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Molloy

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Everything posted by Molloy

  1. Several members, including myself, have posted in the BFC Opponent Finder forum (English)... I'm eager to get a multiplayer game going.
  2. This has been discussed quite a bit lately. You might want to do a search, as it's somewhat complicated. Short version: Yes, there are serious issues with engineers/blast command and breach pathfinding, but I believe they are on BF's "priority" list.
  3. It seems most are not experiencing file corruption, so it's likely on your end somewhere (BTW, I use and recommend IZArc).
  4. Truly a great scenario Kieme(ITA). Very nice mapping and design generally. To be honest, I had more fun playing it than most of the official releases. Thanks!
  5. *********SPOILER ALERT************* I second the suggestions of additional Syrian AT assets (possibly a true ATGM threat) in the tree line opposite the Strykers, and clearer objectives within the town. I sent the follow snippet in your response form: I liked the opening "surprise" (for a change of pace), and the AI's aggressivity with its ambush, although it was not very effective in my single play through (although this, of course, varies each game). The Syrian RPG teams only managed to disable two Strykers the entire match, both in the opening minute (before being quickly destroyed). Blue infantry was largely unscathed (I popped smoke and dismounted quickly). The number one problem for the Syrians (which may have been an intentional design choice?) is the long fields of fire. The Blue forces are guaranteed support fire for nearly every avenue of approach due to map layout. With the Strykers (especially 40mm) and MG teams having clear fields of fire throughout the village (even when standing off hundreds of meters), the Syrians had no chance. I found the scenario to be too easy for Blue, which was reflected in the total victory. Also, I deliberately refrained from equipping or employing any Javelins. p.s. The air support became available with two minutes left (and a response time of 6 min). [ August 07, 2007, 09:40 AM: Message edited by: Molloy ]
  6. Thanks for the welcome, although I've been around (albeit with a different and rarely used handle) since 2003, so I'm accustomed to the antics around here
  7. M. Dorosh, I have been meaning to thank you for "Lock and Chase", as it was one of my favorites of the campaign. I think you did a great job with map/force size, captivating premise, and generating a sense of pressure to keep that platoon moving. I second the notion that what is needed is more variation in battle context. The standard "assault" mode gets stale rather quickly (at least against a predictable AI). Thanks! edit: BTW, I am about 15 missions into the campaign, so I will refrain from judgment on it generally until completion.
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