Jonny(FGM)
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Posts posted by Jonny(FGM)
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Im sure I've seen friendly fire casualties caused by .30cal, only when such rounds were bursting on trees though
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I think its in the repository, the other mission from the demo is anyway
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Just did a quick test
A squad will throw grenades on target order but only once they have expended all rifle grenades/zooks
I personally think they should put it back to how it was in CMSF
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Actually, "Hunt" in CMBN is pretty much the same as "Move to Contact" in CMx1.
The main big difference is that MTC would never tire out troops, hunt will tire troops out quite quickly in CMx2
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I agree this is an oversight.
Especially the single 2 cm on its carrier. Remember SPR? The Germans used these against ground targets as they did not have a true heavy 50 cal (only the 7.9s MG42 on a "heavy" mount").
I don't mind no grd to air though. Its probably not necessary of course some quad 2cms mounted would be nice. They could fire on their own. But against grd targets devastating.
Oh yes, saving private ryan, that well heralded, verified documentary that should be the cornerstone for any historically accurate normandy game
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Hamachi is likely to be your problem.
If you use the free version you get a very low priority of bandwidth on the hamachi servers
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Define "fast internet"
How did you guys connect to each other, do you both go direct from your PC into a modem and as such just use a direct IP address or do you use a client such as Hamachi
This isn't likely to be a graphics issue, as far as i'm aware no graphical information is sent in multiplayer.
Go to these 2 websites
And run a test on each and let us know the results
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I have both having an uber PC rocks, although it still sometimes gets sluggish so i'll turn the model quality down as far as improved on the fly.
I do tend to run 2 screens at a time though.
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The size of the hole doesn't appear to be random since you can save-load and repeat a blast path the with same result each time (well up to times 10, which is when I got bored).
Perhaps the size isn't random, but the strength of the bocage is? certain spots of bocage are set to be weaker and will blow a vehicle sized hole every time.
Best way i've found to get a vehicle sized hole in one charge is to blast diagonally across an existing mini gap in the bocage
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I believe we had official word from BF on this that KO'd vehicles offer inf cover but not vehicles
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LOS shouldn't be abstracted.
Sometimes it can give dodgy results against buildings as LOS is calculated from/to the centre of the buildings, so even if your troops can spot 1 edge of a building if they cant plot LOS to the centre you cant order them to target it (altho if they spot a unit they can and will shoot at it)
Could you provide screenshots?
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WEGO is the future, despite being uh the past
Seriously RT is virtually impossible on anything bigger than a CO size for most players, for me on anything more than platoon lol
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M4A3E2 Jumbo (although available since Sept 44)
The base game only covers up to end of august 44 so that would be why that one is not in there
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Ok first of all I personally do not like the panelled interface of the CMx2 engine, the amount of times i've accidentally bailed out vehicle crewes when i've meant to face them, jeez.
However it really annoys me to see people throwing a little bitch fit about the game being broken when they simply havn't figured it out
No info in the unit panel, if a unit is hidden, or if a tank is buttoned or unbottened. I'm already getting really frustrated, to zoom in to check that out, instead that the interface shows that info.You don't need to zoom in to find this info out. If you go over to the S panel you can see if the hide/unbutton command is selected and see it that way. Also if a unit is hiding it will tell you in the green text over on the left hand side.
Another huge step backbward is, that there are no target lines. So you can easily overlook important action. Three steps back from CMx1.So now a 10 man squad can target 10 individual targets at once in theory in the CMx2 engine, how easy would it be to track what is happening with all those red lines flying about the screen?
That there is no window for unit data and no kill stats is ten steps back.There are kill stats in the game, you just can't see them until the end of the scenario, if you havn't noticed these it suggests you havn't even bothered to play a scenario until the end. If you are referring to the kill stats that you could get mid game in CMx1, I never really used them as they wern't exactly accurate.
Way to much info about foreign units.Huh?
Or that waypoints still cannot be moved, is also not really a step further from CMx1. How long has CMSF been out now?!But the main reason CMx1 had moveable waypoints was that if you deleted a waypoint and replotted it you would incur a time penalty which is now no longer the case in CMx2. It can be a bit of a pain i grant you but does it really matter?
When CMx2 was announced, it was claimed, that dynamic lighning will allow to judge terrain undulations. That was not true. But what is much worse, that in all the years nothing was done, to give the player a tool to judge terrain undulationsYou do have such a tool, you can check LOS from any action point on the map what more do you want?
[/rant over]
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Just did a quick test, yes they can drive into the craters
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I hardly ever used the assault command in CMSF, almost allways splitting my squads into teams.
I've started using it more and more in CMBN though, its just learning when to use it. Main advantage i seem to find is that if the assault element spots a target the rest of the squad usually spots it too.
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I bought one and you could hear it circling before firing and then you could see the results on the ground but I couldn't find a way to enter the cockpit and see yourself doing the damage or to view from the ground and see the airplane approach spitting fire. Is this a limitation of the game or was I just not looking in the right direction?
Now that would be awesome! never thought of that one, doubt we'll ever see it however as it'd be far too much work for too little reward, I havn't even played with aircraft in the game yet.
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IF i remember correctly from my CMx1 days the american 76mm having the power to KO PZIVs at 1km range isn't that unusual, i think even the 75mm can take out a PZIV at that range, however getting the shots on target more often than not wasn't
Definitely noticed a big increase in accuracy from CMx1
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Yup same bug encountered here, i too managed to get 1 squad through fine, then the rest of the platoon insisted on going the long way. Fortunately I had cleared the long way and it didn't cost me anything other than a few seconds.
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If you've seen Band of Brothers (and who here hasn't), Carwood Lipton gets hit by one of these in the episode "Carentan" IIRC.
And here was me thinking all this time that was a puppchen but you are indeed correct
http://www.youtube.com/watch?v=uuyXT-FCq1k
around 6:20
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I had a similar problem to you.
I simply moved the mortar team and called in the strike again and it seemed to resolve the issue. Did you have the mortar teams against a map edge?
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When you say the shells land either side of the target what sort of mission type are you issuing? Line, area or point?
Don't forget WW2 arty wasn't exactly the most accurate thing in the world, if you plot a line or point mission don't be surprised if the shells don't land bang on the point or line, the WW2 tolerences of such arty pieces was a lot greater than they are today.
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I've had related but different issues
When i first load up a scen or alt tab out and back into a scen all the trees have foliage and i have to move the camera about the map to reset it so only the correct trees have foliage
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Actually after a bit of playing in RT (WEGO player myself) in CMBN i have discovered a behaviour change in the blast command.
I ran a breach team up the bocage and then plotted a blast command accross the bocage on the side i was currently on, the blasted a hole then ran away! Tried the same thing in CMSF and they just ran away with no hole made, interesting
Mortars stuck in "Planning"
in Combat Mission Battle for Normandy
Posted
I've had this before, just move the mortar and it should resolve it. Probably a bug though