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missinginreality

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Posts posted by missinginreality

  1. I have had AFV's go sky high moving slowly across a marked field.

    This is what lead to my initial question. According to what I have observed, route finding in a mine field, marked or otherwise, is not an absolute proposition in CMSF.

    Ah I see; well that's weird coz then maybe it does just reduce the chances of hitting a mine rather than negating it completely. Odd coz I had a stryker drive back and forth over a marked filed for a couple of mins and no detonation. Maybe I just got lucky with the probablilities. I think in all this what it's shown though is the whole minefield thing needs a bit of looking at from BF to make it more of an element in game.

    On a totally separate note, your new "subdued rings" mod is quite handy!

    Thanks PP.

  2. Missinginreality:

    If I understand correctly, "marking" mines reduces the chance one will be hit rather than eliminating the chance.

    Should that be the intended case, it's a rather nice touch in that there is always the chance the engineers "missed one."

    I think it's more that "marking mines" provides a way to SLOW across a minefield with no chance of detonating mines. Almost as if they have marked a careful route through. In tests I got zero detonations moving SLOW with personnel and vehicles across a marked minefield.

  3. Interesting. Hopefully Battlefront can address this, and for certain more information needs to be in the manual.

    Totally ND; the Engineer unit could be really useful and mines are a great addition to the game and IMHO would be more so if the Engineers could have a "search" action maybe around neighbouring marked minefields rather than limiting their usefulness to marking the one mined square.

  4. ND, I feel i have to disagree with you on that, from what I've noted in testing here this morning. Yes a SLOW does certainly reduce the possibility of getting hit on an unmarked minefield, however I have yet to have another mine trigger when using SLOW across a marked minefield. I've had units crawling all over an 8 x 8 marked minefield with no detonations and vehicles SLOW moving across it too. Try the same on an unmarked minefield square and the vehicle will often trgger a mine straight away whilst the units can take some minutes but will still trigger yes.However this has not yet happened after some minutes using SLOW over a marked minefield.

  5. I was wondering about units being able to "spot" mines rather than blow up on them. But how's this work in RL? I mean, the enemy doesn't put a sign up for the other side saying "warning mines" does it? Surely unless one's moving very slowly on constant lookout then a mine would be very hard to "spot" accidentally?

    I would envisage that this is why the game functions the way it does. Also that the "Mark Mines" is just that; marking them, not clearing them. How long does it take in RL to clear a path through a minefield I wonder? Hence units still get hit by mines after they've been marked if they move anything but SLOW.

    Which ultimately brought me to the uselessness of going to the trouble of marking them in the first place even though the manual says one can move through the minefield slowly?

    So I did a few tests and found that things work precisely as they "should".

    Once a hapless unit has triggered a mine, engineer units can then mark that 1 single minefield [8m x 8m square] - other units can then cross that 8 x 8 square using SLOW quite safely. Use a QUICK across that square and more mines in that square will detonate.

    Thus the engineers have Marked the single 8 x 8 minefield, made other units aware it is there and marked a small path through it for them to travel SLOWLY.

    So I'm thinking this - when a player buys mines in the scenario editor they get 4 minefields 8m x 8m each field, and it may be safe to assume that they put these generally across one area. So even though the engineers have marked one of those 8 x 8 minefields there's still another 3 left somewhere, which is probably what people see when they move SLOWLY - they are moving into another DIFFERENT 8 x 8 minefield.

    Which leads to maybe think that Engineer units should be allowed to have use of the MARK MINES into contigous squares to the minefield they have just marked. As in RL they'd probably search around the general area for more mines to mark maybe?

  6. haha, thought I'd add to the bloopers; I had an AT squad with a Javelin in a building fire on a BMP; when the missile left the tube there was this funny kind of squelching burp and it fell about 40m infront. Wish I had a savegame game of that to watch over and over :)

  7. Hi Adam,

    I had a closer look at this and what it seems is if I put the action spot 'between' two buildings, with a facing perpendicular to them then they line up paralell to the walls which gives them cover, I guess this is more about units moving to better cover corresponding to a facing though than shooting round corners. :(

  8. A version of this is almost possible with the current editor if I'm understanding correctly, using timed reinforcements perhaps?

    e.g in a 6o min battle, have reinforcements arriving after 10 min with a span of 60 min could mean you either get them or you don't?

    there is no possibility of changing the randomness of whether they appear or not but it does add an element of chance arrival into the scenario at some stage.

    Obviously with this method though there is also no control as to when they appear other than within the time frame specified.

    However it does mean that in the same scenario played many times you would never know whether or not you were going to meet heavy or light resistance at some point through the battle.

  9. Thanks for the feedback folks, much appreciated am glad you like them and find them enjoyable to use in game.

    z1812 - thanks for reminding me, yes I must indeed get to the additional dark red base for the ring mod, I was meant to update it a week ago or so but got engrossed in 1.10. Will hopefully get to it this week and re-up to cmmods. Glad you like the camo too :) Yes I know what you mean - maybe not a precise depiction but has the right "feel" to it; thanks man.

  10. How do you get your guys to line up at a wall or building using cover arcs? I have found that I can't get LOS around corners without shoving the squad around the corner. I'm looking for a way to get 2, 3 guys to be prone/kneeling/standing at a corner for LOS on a cover arc facing down a road at a 90 degree angle to the wall, for example.

    To be honest Adam1 I don't know, it just seems to "happen". The action spot square is a big help though; if i place it right next to a building with a facing or cover arc paralell to the direction of wall they'll make a nice neat line along the wall. With corners the same, place the action spot on the wall, give a target arc "around the corner" and more often than not they'll manouver tpo a position of cover behind the wall but able to target/LOS around the corner. more easily seen with 3 man teams and it seems this is really where the 1.10 TacAI really shines when splitting squads too. Have seen them manouver themselves into good positions many times.

  11. That's totally it hey? No more crawling around aimlessly; the TacAI on bith sides seems to be making smart decisions all the time - indeed especially noticeable in those "caught under fire by suprise" moments that used to be a fair dinkum end to the pixels involved but which now they can actually get out of in a tactical manner.

  12. Well splitting squads works just great with 1.10 but the naming of them seems to go a little wonky.

    It's only a little thing- and hopefully a little thing to fix :) And probably on the lines of the "renamed HQ" bug not renaming.

    If I rename a platoon/squad in the Scenario Editor - say call them Aplha 1, Alpha 2, Alpha 3 etc [Alpha Platoon, squad 1,2,3] this is all fine until i split the squads in-game. Then on the info panel their name in the left side of the panel becomes Alpha 1/Alpha 1 rather than Alpha 1/Team 1 as I believe it should be?

    Is this a fixable thing? Would make it easier to keep track of split squads then by name/number.

    Cheers

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