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A Canadian Cat

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Everything posted by A Canadian Cat

  1. So I said we are done but @Mad Mike and I have exchanged more turns after this. Like I said I was not keeping a running total of casulties and only noticed I was "done" as I was writing this up and thinking to my self after writing up that artillery strike that I should check my casualty levels. Regardless of what happens with the campaign discussion I'll post the remaining turns and any more we decide to do...
  2. The Situation at 3:18 We are done! I have been tracking casualties but I didn’t keep a running total. After this last turn I decided I should be so I totaled up the casualties my men have suffered up to this point: 61. As you recall the casualties needed to be kept to below 6% which is 50 men. I actually passed that a few minutes ago. Here is where we are now: In summary E Co managed to get to phase line Able but they have not cleared the enemy from their right flank. At the same time F Co managed to push to phase line Baker. Again though there are areas to their left that are not clear. I would think now that the casualty numbers have been reached F Co would pull back and secure their flanks. Meanwhile the battalion should look at either holding there or push to clear E Co’s flanks. The problem with that is there are fortifications there that would probably best be dealt with by pushing past them along the two current attack paths rather than pushing head on.
  3. Minute 3:19-3:18: Artillery continues to rain down. Mostly on top of bodies and wrecked vehicles from earlier in the barrage. The men trying to clear the farm track are hit by an enemy MG on the far side of the next field as they run through the gap. Minute 3:18: Orders E Co begins to reorganize from the chaos. F Co brings up more tanks to pound that newly spotted MG.
  4. Minute 3:20-3:19: Artillery continues to fall. An enemy MG opens up on members of E Co who were fleeing the artillery. F Co’s tank support fires some HE down the farm track. Minute 3:19: Orders Most of the artillery area is clear of troops only on squad from E Co is under fire from an enemy MG. They move out of the line of fire. Pull the tank back and send in more infantry.
  5. Apparently it also had various screen capture capabilities for your normal windows screen (like recording for presentations etc.) and those features stopped working with windows 10 and they have not updated the program to make them work again. Since I only use it for in game capturing I never even knew about those features let alone noticed that they were missing.
  6. So, assuming you actually want to help, can you tell me what you meant for that test to show? You offered no explanation, no discussion of what you saw happening, no statistics, nothing. At the risk of being honest again I like to spend time playing this game just like you guys so I don't just randomly run stuff not knowing what the author thinks it shows or how they designed their test.
  7. OK not sure if you are serious or not so in case you are only joking I'll just respond to the (my) bold part - agreed, it is, we do and they do.
  8. If there are bugs in the spotting capabilities of specific units then report them. By report them I don't mean rant and rave about the Russian equipment being nerfed because you cannot win a fight vs the US. I don't mean anecdotal descriptions of the time X didn't see 10 Ys right in front of them and got killed. I don't mean saying hey haven't you been reading the forum clearly its broken. None of that helps and none of that will get anything changed. You guys are all welcome to continue to complain and kibitz I will not even ask you to stop but if you want changes you need to have some specific, statistically reproducible scenarios that show the problem in game. Saves, scenarios etc. The testers cannot make reports like: so and so on the forum says spotting for vehicle X is broken please fix. It doesn't work like that. Be prepared for questions to be asked for your testing methods and requests made to refine your tests so something actionable can be determined. Note you can complain all you like that testers should be doing that not you. I'll simply say we are and we do - all the time. Collectively we only have so many hours to do that work so if there is some issue that matters to you: investigate and respond constructively to the discussion. If you feel offended by any of that - that is not my intent in any way - I'm just telling you the reality. Anyone is free to rant and rave - and I'll just ignore that. On the other hand if you choose to start a thread to investigate a problem I'll be there to help and I will not be alone.
  9. Several people have mentioned this. I have no particular knowledge one way or another so I am not defending the way the game is or supporting what you are saying - I just don't know. What I do know is that I am unaware of any logged issue that says that RPO rounds are under performing. That means that there will be no fix because it is not acknowledged as a problem. Can you, or anyone else, provide sources for the capabilities that these rounds should have? Sure why not. They add it when the feel they need it. Yeah, choices would be nice agreed. I don't know what to say exactly on these kinds of topics. BFC had to draw a line some where to have reasonable sized project. On one hand there is room to add different gear for new units in expansion modules. On the other hand they wanted to only include equipment that was already deployed with real units or were very close to being deployed and might actually make it into action in 2017. Again decisions were made it is what it is. You do have a pretty nice combined arms battalion formation that you can pare back to a company + size. I suspect they felt that was good enough. Yeah, there are probably some issues with projectile deformation not being modelled enough. I look at it as a way to remember not to bunch up too much. (I know not really helpful :-) Wow, I was not thinking that while reading your post - your English is pretty darn good.
