arc, of course, in my old file. Half of my old keys work, half don't and have been overwritten by 2.0 non-customizable ones.

    If you have CMFI (with customized hotkeys), copy that hotkey.txt to CMBN, delete the old one, and it works again.

  3. Hi, I have not tried the map, but today i noticed a problem with bridges on another map.

    For ages I could not cross the bridge (we go, vs AI). Every time i tried to click beyond the bridges it seemed to set the way-point directly under the bridge. The troops would run half way and then stop (and then die).

    After a while I spun the map around and was looking from the enemy side, when I tried to move a troop across the bridge then it worked.

    The exact same thing has happened to me. In addition to this it seem when I target on action spots close to the bidge with mortars, they have a hard time getting the distance right (even from some 150 m). Never had this kind of problem in CMBN.

  4. Only way to reliably move across the "grain" is to plot waypoints every AS. It's slow too, even without the waypoint reorg.

    Best avoided if at all possible.

    Sorry, reread your posts and it seems your problem was guys not moving with the grain/rows ? I've not had that problem, without the movement impediment, my guys did it ok ( my sample size is small though ).

    I did plot longer paths than one AS as you suggested so that might be one reason for them moving into the open instead as there was lower restrictions there. It also seemed that one team of the sqaud wanted to go along the row and the other across, so that one full squad is to big to move in line along the row.

  5. So, I had my first "encounter" with moving through vineyards and I must say it was unsatisfactory. I had rushed some troops into the edge of a vineyard to hide. There was more incoming fire so I decided to move ahead along and not across the vineyard rows. However, it was hard to trace a straight line so what happened was that the squad exited the vineyard to try to enter further ahead to the point where I had traced the move. I guess the AI tries it best not to move across rows, but the squad got killed instead when exiting the vineyard.

    Is there a sure way of moving in vineyards, so that squads move along rows and never try to go across? Shorter movement commands? Hunt rather than Quick? Or should you avoid moving in them?

×
×
  • Create New...