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Bulletpoint

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Everything posted by Bulletpoint

  1. Thanks, you're always a good source of info on this game. Forgot that was brought up before.
  2. Ok, I figured out what is going on: It's a campaign where you continue playing with the same units. I lost both Forward Observers in an earlier battle, and while their manpower has been replenished, the actual replacement guy is not an observer. So in a sense, I guess it is a kind of bug. They wouldn't replace the observer with a random guy with a rifle I suppose.
  3. In the final mission of the campaign "Knock 'em All Down", there seems to be some bug with the artillery call privileges. The two Forward Observers are not denied all assets, even 60mm mortars, while all the platoon leaders are able to call in even airstrikes...
  4. Agreed, but I'd overlook that if they manage to crack the old problem of how to make a tactical multiplayer shooter, well... tactical. Instead of a random chaos mess.
  5. That would decrease it for me. Hearing the snap of a sniper round when I don’t know where he is? Way cool. Rounds hitting with no sound? Weird. I don’t go searching for audio sources to pinpoint my targets but I do like hearing the rounds You misunderstood. I just meant they could disable the positional aspect of the sound, but still play the sound. So you'd hear the crack of the rifle like in your example, but not know where it came from.
  6. They could disable positional audio for units that haven't been spotted yet. I think that would increase immersion, not diminish it.
  7. It's now 2018, I'm playing CMFB on 4.0. Mortar crews still firing rifles while doing a TARGET LIGHT order. At 458m distance. Any chance of seeing this fixed?
  8. I have been very critical of the 4.0 problems, and I still hope for a patch sooner rather than later. But there are also some positive things about 4.0 that I hope they manage to keep. For example, it used to be that you didn't really need bigger calibre HE to kill infantry in a building. Because you could just pop away with a 37mm gun, and eventually all the troops in the building would be dead. Smaller calibre guns also fire faster, and usually carry more ammo, so it wasn't a problem. Now, if you start firing with a small gun, it's most likely that the defenders will run away before you can wipe them out. So, this gives more purpose to bigger assault guns. Anyway, yeah, I'm also looking forward to the patch, or at least some news about it. I don't want a rushed patch, but a "sorry guys, still working on this, taking longer than expected" would be nice. Or if they can't fix it, then maybe just roll back this particular part of the 4.0 patch while keeping the infantry spacing improvements.
  9. You're welcome. Also, if you can't target the actual building, you can sometimes target just in front of it. If you fire from a good distance, the bullets will hit the building anyway. If you're too close, the bullets hit the ground.
  10. Yep, there's a suppressive effect, but it's a bit less than if you're able to target the actual floor.
  11. I'd like to find a mod that removes the sound of thunder when it's raining. After all, this game is taking place in the late autumn/winter. Anyone knows if such a mod has been made ?
  12. This might be it... I don't neccesarely feel that movement to the top floor of a building should be entirely prohibited because of a damaged roof. Many of the maps have buildings with just 2 or 3 floors... This 'rule' might limit the options for troop placement a bit to hard...IRL i belive that troops would in many cases be able to get into those places and find good fighting possitions... Funny thing is, some houses actually allow you to enter all the floors even if the roof is destroyed. This happens in the houses where where you can usually place troops in the actual roof (they have little windows to fire from). When the roof goes, you can still place guys in all the lower levels.
  13. I think it would be nice to have some way to auto-distribute ammo and bazookas from trucks/halftracks during the setup phase. Manually splitting teams, clicking into and out of vehicles, and acquiring takes a while.
  14. I think it's pretty obvious that the rubble was intended to stay at the upper floor where it starts out. Then it drops down for some reason. But yeah, it's not an end of the world bug. Just an immersion thing. Thought I'd flag it.
  15. Plot thickens: I noticed that after playing some time on the second scenario, all rubble is now on the bottom floor again. It seems the rubble starts on the upper floor on first load of the scenario, but then drops down to ground level when the mission is played a bit, saved, then loaded again. @IanL Because the rubble comes from the collapsed roof and thus shouldn't drop all the way down through the building, through the intact floors. Also, it's a helpful aid to the player to be able to see that the uppermost floor can't be entered.
  16. Update: This issue only seems to happen in some scenarios. In the first mission of the battle for Aachen campaign, all buildings have this problem, but in the second mission of the same campaign, all rubble is on the top floor where it should be.
  17. When a building has a ruined roof, the uppermost floor is inaccessible. To represent this, there is rubble. But this rubble appears on the ground floor, which is not inaccessible. The rubble should appear on the top floor, to show the player that he cannot enter.
  18. Great run down and explanation, Ian. Seems so obvious now in hindsight. Like turning the last page of a murder mystery. It was the butler all along!
  19. When playing the Scottish Corridor campaign, I started thinking of the Bren Carrier as the "Queen of the Battlefield"
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