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Vencini

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Everything posted by Vencini

  1. - Glider HQ with radio and blue LOS to the howitzer and can't call for artillery - There is another HQ with radio near the howitzer. - HQ Glider can call for artillery now, and I would like know why, because there is a radio near the howitzer in both situations. Thanks and regards.
  2. Hello and thanks for your answer. The unbuttoned vehicle's radio allows the rest of the scene's HQ to access the artillery. If instead of a vehicle, I put a HQ with radio next to the artillery, the artillery is not available. This can be easily checked in the scenario deployment phase. Why does this happen? Thanks and regards.
  3. Hello. I'm playing Drop Zone P and I don't understand why the option to use the howitzer from the HQ artillery button is activated if the contact is with the radio of an unbuttoned vehicle, but if it is the radio of a HQ you can't call for artillery. Thanks and regards.
  4. I'm playing the "Drop zone P" battle and there is an AT team equipped with an M18 bazooka that does not appear in the Final Blitzkrieg or Downfall manual. The range of the M18 is 3976 meters and it has no recoil. I think it is a mistake and the range should be smaller. Regards.
  5. Lesson 2 SPW second scout mission battlepack Beautiful map, excellent attention to detail. I played about 20 turns. - They give you points for reaching objectives, and identifying units. - I looked for good positions in hull down, with visibility between 800 and 1100 meters deep on the map. We did not locate any unit in those 20 minutes. - I used an SPW to transport half a platoon as vehicle protection, and the engineering team to reach objectives. Another SPW giving covering fire so that he could break through the enemy line. - I arrive at an objective, they discover me near the other, there are 40 minutes left, and there is no need to return to any exiting area. - I press ceasefire and get a draw... I have the feeling that the quality of the map, and the objectives of the mission, are unbalanced... Thanks and regards !
  6. Hello George MC. Thank you for all the effort you have invested in these scenarios. They have a high level of detail, and I think you have achieved a "Gerorge MC hallmark", which sets you apart from other creators. Congratulations ! Regarding this scenario…I have one SPW and one platoon, and I have the option of going through various wooded areas where there could be ambushes, obstacles, or vehicle jams. Mmm…Nope. Or, I can disembark, scout the area, find good positions from which to observe the target, and protect the perimeter for nine minutes. When my HQ and the rest of the comrades arrive, I will report the situation (pass C2) and we will make a decision. I prefer this one. So, I embark three tank hunter teams (Panzerfaust), with the HQ in his SPW, and follow the yellow line (I'd get to hit two targets while doing this), and I can “safely” do this move because I have about six automatic weapons, and about nine rifles supporting the movement. In addition, there are the MGs of the 3 SPW. Common sense tells you that high ground, hull down, and a good base of fire is a winning combination for manoeuvring, but I find to my annoyance that enemy anti-tank rifles destroy my 3 SPWs in a minute (and even they hurt soldiers), appearing and disappearing on target (they appear when they fire), and that I can't do area fire on their positions. They can fire at me, but I can’t fire on them. I know that you have to give the IA some advantage by using the terrain, but in this case, I understand that the message is "using the potentially most dangerous route is the right thing to do" and "the rest of the options are wrong". Please don't give the IA so much terrain advantage. I am playing more games, and I would like to comment here my doubts and opinions. Thanks for your work and regards.
  7. Hello, I would like to make some suggestions regardins the first scenario, Lesson 1 SPW scout. Sorry, but I don't know how to spoil it. SPOILER ALERT ! I would like to suggest the possibility of area fire in this scenario, from this higher position towards lower enemy positions, since, currently, the Soviet side sees you and can fire at you (even in hulldown), but the German side does not see them, or you can't make area fire on their positions. I think it would be nice to add this option, since the briefing instructions ask you to cross areas with ambushes, obstacles, and mines. Thanks and regards.
  8. What are those grilles on the tank? (I mean, in real life) They are just visual or they have any impact on game ? Thanks for answers and regards.
  9. I'm confused and I'm not sure if Fire and Rubble can be purchased, downloaded, and installed, for those who didn't made the preorder. Thanks for the clarification and regards.
  10. Thank you sir. Please, don't forget to post more beta shots! Regards
  11. If you’re using Win 10, this is for free and you can make videos too https://www.howtogeek.com/219947/how-to-record-pc-gameplay-with-windows-10’s-game-dvr-and-game-bar/ One user of this forum recommended it. I’m not at home, so I can’t search for his name Regards
  12. I think this is to simulates that recovered equipement maybe damaged. Sometimes you can recover it, sometimes not. It's aleatory. Link to IanL's post Regards
  13. The manual says (three last lines on page 50) : " The target arc increases the chances that units will recognize and engage an enemy threat within the target area quickly." There is a real "behind the scenes" bonus or is just focus the turret in one direction ? Regards and sorry about the off topic
  14. +1 to that if you hit an ammo depot, apply same rule about exploding vehicles and "cook-offs" regards
  15. Page 46 of the manual. SLOW. Example : [...] Slow vehicle movement makes the vehicle less likely to appear as a sound contact to the enemy. I'm confused. Does the sound contact exist or not ? Regards
