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zwobot

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Everything posted by zwobot

  1. Both is a bit frustrating, I canceled a PBEM because of sloppy TacAI and playing against AI in singleplayer and realtime is out of question for me. I want to play WeGo all the way. Besides, I think the "action spots" are kidding me, I had a BMP which had LOS to a half or a third of a single house in urban area. I ordered it to area fire the said building with the result being that the target line shiftet a few meters into the middle of the house which was not in the BMPs LOS thus it refused to fire at the house. Don't know if this is an actual bug or a "feature" and I was not able to reproduce it yet since I have not played CMSF since then.
  2. What is a good engagement range for an RPG-7 ? I am playing a PBEM and I wait for the opponent to come closer into the town I am defending. Currently I have good LOS to some of his BTRs about 150 to 200 meters away. Are 150-200m too much distance for a regular antitank team to hit something effectively?
  3. I have tried the pause order too, sgtgoody (esq) but obviously it affects move commands only. Maybe we get more fire control in a future patch.
  4. I second advanced shoot commands. It would come in very useful in WeGo for better controlling a units fire and conserve ammo.
  5. It turned out useful for me if a squad that has the Javelin and missiles left, could store them in the vehicle again (de-acquire so to speak) before clearing a building for example.
  6. Thank you for the answers. "Target light" is not available for all units and it just hinders the unit to use heavy weapons (like the main gun of an M1 tank).
  7. How is this done? It would be just as good. For now I don't really care if the firing starts at the beginning of a turn and ends after 30 sec. for example or if the firing starts at the end of the turn after a 30 sec. pause. A pity that this is not in, I think I remebered one of the devs said something like this will be in, but apperantly my memory is wrong or it is not in... As for directly targeting an enemy: right, the firing unit will cease fire once the unit is in cover and invisible. But units in buildings for example are never really visible in my experience and the only way to fire at them is by area fire which will last unitl cease fire command by the player or the unit running out of ammo.
  8. You can issue a move command and tell the unit it to start moving after a certain dely in time (15, 30, 45,... seconds). Is there a similar command (in WEGO) for telling a unit to stop (area) firing after some seconds? I want to prevent units from running out of ammo in one minute of high volume area fire (especially Strykers with 40mm grenade launcher and such which have quite limited HE ammo).
  9. I need show all waypoints or targets feature too. Bad that it is not there (yet).
  10. I like the way artillery is handled in the game. The status reports of the assets are a bit weird though ("Firing 1 min" - does this mean the asset will start its mission in less than a minute or will the mission continue for not more than 1 minute?) I just wonder how I can adjust a mission? Everytime I select the spotter of a fire mission and click on "Adjust mission" nothing happens though the spotter is linked with radio or better to superior units in the chain of command (playing on Blufor). Is this a bug or is it my fault?
  11. Same problem for me, I have to try out to cancel the save. The second training mission crashed also after being loaded right after the first one, but after a reboot and reload it was fine. My specs: CMSF battlefront 1.01 version 1,7 Ghz centrino mobile radeon x700 mobile, 128 Mb 1024 Mb ram Windows XP SP2
  12. I dismounted my 2nd Stryker platoon too early in the first campaign mission. About 50% got killed almost right away in the enemy cross fire. I realized it was very foolish to let my infantry dismount 300m in front of half-suppressed trenchline.
  13. Does the player have to take special care about casualties? I play at Elite difficulty mode, the manual says buddy aid takes a while in Elite mode. But it doesn't say what the player has to do about casualties.
  14. I have the exact same problem, but it is a bit worse for me. Everytime I pressy any key ingame the controls freeze for 3 or so seconds while the fighting goes on without any lag.
  15. Will the (Tac-) AI use movement techniques like travel, travel overwatch, bounding by fireteams at the squad level in dependance of behaviour presets the player can give? For example: I order 1st squad of a platoon to move somewhere, and at the same time I set the squad's behaviour to "danger". The squad then will bound to the destination by fireteams. If I set behaviour to "safe" or so, it will travel or travel overwatch. Will this be in the game or will we have to micromanage squads to do movement techniques?
  16. Good point. I hope with the new handling of objectives / victory conditions it will be possible to do reconnaissance patrol scenarios with insertion, recon and reentry of friendly lines. But maybe that would be quite boring and not feasable with time limits.
  17. If you play a scenario in real-time instead of WeGo, would one get more time (will there be time limits at all?). What I think differs real-time from reallife-real-time is that a company commander would not give direct orders to every squad or fire team as you have to in CM, correct?
  18. Mh, not good. I think I will order directly then (if it is possible? Lot's of shipping costs I would think...)
  19. Will the local versions (let's say in germany) be fully translated into german or will it be possible to play german version in english? Translations often are not very well done...
  20. Dont' rush the developers or you will regret it afterwards when your high expectacions are not met by the game. At least this could happen.
  21. To go back on topic: First, Scipio I would not call Armed Assault a shooter and neither is Operation Flashpoint which is the prequel to ArmA. ArmA and OFP are more tactical infantry simulations rather than shooters. I have been playing Ofp since the first demo which came out in the summer of 2001 and trust me nobody in the community would call Ofp or ArmA a shooter. ArmA is designed for rather small scale infantry squad based battles (in comparison to the Combat Mission series where you can command Bataillon sized forces and more). Anything more than company sized battles in Ofp are theoretically possible but the game/simulation works best in shortened platoon sized scenarios. ArmA isnt that much based on suppresion and morale as Combat Mission series games are (and will be in prospect of Shock Force I hope).
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