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thejetset

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Posts posted by thejetset

  1. If you do buddy aid to 100% of your soldiers, it yields about a 3:1 WIA:KIA ratio.

    The trick is to be on the side that is advancing and not retreating.

    I just wrapped up a PBEM where I had the fortune to attend to all of my soldiers that were hit. End result was 7 WIA and 2 KIA.

    This seems pretty reasonable to me. .... And if not, just adjust the figures in your head.

  2. Hi Broadsword,

    It definitely wouldn't be something for all maps. And even for the maps that have them, they might not necessarily be used. The engagement could come to a natural Cease Fire where neither side no longer has the will/ability to advance.

    But I know what you are saying regarding an organized withdraw to a line of defense further back ... that would come from much higher up the food chain. .... These exit zones would cover a situation where a Company .. or even a Battalion, can no longer hold on to a specific objective ... and needs to fall back on a much smaller scale ... in this case, maybe only a couple hundred meters ... and off of the map.

    Basically Exit Zones just add an extra dimension and a extra possibility for an outcome to a specific, tip of the spear, engagement.

  3. I have a CW Campaign in the works that is 8-10 battles that I will release as a Battle Pack/Campaign - it name is 'Shimi's March' -based on the 1st Special Service Brigades landings at La Breche west of Ouistreham to the fighting along the ridges near Le Plein. Expect it in February...

    Hi Fredrock,

    Looking forward to your new CW Campaign! I have had a lot of enjoyment playing your SK campaign in H2H play.

    I only have one suggestion .... Is there any way I could get you to consider putting "Exit Zones" on the maps that could realistically use them in your new campaign?

    The reason is that it makes H2H play a lot more "realistic". Instead of Surrendering or hitting the Cease Fire button ... the players are also given the option to either hold the objectives or withdraw their forces. (Players could still decide to call a Cease Fire if the situation warrants) .... but it also gives this extra dimension.

    Anyway, great work and please keep them coming! :)

  4. Hello,

    I'm getting the same exact error as Allen after installing the 2.0 upgrade.

    H2HH is set to launch the correct Normandy.exe file. (I re-directed it and also started a new PBEM game fresh after the 2.0 install) H2HH must also be trying to launch some other files that are no longer present after this upgrade is installed.

    Not a game-ender by any means ... and after the error messages appear, the game seems to launch properly.

  5. Its all quite interesting garnering people's reactions.

    Just to say BF have had $247 from me since March 12 2011 for the CMBN series, and I am not including CMFI.

    How is that possible??

    CM:BN - $55

    CM:CW - $35

    v2.0 -$10

    ---------------

    Total: $100

    Did you buy everything 2.47 times?

    Are you referring to dollars?? or Mexican Pesos???

    It just plain does not make any sense. ... Oh, and if your are including Shipping and Importation Taxes ... BF does not get that money you know ... so that should not be included in your total.

  6. K.I.S.S. -- bundle it all and charge a little more, then make nice with the core community who already upgraded later on.... Most of us will be fine with it.

    That's a good point LongLeftFlank. I personally have no problem upgrading since I purchased the game when it was originally released.

    However, if I were to buy CM:BN today ... and then find that I need to upgrade to 2.0 immediately for $10 bucks, not only would I find that confusing, I might also be a little bit peeved.

    Therefore, I agree with you that it would be wise to just have all new versions of CM already be 2.0 versions. .... maybe kick up the price $5 bucks until the MG module is released or something like that.

    -------------EDIT------------------------

    I re-read the BF post regarding the 2.0 release ... and they are going to upgrade the original CM:BN and CM:CW to 2.0 very soon upon their original purchase. So I guess that this is kind of a mute point.

  7. But V2.0 payment 10 usd is outrageous. And it's not logical and fair trade

    Hi Togi,

    I could not disagree with you more. This is an upgrade, not a patch. Also, $10 bucks won't even buy a six-pack of micro-brew!!!

    Since you have also played CM since the "Overlord Days", you will fully agree that the team at BattleFront has always delivered on incredible products!!

    I have a hunch that they have some pretty impressive plans up their sleeves!! (Bulge! ... EASTERN FRONTx3!! .... New Modern Combat Series!!!) All of that is going to take some cash to make happen.

    Money spent on Combat Mission has always had a great return on the investment. .... Steve and gang need to make a living ... but they have ALWAYS given A LOT in return!!!

    I have a feeling that a decent percentage of this 10 bucks is going to be invested for launching future projects.

  8. +1 --- Can't believe how long of a run it has been and how innovative it's been at every turn ... IMPRESSIVE!!!!

    Started playing back in "Beyond Overlord"! ... but took a break during the "Shock Force" era .... and came back with CM:BN.

