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McLargehuge

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  1. It may have happened to me in cmbn before, but maybe it's less noticable. I tend to use much larger area targets in BN than I did in SF, tending to try and hit just a building or two in SF. So, you may be right. "Within 100 yards" could very well be the standard, it's just more noticable with smaller target areas I guess.
  2. I don't remember if this has happened to me in CMBN, but it happened to me a lot in CMSF. The spotter would walk the spotting rounds right to the target, usually with the last round hitting almost on top of the target marker. Then the call for "fire for effect." Then a minute later the rounds come pouring in... About 70 yards off target. Somehow fire for effect can be misinterperated as adjust fire 70 yards in a random direction sometimes
  3. The ammo from the ammo bearers has already been given to the gun crew. If you buy the gun through the Battalion, it comes this way. The crew will start with 15 rounds of HE, 2 rounds of HEAT and 1 round of smoke and the ammo bearers will be carrying nothing for the gun. If you add it on as a specialist team, the gun crew has only 5 rounds of HE and 1 round of smoke. The ammo bearers carry the 10 additional rounds of HE and 2 rounds of HEAT. There is an up and down to each. With ammo bearers that carry ammo, you can run them around to other guns to supply additional ammo to guns that are low. The down side is they can be killed and the ammo gets dropped in the field. So they are more valuable to keep out of harms way. Where as the teams that do not actually carry ammo can be used away from the guns as extra fighting men. And for those that are curious, the totals on the small arms ammo is the same also. The squad with the ammo bearers with large gun ammo: The gun team carries 65 rounds of 7.92mm and 48 rounds of 9mm and the ammo team carries 515 rounds of 7.92mm. The squad with the ammo bearers with no large gun ammo: The gun team carries 121 rounds of 7.92mm and 48 of 9mm and the ammo team carries 459 rounds of 7.92mm. Both sets carry identical weapons. I am guessing this is the case for all similar scenarios of ammo bearers with no ammo. Hope that helps!
  4. Not sure. Running a GeForce GTX 580 with the 275.33 version drivers. Probably not the latest, but I usually only update if I'm having a problem.
  5. To be honest, just lazy I guess. It works well enough for me for the little I use it, so I just never bothered. I'm not saying that's the best way or even suggesting to do it my way. I was just saying it's possible in case TED was like me and found it satisfactory to their needs. Although apparently according to Lets All Fight I am just lucky
  6. I have Win7 64 bit and was able to take several screen shots using print screen. I just tested it now to verify. You don't need to hold Control, you can just hit Print Screen and it's finicky. The first time I usually get the main menu when I paste and if you are taking several shots, you will have to go back and forth a couple times as sometimes the new screen shot won't take and you paste the old one. So you have to switch back to the game, retake the shot then try to paste again. If you want to take a lot of shots or take shots often, you may want to download something more reliable. I take maybe two or three a week so I just deal with the extra 10 seconds it takes me to use the print screen button.
  7. How would knowing your gun could penetrate x inches of steel at y range and your enemy has z inches of armor not be helpful in the least? I think what most people may want it for (at least the reason I would like to have it) is so I don't blow an ambush (or whatever scenario) by firing a weapon with 30mm of penetration for a given range at something with 40-50mm of armor facing me. I would also hope that armor penetration was something they taught a gun crew. I know they did armor penetration tests, so if that information wasn't passed on to the gun crews was it just for the enjoyment of some egg heads?
  8. It's been a while since I played CMx1, but am I remembering correctly or not when I think the units had generic bases with no unit info and that was it? You had to click a unit to see what it was. If so, I don't get the CMx1 had the perfect solution and was so much better line of thinking. I understand the bases were more visible, but you can use a mod to change that. The flags are a new addition to CMx2 aren't they? So they are above and beyond what was available in CMx1. To me, they serve their purpose well and work as what I think is intended. As stated above, a quick way to find your commander, machine gunner, etc. Click the flag then find the highlighted base. I'm not sure they were meant to be tactical representation for the unit to be selected and controlled by and trying to use them that way is probably your source of frustration. If it is the case, that they just be used for quick unit selection at a glance, then what you are asking for is a fix for something that is not broken. Or at best, a way to improve on a feature. Would throwing grenades at people you only intend to wound be a terrible implementation and functionality of grenades or a misuse and incorrect expectation of them?
  9. Just when you thought it was safe to have a gut...
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