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noxnoctum

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Everything posted by noxnoctum

  1. Good advice guys thanks. I'm writing an AAR of the battle, should be quite epic, will post when done . While I'm asking about this sort of thing, what is the range of the thrown satchel charge (trying to gauge whether it will reach across a street to a nearby building) Kettler, any idea where that video from Military channel is? Sounds quite epic! Come to think of it I've only seen a very few few actual videos of flamethrowers in action during the war. (only pictures)
  2. So are FTs not worth buying for urban combat?? How are they best used? I got a bunch free with a pioneer battalion.
  3. I'm in the middle of a game right now, and was wondering if loading flamethrower teams into SPWs and rushing enemy held buildings would work well (i.e. unloading right at the building's doorstep)... having not tried it (assuming there is suppressing fire on the building in question)
  4. Is there a reason this was removed? Also the kill likelihood...
  5. Tried downloading it but the link appears to be down, could I get someone to email it to me please ? (or give me a link to a download site like yousendit or something similar)
  6. One of the single most irritating problems left in CMSF. I'm all for having the option to go out on balconies, but it should NOT be default.
  7. Ok so I'm playing through this one and it looks like the AI is totally non-existent. It's not reacting to my forces AT ALL. Just letting itself get bombed and artied to hell with impunity. I event sent a few humvee scouts over the main hill area (with the village below), one got damaged and they both wheeled back. Even though several tanks spotted them there were no attempts to pursue. Did they forget to program the AI or something on this mission? I'm pretty disappointed since this was supposed to be one of the harder missions (from what I'd heard)
  8. I've heard a lot of good things about them but can't find them. All the links on google are dead. Anyone have them saved?
  9. I'm having a little trouble figuring this out. First off, does the experience level affect this? I have multiple crack sharpshooters scouting ahead of my main unit in a PBEM I'm playing. Will they get spotted if moving from patch of trees to patch of trees (i.e in the open)? I ask because in my last battle I had a sharpshooter literally RIGHT NEXT to an enemy infantry squad and he was not spotted. He wasn't even hidden! (though it was in a wooded area) Also, is there any way to determine what kind of chance of killing an enemy unit they're getting? Is it pretty much one shot one kill with these guys or what's the deal?
  10. Well as long as it's not hardcoded that's good to know. I do hope though that some of the included scenarios are at least battalion size.
  11. Are you referring to Captain America or the guy who goes on about the "groomin standard"?
  12. I know getting multiple operations is probably too much to hope for but will Normandy feature larger battles? Most of the missions in CMSF/Marines/Brits are company sized or at most two companies... I really miss the giant regimental battles on epic sized maps of CMBB/CMAK, will we see them?
  13. Can anyone suggest tweaks or some graphical things I can disable or something? I'm trying to play the "To the Volga" Operation (included in original CMBB) but the turns take literally about 10-15 minutes to calculate. I'm slightly amazed because, though I by no means have a brand new gaming rig, I can run 2006-7 first person shooter games (i.e. fancy graphics and all that) at more or less maxed out settings, yet I can't run a 2002 wargame with far less complex graphics? I can even run Rome: Total War, with 9000 fully 3d units on screen and get 30 FPS consistently. Granted, I can play battalion sized battles fine, but it seems odd to me that Battlefront would have released a basically unplayable (especially for 2002 computers!) op in the main game, which makes me think the problem's on my end. Does CMBB not use duel core or something? Any way to override? Anyways, just looking for ideas/input, I'd love to move past battalion size battles to regimental. My specs: Geforce 7900 GS 256 mb card 2 gigs of RAM IntelĀ® Core2 CPU 6400 @ 2.13GHz (2 CPUs)
  14. If you click on the picture twice it gets bigger (once on the thumbnail, then again on the medium sized pic when it takes you to imageshack)
  15. It shows 3 rockets in the text on the right side, but no picture for them on the left. The second soldier (not the AT guy) is a casualty.
  16. Maybe I'm just not issuing orders as well as I should be. I've been playing through the excellent Blowtorch battalion series of scenarios/operations and commanding large SPW formations is giving me a headache. Over and over and over they'll run into each other (even when they've been given quite adequate spacing) and stall, exposing a critical flank or just stopping my entire advance in its tracks. It's particularly irritating when I'm on the brink of reaching enemy defensive positions and having my panzergrenadiers hopping out and assaulting enemy held buildings that often ONE or two vehicles that made a wrong turn will stall what would have been a perfectly synchronized assault. Even crossing large expanses without any enemy contact though is quite a hassle. Suggestions?
  17. What are you referring to? Couldn't find anything... To be honest, even just having TCP-IP wego play AT ALL is probably the #1 thing I want to see in Normandy. TCP-IP wego play is the best way to play for me. Any chance of comment Battlefront?
  18. Since playing a few TCP-IP games I've enjoyed being able to sit down for several hours and fight a hard fought match in one go and not as time consuming as one might assume. It's far more efficient And there's the added benefit of being able to fight more battles in less time . Hit me up on ICQ if you're interested (let me know who you are when you add me): 418287681
  19. Any chance we will get this feature in Normandy? Basically, something that works like timed chess. Both players get say... a minute, two minutes, or whatever to play their turns. Even five minutes or more wouldn't be unreasonable for large battles as long as both players are fine with being glued to their computer for four hours :cool:. WEGO is the way to go for large battles, and having a turn timer could keep these reasonable as well as put a little bit of time constraint on micromanaging (which is probably realistic anyways) Could make for great fun for tcp-ip play.
  20. I'd love to see some sort of "convoy" command, whereby units maintain dispersion and stop/move as a single big "unit" (i.e. don't get all spread out). So if one units spots an enemy for example and stops, all the other units do too.
  21. So why does it not show the RPG icon and instead shows a pistol? (it did originally when the unit was at full strength)
  22. Alright this is what I'm talking about (the area I put the red square+arrow around): Does that unit have an RPG or not?
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