  16. Welcome Lucas! TAKE COVER AS QUICKLY AS POSSIBLE !
  17. Thanks for the reponses There is a list of "gamey actions" on Combat Mission x 2 ? For example , this one from the Battlefront site ""Gamey" is a situation where you exploit loopholes in the software to achieve an objective. For example, rushing crews or unarmored jeeps forward only to be shot up by the enemy, but in return get recon information about the enemy’s positions is considered gamey by some. It should be pointed out that what one person considers "gamey", another person might not. So if you play head-to-head against another human opponent, you might wish to lay some ground rules up front." http://www.battlefront.com/index.php?option=com_content&task=view&id=641&Itemid=508 Let's imagine, I want to play an official / serious / no gamey scenario against another human opponent / in a tournament. There is a basic no-gamey list, to present at, before starting the scenario ? Could you help me to build a list, with the usual gamey tactics ? If this list exist yet, could you give me the link or send it to me ? You can play as you want privately, against the AI or against another human opponent who wants to play this way too. But what about the player who wants to play in a conventional way ? Will ever a military officer, give the order to a vehicle crew of a suicidal advancing recon mission ? Could a person who give that kind of orders, become one day an officer ? Could a soldier refuse to accomplish that order ? Thanks for help and regards For example : 1) Rushing crews or unarmored vehicles forward only to be shot up by the enemy, but in return get recon information about the enemy’s positions 2) ...
  18. My best regards to Mr. Chris too. I wish you a full recovery, sir.
  19. Hope that helps Regards EDIT : I think this will be a useful info to put into the manual. And talking about the manual, I read on the "combat mission game manual 3.01", page 44 "amphibious vehicles move commands" "Schwimmwagen" ? "Landing Craft Assault" boats for the incoming CMFI v 4?
  20. Thanks for the response. I'll try to explain myself - What do you think about the possibility of firing anywhere on the scenario ? You can put a fire order through no matter what obstacle. The LOS / LOF tool is just that, a tool that is telling you that it is not a clear shot For example, we, as tank commanders of the pic above, want to fire to the first floor of the building behind the low bocage and the wall. That is not possible now, but what do you think about the hypothetic possibility of a fire order in the first floor ? For example : Fire order on the first floor, in spite of the low bocage(I was on FB, so change it by a tall one or another LOS / LOF obstacle) and the wall. The tank keeps the fire order on the first floor, but projectiles impact in the low bocage first (or whatever), until it is destroyed. The fire order on the first floor continues, and now, the obstacle is the wall, that finally is destroyed too. At the end, the tank still has the fire order in the first floor of the building, that is now been hitting by the tank projectiles. It's like "drill" in one direction with tank fire, until finding the original fire order objective -It will be never possible in the game? Do you think is a game-breaker ? A technical limitation ? A gamey use of the fire order that will never be implemented ? No realistic ? - What do you think about a button to change AP / HE / smoke..? Now it works fine, but implementing this button on the game, is pushing the thing too far ? My English it is not very good, sorry if my message is wrote in a unnatural way thanks for answers. Regards
  21. Sorry if this was discussed yet. I was reading this post and I wanted to make some questions about. It will be possible to do that ? If not, it's a technological problem ? It is not in the spirit of the game ? you can fire at will at the 1º floor of the house, or the wall behind the low bocage, even if the LOS/LOF tool of the game tells you the objective is too much degraded or obscured by an obstacle. Apply that with another similar situations You fire at, under your responsibility. You know you will spend ammo, show your position, distract your AI from other treats, or lots of another bad things... The order keeps firing to the first floor building, your projectiles impact with the low bocage (some of them pass through it and hits the wall behind). You keep firing until both obstacles (low bocage and wall) are destroyed, and the AI continues with his order : to fire to the first floor of the house, now with clear LOS / LOF Obstacles have yet "armor points", because we can destroy them in game, as well as they can be trespassed by some projectiles So, is this option viable or it is impossible to apply ? You can fire wherever you want (free fire order, I don't know how to call it) but, at the same time, the LOS / LOF tool is telling you that you don't have a clear vision of the objective To take advantage of this hypothetic use of the fire order, what do you thing about the possibility of choosing the ammo with a button ? (sorry for the real time players) Maybe an editor option of "can't target this objects??" to explain the "band of brother's" situation "we have orders to not damage civilian buildings" (even if they know there is an enemy tank behind a corner house?) or some kind of penalty points for spending all ammo ? A youtube video of the sburke's action with Brit paras? I upgraded recently to 4.0 and I had a problem with a lost data file. I send a ticket to tech support and they solved it very fast. So I want to thanks them the quick help thanks for responses regards and good week-end
  22. Hello I was helping another player to understand "camera Controls" (Page 11-12) I I think I found two minimal misprints (3.01 game manual) First paragraph : "...by selecting Options in the menu menu and then selecting..." Second paragraph (RTS) : "...right-cliking on a unit floating icon with the right will bring up..." regards EDIT : how can I delete my own forum messages ? Thanks
  23. Lots of thanks ! I knew that they were working in this project but I overlook this tread... Thank you ! I'll read it during the day and If they need testers, we will try to be part of... Regards
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