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Hilts

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Posts posted by Hilts

  1. Has the Stug machine gun behaviour been altered in version 4.0? Before there was always the problem of the machine gunner constantly popping up and getting shot whereas now if you target light  with a buttoned up tank nothing happens. It has to be unbuttoned which in WEGO leaves the gunner very exposed for a game turn.....I haven't tested it on any other tanks.

  2. 48 minutes ago, MOS:96B2P said:

    This will often happen if there is an elevation mismatch.  If the team is on a different elevation than the inside of the building.  I'm not sure this is what happened in your case but it would be my first guess.  In my Blast TacSOP I first check the wall to see if it looks like the building is sunk into the terrain at all.  If it is you can blast it but the team will probably take a different route for getting inside (like using the closest door).  

    When able to select and assign soft factors to my own units I purchase regular engineers because they have a Blast time of 15 seconds.  I give them a 45 second Pause before the Blast.  So they Blast just as the turn ends in WEGO.  Next turn I cancel the move part of the Blast order for the engineers.  I then Slow a team (usually different team to preserve the engineers) through the blasted gap.  If the assault team starts to crawl around to a door I cancel their Slow order (usually enough time on Slow) and try something else.  I know it is a PITA but the best work around I know of.         

    Thanks, good to know in future. In this battle it's a train station so the terrain is more or less flat.

  3. 48 minutes ago, c3k said:

    Had that once. Too much debris from the breach? ;)

    Got a save?

    There could be too much debris as I blew the hole through a high wall at the same time. Of course the graphic just shows a great big hole. How do you know if there is too much debris? Yeah, I have a saved game if you want it.

  4. 50 minutes ago, user1000 said:

    Guys tracers would be every other shot or every couple of shots at least, these are not tracers. Regular shells. I think they did it so you can see where shots are coming from, in a game aspect

    Yes User, we know that but some of us don't like the laser beam effect this produces. Vein's excellent mod appears to make the "tracers" every second or third shot, which in turn makes the whole thing look far more realistic. Particularly HMG fire.

  5. 16 hours ago, Thewood1 said:

    The problem isn't the tracer.  Its the player watching, rewinding, zooming in, and using player aids to track down every detail.  Nothing wrong with that, I do it.  But if you don't want to do that, play hard rules to not use replay and always remain at level 1.

    No, the problem is that for some inexplicable reason Battlefront decided to make every small arm round fired, a tracer. There was no problem before that! I spend most of the time down at level 1 and as Macisle pointed out this only exaggerates the effects. I make no apologies for viewing the action multiple times because that is the beauty of the game and makes it stand out from the rest of the crap that's out there. In any case if a squad member drops due to sniper fire it's only natural to try and identify from where the shot came from. However I want it to take three or four game turns to pinpoint the sniper not 30 seconds, as is now the case.

  6.  

    24 minutes ago, akd said:

    Is it possible you have an effects mod that is somehow in conflict?

    Just retried it with all mods removed. The quantity of smoke is the same but it's now white instead of black. MGs are chucking out as much smoke as a steam train and my riflemen look like they are firing muskets. Who at Battlefront thought this looks better than it did?

  7. 1 hour ago, MOS:96B2P said:

    I don't have the new Engine 4 upgrade yet (waiting for all the dust to settle).  With Engine 3 you had to Deploy weapon one turn and then Hide on a later turn.  The weapons crew would not do both at the same time except for in the Setup Phase. 

    I wouldn't get too excited! It's still the same in 4.0 as it was in 3.0. The only difference is you get some white writing on the map telling you what you are trying to do.

  8. 42 minutes ago, OBJ said:

    Hi Hilts,

    Try searching on 'activate' in C:\Users\<Computer name>\Documents\Battlefront\Combat Mission.

    You should get a short cut to 'Activate Modules'.

    See if that works, although you are taking advise from a guy that can't get the CMBN v4 upgrade to work yet.

    Also look in C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Battlefront\Combat Mission Battle for Normandy, should be there too.

    Found it! Thanks mate and Steve too. Merry Christmas!

  9. I did the test again in the CC campaign first mission. What I said before was wrong. I hadn't moved the halftracks. When I do and then try to dismount the mortars they just exit the vehicle (without the mortar) and then freeze no matter what dismount order they are given.

    Baneman, could you launch the first mission of Courage Conquers campaign and fast forward through the first ten turns or so, till the m21s arrive and then see if you can dismount them correctly? Make sure to move the halftracks first though.

    I wanted to do a test outside the campaign but couldn't find the vehicles in the purchase screen?

  10. 1 hour ago, Warts 'n' all said:

    Ah, now it's my turn to be confused, because I'm running v.1.02. 

    Just to confirm. When I said that everything appeared normal in 1.02. I can dismount my crew and move them away but they leave the mortar in the half-track. I can now fire the mortar from the HT, which I couldn't before. Are the mortars even designed to be removed from the vehicle? 

  11. 5 hours ago, Warts 'n' all said:

    With regards to the 81mm mortars. If you use the "Dismount" command they leave the mortar behind in the vehicle and become stuck as "Hilts" describes. Also, the same thing happens if you issue them with a "Move" or "Hunt" command from the vehicle. But, they act normally if you issue them "Quick" or "Fast" commands taking the mortar with them.

    I've done some tests and the problem seems to be if the mission was started on 1.01 and then the patch was applied halfway through. When I start the mission from scratch on 1.02 everything appears normal.

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