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WillLight

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Everything posted by WillLight

  1. Oh so you're allowed to be bothered by how other people post but Elmar isn't? That's pretty cool!
  2. While you get 4 activations, you are only meant to use up to two concurrently, but you and the mrs are still good to go head to head.
  3. The white flag only pops up briefly, it doesn't stay there the whole time to indicate they surrendered. Much like the red cross that floats up a second after a soldier is killed.
  4. No harm in more options, I agree, but this is fairly easily replicable without coding effort by BFC. Cease fire in CMBN is not like it was in CMx1 against the AI. The player can cease fire at any time and the battle ends with no prejudice (unlike surrender). If you're playing your friend, just agree in advance to cease fire after 15 minutes unless you both want to continue...
  5. You know the second task force Raff mission? The squad I sent to the little combat patrol. After they killed the AT gun, I used them as a flanking force against the germans coming in from the South West. Ended the battle 2 men down, with 31 casualties and 4 MIA to their credit, absolutely awesome, and watching them from close down in WEGO was a blast. I so wish this game could have a full replay, I would just watch them the whole time... Damn this game is good!
  6. I think I know what's happening there. When you click the map it "takes" your view to a position where if you were in level 1, you would be at the spot you clicked, but retains the level you are viewing. Thus the higher up you are, the more disconnection there is between where you click and what you end up seeing. Try this: go to level 9, ctrl-click somewhere and then zoom the mouse in all the way, you should see where you clicked right there. That being said it makes the ctrl-click dubious at best and far less useful than it could have been.
  7. Does the AI use ammo more sparingly once it gets low?
  8. I vote that this vote is stupid. How about a better one: VOTE- would you prefer wego tcp or the British module a month early?
  9. I have tried this mission as the germans many times already and all I'm getting better at is swearing. My Panthers get mauled as soon as they show their face over the ridge, my infantry squad rattle at the sound of a shot, and I'm basically getting nowhere fast. I've tried the tactics described in the AAR, but maybe I'm using the right tactics but executing them badly... Does anyone have the patience/inclination to describe in more detail how they are playing this mission??? Pretty please?
  10. Kauz, That's a big list of things, and many of them are answered in other threads so you might want to do some searching if you'd like answers to everything. But to cut down the list of unanswered ones, here are a couple: 8. Co-play, as BFC call it, is a very big feature to implement, and in BFC's view would not be cost effective unless a military organisation paid for it. In other words, implementing it would take very long, they will not gain enough added sales income for it to be viable. 12. Area fire is not to one spot but rather to one action spot (8x8m square). The tactical AI then spreads the fire intelligently around that action spot. So if you click on a part of the map, and the red line "jumps" to somewhere next to it, the AI will still fire (also) at where you clicked. As opposed to CMx1, CMx2 actually traces each bullet's path, and even ricochets, so area fire from a machine gun for example is done quite nicely even when the red line isn't right where you want it. Cheers
  11. Yup, noticed this too in the german attack demo mission.
  12. Well I did qualify my "never" statement (not because I knew of such cases, but because I assumed that it must have happened a few times) As for the Russians, it's been a few years since I read the books, but I think one of my Glantz books mentioned this to be true.
  13. As far as I remember, the engine adjusts the level of detail (LOD) dynamically based on your performance not based on your settings. So if far away infantry are turning into stick dolls it means your graphics performance is getting too weak.
  14. To my knowledge, the western allies never (at least not in any significant manner) employed infantry riding on tanks directly into battle, unlike the Russians who did. Infantry tank riding was used to allow the infantry to keep up with the tanks in getting to the battle, especially in the British/Canadian forces which weren't flush with armoured personnel carriers of any sort.
  15. Did you play the demo? The mortars are hardly all powerful. The OP was describing a luck shot, not a normal occurrence. I landed a couple of 60mm bombs right on the ATG in the tutorial and it was still alive and well (to my detriment) 2 minutes later.
  16. But the question still stands, if HQ/FO unit A needs to be in radio contact to call for support (i.e. not visual or voice), and the radio operator gets killed, can the unit call for support? Playing the tutorial, my LT got killed and the rest were OK, but no more support calls from that unit were possible, so at least the other direction is modelled very nicely.
  17. Well, I fired a whole 60mm team's ammo at an ATG and after I did that it knocked out three M4s in quick succession On the other hand, german 81mm made mincemeat out of my infantry. Maybe it's me, not the mortars!
  18. Thanks Mikey, this makes sense. I guess the other reports about it taking a short time were in relation to the low hedges. I'll try it myself when I get home.
  19. Yeah, that's what I thought, but someone was even posting earlier to put a 40sec pause on the tank and then area fire the bocage so you don't waste too much ammo doing so... I have no problem at all if it can't be done, just curious if I'm missing something...
  20. Been reading sporadic reports of people using their M4s to blast holes in bocage. Me, I wasted a whole minute's worth of HE on the tall hedgerow with no result. Is there anything I'm missing? BTW, the manual says nothing of tanks' main guns being useful for this purpose. Cheers
  21. Loaded it all up, and saw the briefing for the tutorial, and WOW, they are awesome!!! What a great effort by BFC and the designers, absolutely knocked my socks off and that was just the briefing Full kudos for the effort and wonderful initiative of providing the point breakdown as well (hint to future scenario developers). Back to the game Thanks again!
  22. Ratdeath, if you ever make it to Sydney, I owe you a few drinks! You are the man! Thanks so much.
  23. I don't have the demo d'led yet but did you try going to the /Applications folder and then right clicking on the .app and choosing view package contents?
  24. It's been stated, and has been the case for the previous games, that the download version (and the post version for that matter), have a PDF manual. Heck, even the demo for CMSF has the PDF manual.
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