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A Canadian Cat

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Everything posted by A Canadian Cat

  1. Just in case... If you have any trucks, jeeps or half tracks you would be able to load the squad (or a team) into the vehicle and use the Acquire command to get more ammo for them. In the case of a jeep just load up a team that fits and acquire what you wand then let the teams recombine into a squad again - that will spread the ammo out.
  2. Move to Contact: minutes 4:00 to 3:43 E Company E Company is moving along the road. They are being led by the recon platoon from the 745th. They will start in their jeeps and HT and hunt for most of the way. Meanwhile the lead platoon will take up positions in the bocage around the road. The view from the road. As the recon troops make progress and all is quiet. The lead platoon follows behind them. After a while the jeep borne troops dismount and leap frog in front of the half track. Eventually reinforcements arrive with the first tanks. Still no contact has been made so the new troops advance freely. The first barrage comes down. The rest of the company arrives and instead of following the road and causing congestion they will cut some bocage and move towards the farm parallel to the road. Then the first sign of the enemy, a road block. In the middle of the picture as far down the road as we can see is a hedgehog obstacle. Time to be even more careful. As the recon troops inch closer with the .50cal of the halftrack watching from behind the road block becomes clearer. It gets real. With two recon teams ahead two other teams have gone back for their jeeps and brought them forward. Suddenly they both hit mines and all eight team members are casualties. This part of the road has been crossed by the half-track safely so it is a surprise. At the same time the lead team takes two casualties to MG fire from across the next field.
  3. The Artillery Plan Along with the planned avenue of approach there is an initial barrage and a delayed barrage planned by Lt. Ratynski who also came forward with the initial forces in case the plan needs to be stopped or changed. The plan calls for an initial barrage along bocage lines in front of both avenues of approach at the closes location where the enemy might be expected. This initial barrage will be delayed five minutes. In addition another barrage similar located along a bocage line but this time further in and delayed 15 minutes. Lt. Ratynski can cancel them if the troops progress faster than expected.
  4. The Blitz is running two scenarios this month. Sign up for the January scenario of the Month has started over at the Blitz. This month the scenarios are: CMBN CW One Hell of a Good Scrap (requires the common wealth module) CMBS The Russians are Coming The form post on theBlitz for sign up.
  5. The Blitz is running two scenarios this month. Sign up for the January scenario of the Month has started over at the Blitz. This month the scenarios are: CMBN CW One Hell of a Good Scrap (requires the common wealth module) CMBS The Russians are Coming The form post on theBlitz for sign up.
  6. No. There has been a couple of scenarios released after the upgrade but so far that is it.
  7. The safest course of action would really be to turn around and head to the rear areas. But I get that you mean, the area near the marked mines is more likely to be more mines than it is to be safe ground.
  8. Cool good to know. You can also set that as part of the properties of the short cut so you don't have to right click it each time. To set it right click and select properties. On the Short cut tab press the Advanced... button. In there you can check the Run as administrator check box.
  9. I am not sure about the inability to call precision arty from hull down or about the time difference between the calls made by FO team vs the FO vehicle. But I do know that the FO without a radio still being able to call artillery is as designed. There is a requirement for on map artillery to be near a radio net to be called but the FO (or HQ) who makes the call does not. This is due to abstracting some off the communication. In WW2 it simulates wired field telephones and runners. Not sure how relevant that is in modern titles but it is how the game is designed. On the subject of hull down use of lazer range finders or call times someone else will need to comment.
  10. Yeah, there is not really a perfect answer. BTW the AI programming does have the ability to set cover arcs - the Ambush setting, I think for stance.
  11. Oh, I didn't think the sale of CMFI was suspended though. Did I miss that in the announcement?
  12. Thanks for the equivalent instructions for the Mac @Michael Emrys.
  13. Yeah that looks wrong. I reported it to the powers that be but you could log a support ticket - that could get a more urgent reaction than a boring old email: Battlefront Help desk
  14. Yes, I asked the team to specifically code the game to do that for you. On a more serious note. If you want to have your guys hold fire until the enemy gets into a particular kill zone then target arcs are the way to go. That should keep your MGs from opening up on TCs that are too far away. Just make sure you consider what happens when the enemy drives right up to the edge but not into the cover arc - you will become sad again. I find using cover arcs is successful when there is a terrain obstacle the enemy has to cross (hill, dip, hedge) to enter the ambush area. If the area just extends off into the distance then cover arcs are frequently more of a curse than a saviour.
  15. I was just about to write something like that. That can explain that happening since we know that effects on one team in a platoon have an effect on other teams no matter how close or far away they are from each other.
  16. Certainly the manuals (there is an engine manual and a game manual) are .pdf files and can be loaded and viewed on your tablet or phone. Look in the game's install directory. Also on Windows you can switch away from the game and therefore read the manual you have opened by pressing <alt><tab> at the same time. Also the Windows key will break out of the game and return you to the desk top.
  17. Yeah there is so much going on with path finding that there are really isn't *a* bug to fix. More like many edge cases that can trigger the bad behaviour. As we reported them in the past they were fixed but there was always the chance that new unknown combinations could trigger the problem again. In the 4.0 engine work there were tweaks made to the way infantry move. Clearly that exposed / introduced a few more cases where things go wokny. At any rate just like before if we hit them and report them with saves these annoying problems will get cleared up. LOL yeah there is always something that needs fixing and always someone with the opposite opinion. Sometimes even the same person That is a very cool feature. Except when the guy on the corner gets nailed - see above "they can never win with you guys" Just kidding we are all really happy with the peaking around the corner feature. Right. Queue the person with the opposite opinion Seriously though, I'm with you on where to focus next.
  18. Which is my belief as well. @MOS:96B2P has done a lot of testing around C2 so if there is anyone who could show us the light he would be the guy.
  19. ^^^ Yes, this. I agree that you don't want your TCs to be up when the tank is close but now it is much harder for the enemy to get TC kills at range. I recently watched and German team equipped with an MG42 try and take on the TCs of three tanks. All misses - the TCs buttoned up after the first burst hit their tanks. I think the range was around 400m. All very discouraging
  20. Not really sure about contacts but being out of C2 means that if band things happen it will effect the unit more. C2 is not just about recovery.
  21. He was just anticipating the CO getting killed and having to take over. Some might even think he had planned the demise of his boss.
  22. The unintended side effects of the better infantry spacing. Remember the AI does not look at the lane you made as a bridge or a lane it just looks at it as part of the field. Try this place a series of way points through the cleared lane so instead of one long way point where they have time to spread out they have two, three or four short ones so the don't spread out as much.
  23. First, no there are no significant changes to performance. Second, the vast majority of people do *not* have performance problems. Yes, there are some machine configurations and graphics cards that have issues. Here are a few threads to read to see if their suggestions help you (if you get the demo to work satisfactorily then the full game will too)
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