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Garm

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Everything posted by Garm

  1. George, I downloaded your scenario from CMMODS (v.2) and unzipped it into the scenario folder. But it doesn't show up. I have no problems with other scenarios from CMMODS. What am I doing wrong?
  2. jonp, I played some scenarios and I experienced exactly the same problem. But my guys get shot at and if I manually want to assign them a target (they rarely open fire on their own, if the enemy is some hundred meters away), I get the reserve slope message although the same unit I target can shoot at my guys. Sometimes, it helps if I give them the area fire command next to the enemy and then reassign the target, but not to often.
  3. @Michael Dorosh: Personally, I always found infantry battles to be very interesting. In future updates and/or campaigns, I could imagine some small ops with special forces to take out a specific target. Maybe with support from Desert Patrol Vehicles http://en.wikipedia.org/wiki/Fast_Attack_Vehicle I hope there will be plenty of new unit in the future to keep the game alive.
  4. I have played it. It was great fun. Something different after all the standard Stryker stuff. I wished there would be more of that kind of scens.
  5. As I mentioned in another thread, ghillie suits for a snipers would be great. I also would like to know whether all infantry (exept uncons) units have the same chance to be detected or if some units are harder to spot.
  6. What camo pattern are they actually using? Is it multicam?
  7. I had a problem with a sniper squad. I wanted to attack a target which was roughly 700m away. The sniper had an M110 but didn't even start shooting although the manual says that it is precise up to 1000m. Has anybody managed to shoot over long distances with snipers? By the way: When they shoot over short distances, they aren't really precise either.
  8. In this mission, I managed to capture the barracks and the airfield HQ, but had lost too many men to successfully attack the SpecForces building. I finally moved on with the campaign without winning this battle. To 1) Sometimes, when there are lots of buildings near an objective so you can guess that there are troops hiding, I use an preemptive artillery strike before getting even near. I also recommand to protect the 40mm Stryker because it is the most effective for suppressing infantry.
  9. Yeah, me. Seems to be somewhat connected with the half-squad bug.
  10. Yes, but only if your soldiers stay in position, if I remember correctly. I am referring to a command which allows you to move and hold fire.
  11. I thought that first aid helps to prevent that severely wounded soldiers become KIA and stay WIA.
  12. Well, a hold fire button would be a bit more comfortable, I think.
  13. My guys show often the same behaviour, not only for breaching commands. But the breaching system is bugged, as it seems to me. I breached a wall and my guys prefered to use the door anyway.
  14. Hello to everybody. I have been playing the CM1 series and I am also enjoying SF so far. Normally, I almost never post in any forum, but I think that this game has indeed so much potential (the first game I preordered in my life) that I just want to ask some questions and suggest some enhancements. These days, it is something extraordinary that a developper team actually listens to the community, so I am sure a lot of problems will be solved in the weeks and months to come. 1. Has anybody been able to mark mines? I have read the manual. In one campaign mission, I was given some pioneers and I wanted them to mark mines. Although the button was there, it was not clickable. How does it work? 2. It seems to me that the Strykers can almost turn on the spot and do not have the appropriate turn radius for a wheeled vehicle. By the way, are there any vehicle that can drive through walls? I thought a least the Abrams could do it. 3. First aid: I don't know how many soldiers in a squad know how to give first aid, but I have seen so far only one man doing it, even if there are more than one wounded. 4. In the after action report, there are often soldiers declared as "missing in action". How is it calculated by the game? 5. Fighting in buildings: Although my men can see the enemy, they do not start shooting immediately. 6. I have seen several times that squads are not using there whole firepower to shoot back after they have come under attack. Only after I have assigned the target manually, all men were returning fire. They same for the MGS-Stryker: The will rarely use their main gun if you don't assign a target. And even when you do, they will often shoot only one round or so. 7. This has alredy been mentioned. I don't know whether it is realistic, but it seems a bit harsh to me that the whole squad in a Stryker is dead, even when the Stryker is knocked out from the front by an rpg. 8. Are some units harder to spot than others? I would be nice if snipers were much harder to detect than basic infantry. Some different graphics (snipers with ghillie suits) would be cool. 9. This has also been discussed, but a hit report like in CM1 would be a big help. Now, you have to check manually if some parts of a vehicle were damaged after an attack. I also miss surrendering/routing units. 10. New units: Special forces would be great, but also german units. Maybe this cannot be implemented, but a simulation of the M1133 Medical Evacuation Vehicle to get wounded from the battlefield (with a much bigger chance of survival) would add a lot to immersion. 11. UI: Detailed tool tips would help a lot. 12. If I double click on a Stryker, I select the whole group. But if the infantry is dismounted, a double click selects the infantry as well, which is a bit annoying. It happended several times to me that I gave a Stryker group a movement order via double click and I realised later that its infantry moved as well (often when it should hold a position). 13. Like others before me, I also would welcome a hold fire button. When you want to move a forward observer, you don't want him to alert the enemy too early. A special hold fire command for heavy weapons would also be nice to prevent wasting of javelins. 14. Another question: Is the armor penetration system as detailed as in CM1? I ask because the data given by the game does not make a difference for exaple betwenn side hull and side turret armor.
  15. I am having this problem in singleplayer, too.
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