AlexUK
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Posts
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Days Won
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Posts posted by AlexUK
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That sounds utterly grim
I hope your recovery goes as well as it can.
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1 hour ago, Kevin2k said:
Are the sounds not realistic enough or not Hollywood enough?
That's a good point.
One of the default sounds that to me sounds really off is the soviet wheeled MG (I think that's the one - travelling)
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6 hours ago, snarre said:
you have grenade throw command all ready whit target order , tjust has to be enough close.
There are a few problems with that in my experience.
Grenades are not thrown rapidly, the throwing can be spread out. I would rather have several thrown at the same time.
Also, smgs will also often fire, this using up the clip and reloading as they are charging in.
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I would really like to see improvements to sounds - they are a big part of immersion for me, and default sounds, particularly small arms fire, could do with some changes. CMRT in particular.
I also think a throw grenades command would be a great improvement.
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3 hours ago, IanL said:
Yes, typically to use a demo charge your team has to be in the next action square.
To help seal with the angry hornets effect of troops exiting bunkers have one or two fire teams covering the door.
Thanks, that makes sense then...
I'll bring some help in
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I am having difficulty getting troops to use satchel charges - a patch change?
https://photos.app.goo.gl/iJcTBuMN85mCaxxe8
These guys have been sitting here for two turns, threw all their grenades early on, now using garlands to shoot at the bunker, no use of satchel charges. MG scenario Out on a Limb.
This is combined with the old issue of invulnerable troops leaving a knocked out bunker, means I don't want to move them closer...
Is there a maximum range for satchel charges that is shorter than for grenades?
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Yes, I have experienced too. If not a big, it would be good to get an audio message explaining the reason.
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Really looking forward to this Bil, I'm pleased you are playing with the same side too, that takes Javelin out of the equation.
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53 minutes ago, BFCElvis said:
Yeah. It will be a few days probably. I had the choice of assembling a list something and then releasing or releasing right away.
Perhaps I made the wrong choice?
Good answer
At last I will be able to play CW forces - thanks for the patch.
Of course, now it would be good to get some news on other developments
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I've really enjoyed it, it was interesting to read about your thought process behind your orders. Well done on the victory!
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I miss new Paper Tiger campaigns
I am waiting on getting a new computer before I play through any of his later campaigns, so I can properly appreciate them.
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It's positive that they are dedicating more resource to communications.
It is also great that they are maintaining all titles up to date, despite of all the problems associated with that.
It's interesting that BFC are trying to standardise - hopefully that means they expect to make lots more content in the future
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Ok, I'm feeling it in my waters, patch will be out by end of April.
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Great, the German forces have a really cool equipment set, I'm looking forward to playing it!
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A couple of oddities. The briefing says that I have the support of Apaches but I can't see them in the mission (I haven't played all the way through but not showing as reinforcement either)
Also, the F16 bomb ticks down one but with no explosion on map?
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I would guess that if the objective of a flare is to increase spotting ability, then that would be the big issue (I can imagine loads of complaints if it was just eye candy)
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I had a go last night. I aimed for a setup on the ridge overlooking the town on the right flank - pre set artillery was painful, followed by a succession of additional pain, primarily snipers on infantry and rpgs on Strykers.
Next go I thought - what favours US? Distance - so I shifted all forces to far left flank and set up base of fire with MGS with manoeuvre forces gradually closing in. Ran short of time at the end so lost a handful of Strykers when pushing too hard, but got Syrian surrender with not much of their forces left on map.
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Happy Birthday Mord, I am heading that way fairly quickly too!
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Fulda Gap with a new engine
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It sounds like a great idea - lots of small battles would be really good from my point of view. In the short term I would probably be able to manage once a week, for the next three weeks at least. I tried downloading the first ones and putting them in the CMFI Scenarios folder but when I go into the game I can't see them (running a mac, but not sure that is relevant).
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54 minutes ago, Nick the Stick said:
for anyone here that owns a Mac do they have the issue of the sounds in the HQS mod being delayed and going out of sync, especially for infantry?
Yes! I don't use sound mods for that reason. I am running a very old system though - 2009 MacBook Pro.
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Oh oh! A bit of a stupid question, but how can I check the method of payment I used?
Edit - I checked, PayPal, I guess I am ok.
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I would love a CMBN pack that was a mix, say, of:
Some more weapons (I think there are some Axis weapons that were being used)
Some new fortifications (e.g. bunkers with AA position on top, or tank turret).
Commandos.
Some new small tree (shrubbery!) options.
A couple new building types (e.g. some Norman churches)
Some new sounds for weapons/explosions that work for the Mac (I think ChrisND mentioned these may have been in the works at some point?).
...and a few missions using the new bits.
Ok, that sounds like quite a lot for a pack, come to think of it...
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Wow, sounds incredible!
Dare I ask
in Combat Mission - General Discussion
Posted
Mmm, I think the new CMFI module will keep me occupied for a while.