    But don't worry!!!! ... I won't make that same mistake when the next generation of Modern Combat is released! (whenever that may be)

  9. The boy probably never learned the difference between a vineyard and an orchard. The state of today's schools, it's enough to drive one to despair...

    Michael

    :eek:

    Now now ... let's not get nasty! (although I agree with you that the state of education and the will of youth to learn is not what is was back in the Greatest Generation) ... an off topic from this original post for sure!

    It was a simple error that made me go "DOUGH!!!" when I saw it. I tried to rectify it in a later post since you can't make changes to the title once it is submitted.

    My mistake!!! Sorry!!!! .... But I do know enough that you can't make a good Merlot from pressing peaches in an orchard! :D

  10. The TITLE states "orchards" but all the descriptions are of vineyards. If someone seems to be suffering a high rate of immobilizations in an _orchard_ zone, let us know.

    Thanks.

    That was "my bad". I realized my error after I submitted it. Unfortunately, titles cannot be edited. ... it should have read "vineyards" ... not "orchards".

    But after reading these posts and also doing some more research on the internet ... I have to agree that vineyards are No-Go zones for tanks.

    .... but I also found out the hard way. I'm just glad it was vs. AI and not H2H!!!

  11. I know there are many different types of vineyards .... and those "old vines" that LongLeftFlank posted above look like something out of a JRR Tolken book! .... Are you sure those in the picture don't talk and move around when provoked? :)

    I still think the damage is set too high .... Do some tests. Take 10 Shermans and drive them into some rows of vineyards. ..... I bet the majority don't make it past the 7th row. .... In the end, these are vineyards ... not tank traps.

    And I don't buy it regarding the wires. Tanks were frequently used to open paths through barbed wire. I can see how the possibility is there of wires eventually/occasionally tripping up a tank ... but not consistently after only about 20-30 meters into a vineyard.

    I think this is an area that could use a "tweak".

  12. I just found one of my Shermans immobilized with a red "X" for tracks and a 2nd one just BARELY hanging in there after each one tromped through about 4 or 5 rows of ..... grapes.

    I think team BF might need to look into the amount of track damage orchard rows are causing to vehicle treads.

    Right now, it looks like they cause the same ... maybe more ... damage than a stone wall.

    I think a "tweak" is needed here for the next patch. It's not a game-crushing issue. But it's a little annoying.

    Thanks!

  13. I'm playing a 2vs2 PBEM battle right now! It is a lot of fun (but sometimes the turn-rate can get a little slow).

    It works as Broadsword mentioned above. If you're the first person to play your part of the turn, just hit "save" instead of the "Red Button". Then, send that file to your team-mate.

    Then, your team-mate will play their part of the turn, hit the Red Button and send the file to the other side.

    Highly recommended. I've noticed so far that there are some more realistic delays.

    My team-mate and I have an internal rule that we cannot move each-others troops under our direct command. Therefore, it is necessary to email a request for assistance ... this causes delays .... and "screw-ups" ... just like in real life.

  14. Yeah. I wrapped up that campaign about a week ago. I have to admit it really kept me on my toes! Very well thought-out and very challenging.

    ****Mini-Spoiler******

    The last map was kind of fun carpet-bombing the German positions ahead of my advancing troops. By that time, I was tired of taking casualties ... and really didn't have a problem with literally flattening the town to reduce US casualties. ..... I imagine this was probably the case in Real Life as well. I bet the town of Troina took A LOT of damage in that battle.

  15. Don't bother with Target Briefly - use Target Light for mortars.

    I use this all the time. Target Light area fire fires about 3 rounds or so every turn. Ammo lasts a long time, and you can cause a lot of damage. After each turn, adjust aim slightly and keep up the fire as long as they are still alive.

    Also, it's best to use Target light area fire rather than targeting an enemy directly. You don't want to stop shooting because they lost sight of the enemy when he cowers behind a wall or something. Also, if he loses sight of a specific target while targeting light, then he sees someone else (ANYWHERE else), he'll start shooting full speed and burn through his ammo quickly - because you lose your target arc as soon as you issue a target command. Best to just area fire when direct firing.

    I rarely use normal Target anymore, unless the target is juicy and fleeting.

    Wow. This is a great tip. I will play around with it tonight. I've had some successes with the "Target Briefly" command with mortars. (mostly with targets that they already had dialed in) .... but I've had many more failures with "Target Briefly".

    I'd never used Target Light with mortars assuming that it just turned the main gun off.

  16. There was a thread. I think the conclusion was that mortars can't "Target Briefly" on targets that they can see directly. However, I'm not sure why. Maybe the AI takes over and decides to unload on the visible target.

    Team BattleFront - Will this be an issue that is addressed in a future patch?? Or is it something that is buried deep down in code and would be a major overhaul to fix??

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