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FragerZ

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Posts posted by FragerZ

  1. Sorry for the super slow reply. Anyways, the link doesn't work - you've just copy and pasted the URL of your file from your browser. You need to actually give me permission to the file. Add the email address (given in my first post, above) and give me permission to access that folder.

  2. I currently only have CM:BN with CW, but would be willing to pick up MG.

    I only enjoy scenarios,  respond about once a day, and am mostly looking for a PBEM match (but could still pull off a RT game).

    I havn't played in the past few years but am looking to start again. I used to play CMBB and CMAK, as well as CMBN when it came out - so I'm above average, but still rusty.

    You can email me at FragerZ at hotmail dot com.

    Thanks!

  3. But... Firepower statistics wouldn't make any sense. In cmx1, either your entire squad was pinned or your entire squad would fire their weapons. CMBN is too dynamic for such a statistic to be meaningful. Sometimes the man carrying your LMG will be pinned, and sometimes he won't. Sometimes he'll have an excellent LOS, or sometimes he just won't be positioned right.

    The best thing you can do is know the loadout of the squads, and make decisions based on that. If I'm not mistaken, PzG have an extra LMG - so use they will have a further optimal range. Fusileers have an extra SMG, and so I'll take them in city and ambush style roles.

  4. So I didn't read all of the posts here, but I did read Chris Ferrouses post where he says he will release two versions of his scenarios. I really don't think that's needed, because whenever I play H2H games live, I simply go in to all of the scenarios and add 20 or so minutes. You don't need to release two versions - just tell people to add a certain amount of time.

    I've played around a dozen live H2H games and whenever I play QB's, we always give it 2 hours. We play small sized forces on medium sized maps with maximum time. Especially given some of the command delay for the joining player, it balances out.

  5. Apparently, you can't comment twice on a scenario. I wanted to add this as a response to the comment I left there. If you don't know what I'm talking about, then don't worry about it.

    -------------------------------------------------------------------

    Just me and my opponent's lighthearted opinion after handily defeating him by moving my *assets* back, and giving them tight lines of sight to cover the bridge.

    People should take these comments with a grain of salt anyways, since they're so subjective and since first impressions of maps vary so widely.

  6. Hahahaha, the comments are always hilarious.

    ---------------------------------------------

    Vencha

    "How does it compare to Men of War?"

    > Chuloopa

    > Similarly, how does it compare to Order of War?

    >> Randomini

    >> How does it compare to Gears of War?

    >>> Dylan Kearney

    >>> How does it compare to God of War?

    >>>> mattroe

    >>>> How does it compare to… er… Halo Wars?

  7. This thread should be stickied, IMO.

    Case: Mortar ammunition cannot be reclaimed. Giving medical care to KIA mortar soldier DETRACTS from the mortar's ammo supply.

    Before: My mortar ammo bearer team is giving medical aid to the KIA mortar team member. Normally, this should reclaim the ammunition from the corpse. As you can see, the mortar team has 11 shells remaining.

    before.jpg

    After: Two seconds latter, my mortar team has lost 10 shells, and the mortar ammo bearer team didn't reclaim any ammunition.

    after.jpg

  8. Yes. It has been decided that troops in Normandy did not ride tanks into combat, only to the edge of combat, where they dismounted before getting into the ruck. Any anomalous occurrences where troops hitching a lift did come under fire are considered insufficient reason to prioritise the coding of animations and such over other things that did make it in.

    Nope.

    Indeed. I think this is because the default (direct) key is 'Del' which is the kind of key that can't be mapped in the hotkeys file.

    sorry sorry sorry sorry sorry sorry. I didn't mean "cancel order". I meant "cancel target".

  9. Hellmann, the scenario just came out yesterday - so it's understandable why nobody other than us have rated it yet.

    The designer shouldn't have added a landmark for the actual guns, since I simply called down preplanned artillery on them. He should have added an objective, "search the area for the guns", and not told us where they were. Unless we actually knew the guns were there... but that wasn't really explained.

    I played Call of Duty 2 a few years ago, and I recognized the map. The map looked almost exactly like the one in call of duty 2, from what I remember :)

  10. 1) Is this a glitch??

    Before explosion

    beforeexplosion-1.jpg

    Side view. Note that it is clear that the front bocage has been selected.

    sideview2.jpg

    After explosion

    Failedexplosion.jpg

    This has happened to me in 3 different scenarios so far, and it only happens when a road is placed between bocage. It seems to happen only in certain places of certain maps, and I haven't been able to notice a pattern as to which areas it happens in.

    ------------------------------

    2) I used to always ride squads ontop of tanks in CMAK. Are tanks completely un-ridable in CMBN?

    3) When grabbing ammo from halftracks, I've noticed the difference between 7mm and 7mmAP ammo. Are they treated exactly the same, and can infantry fully use the 7mmAP ammo that they grab from half tracks?

    4) Is there a "converging" move order? When I select several units, I want them to all move to the same location - not in parallel locations to where I click. Often when they receive this parallel move location, it will end up being on the other side of impassable terrain, and so they will plot wildly different move orders than the rest of the units. So, is there a movement modifier, say, "hold shift", that will issue a converging move order?

    5) When I make a mortar team target area, is there a way to prevent them from also using their weapons, when they still have mortar rounds remaining? I played a game where they ended up giving their position away while firing both their carbines, and their mortar. If you do not think this is possible, I will append screenshots of this happening.

    6) I have edited the hotkeys.txt file... But I can't edit the "cancel order" hotkey! When I look through the file, this seems to be the only button that can't be rebound :(

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