  10. I think this post speaks to what we really need to consider - points cost. People seeking to dump down vehicle X's capabilities or beef up vehicle Y are going about things in the wrong way. The vehicle / system capabilities should be modelled like in RL. The balance of QBs needs to be in the points not in tweaking capabilities. Those that are arguing that the US capabilities are too strong because they always beat the Russian forces are barking up the wrong tree.
  11. ?? the game models known equipment and a few added models and features that were in either known to have been experimented with as add ons or about to be deployed. I am sure that top attack missiles is something that the APS designers are looking at addressing but if such an enhanced APS system is not on tanks now why would it be in the game?
  12. Should APS even intercept AMP rounds though?
  13. No there is no way, other than what you noted, to pick the op for yourself. Correct. You will notice they perform worse than men at 100 percent. They don't move as fast and they tire quicker Don't worry about it at all. The qb system will swap the sides automatically just fine.
  14. I didn't see anything, no idea what he's talking about I'm just happy to hear it got fixed.
  15. LOL, no probably not. That was probably too much of an inside joke. I have several friends that made the switch to Mac s, and back for one, and I like to tease them about it. I'm south of Ottawa so in the global sense pretty close but not in a going out for ?'s sence.
  16. I cannot comment on #1, I will refrain from commenting on #2 As for #3, actually starting with the v4 upgrade, license keys work on either platform. When you purchase the v4 upgrade you get access to both OS install packages. #4 starting with CMBN they created all in one installers so you do not need to go through the error prone steps of installing all the bits and pieces on the correct order. So, once you have the v4 upgrade you can down load full all in one installers for each title you bought.
  17. Yes, after you upgrade you should use your v4 keys to license the game and the should work with both Mac and Windows.
  18. Yes, the v4 upgrade is it. If you purchase new product now or the v4 upgrade your key will work for both the Mac and the PC.
  19. Yes, I suspect a TRP too. The craters in that screen shot are my doing. They are 105s.
  20. Yeah same. Fraps still works for my on game capturing so I'm not looking for something new yet. I was going to try to get Nvidia's solution but have not gotten around to it. Is that a possibility for you?
  21. Minute 3:21-3:20: The artillery keeps raining down and causing casualties. Shells even start landing on the farm, disabling one Sherman. Grenades do the job for F Co. You can see where the mortar team used to be as well. Minute 3:20: Orders E Co still has men that need to get away from the artillery. It seems the farm is not safe either and the lead elements need to run further forward. F Co brings up a tank for more support.
  22. Minute 3:22-3:21: Disaster strikes. Artillery falls just behind the lead troops and lands right on top of the engineers and the following platoon. No artillery land on the men at the farm, thankfully. Over on the left flank F Co finds the enemy… Minute 3:21: Orders For E Co the orders are simple – get away from the artillery fast. For F Co lots of area fire to suppress the spotted enemy and then move to flank them. Meanwhile the advance continues on the other side of the field.
  23. Minute 3:23-3:22: The scout team is now in the position where the MG team used to be. The other MG team finally gets taken out. Lots of supportive fire as the lead members of F Co make it to the bocage line Minute 3:22: Orders More of E Co moves up to the farm as the lead element take control of the farm. More members of F Co take up positions on the bocage line.
  24. Oh I should have added that I would actually like to have a shoot and scoot command that waited until the bazooka, shrek, tank fired on an acquired target before scooting. I think it would be very useful. Oh and I would add that it would also be nice to have in the AI scripting too (I hate to add more advantages to humans and deprive the AI). That way I could create a shoot and scoot order and tie it to a trigger so that my tank hunter team would wait in cover until the enemy armour started down the street and then they would head to the building corner with a shoot and scoot order. That would be sweet.
  25. It is actually variable - units in closer proximity get shorter cycles to help reduce the amount of instances where we have units tripping over the enemy. LOL that first word is our perception problem. True, there are still LOS issues especially at close ranges especially with poor visibility but even in bright daylight humans do not achieve insta spotting (tm) and neither should our pixel troops. Just because your god's eye view means you know there is a tank poking out into the street 70m down the road does not mean that two guys who are totally unaware of that tank will spot it instantly when they round a corner. Even though there are issues that could be improved upon *we* have to let go of our idea that there should be an insta spot feature in the game.
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