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Cobetco

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Posts posted by Cobetco

  1. meh, i would however shell out for some useless vehicles and equipment like the Hummel ammo carrier, ARV's, rocket and/or  field artillery. if only just to make some more interesting scenarios. (the equipment in question would be useless with no purpose other than set dressing) that or more comprehensive fortifications, like mortar pits and dragons teeth, once again just to make more unique scenarios 

     

    and maybe hypothetical or obsolete equipment for giggles. I very much enjoy how in FI you can give US rifle squads m1903s instead of m1s

  2. 1 hour ago, StieliAlpha said:

    Eh, it's more a Tank question, but I'll try anyway: Does the "hull down" command in V4.0 work?

    In an old scenario, started under V3.0, I had a JgPz IV a few meters behind a rail embankment. I thought, I'll be smart and tried the new "hull down" command to move the TD forward.

    Unfortunately, It ended up flat ON the embankment instead of hull down. It scored a quick kill and received a quick hit at the same time.

    it does work, but you have to give it a target to be hull down to. you do this with the target command. if no target is provided i think it just works like a normal move command, sadly this means the vehicle can't go hull down and provide suppressing fire on the same turn.

  3. 12 hours ago, user1000 said:

    He was watching for enemy armor at the rear and flanks, he usually does that. M9A1 rifle grenade guy.

    you know I was being silly =p, that being said, because of your comment I did check out my rifle grenade guys today in a quick battle, and wow props to BF for marking the M1 rifle grenade a strait pull. so many other devs would have left it semi auto. I never noticed that until now.

  4. 21 minutes ago, SLIM said:

    Now isn't that a pretty sight. A whole line of M1's ready to spit lead.

    well almost a whole line, there was that one guy who was backwards.... probably mooning the Germans. But there is always one guy without fail in any real life situation who doesn't get it (its usually me) so i'll give the 4.0 AI as pass on that.

  5. 2 hours ago, sandman2575 said:

    Yup -- and this touches on what for me is one of the biggest frustrations with CMx2: the lethality of unbuttoning. Drives me crazy. I essentially never unbutton tank commanders anymore -- it's just too risky and not worth the supposed benefit in spotting. There's no surer way to draw the AI out of an ambush than to unbutton. It's like dumping a giant bucket of chum in shark-infested waters. And for tank commanders and HT gunners, it's pretty much as deadly as jumping into said waters.

     

    Just to be clear, I'm not taking about unbuttoning in obviously (or even potentially) dangerous situations. I'm talking about unbuttoning when you are hundreds of meters from possible enemy contacts. The sniping power of your average grunt to pick off unbuttoned tank commanders from improbably long distances is breathtaking in CMx2.

     

    End rant...

    it should be pointed out sandman that a patch or so ago in FB they reduced the threshold of fire for a commander to tuck him self away. to a point where I was rather happy with it, and could kinda not have to manage my TCs so much. This modified behavior seems to have been bundled into the 4.0 upgrade. so you might want to experiment now in 4.0, unless you have already and are still unhappy, in which case...  ¯\_(ツ)_/¯

  6. I suppose? and while marketing isn't my field, I suppose BF showing off their product after it launched would make just as much sense given the niche nature of these types of games. case being: despite my attempts I can't get anybody among my circle of friends to give CM a go, even the ones who still play Company of Heros.

  7. 2 hours ago, rocketman said:

    My guess is that the 4.0 engine upgrade for FI will be launched together with a module.

    with no beforehand marketing or at least hype? i don't know... i know Italy inst the most popular module (despite being the best one) but to just dump an expansion like that would be quite shocking

  8. this is because the mk4 is trash...well that's being a little harsh. the mk4 is let down by its turret armor. I have in the past lost and taken out mk4s with 37mm cannons. and i don't mean immobilized or lost its main gun rendering it useless, i mean full on knocked out. the stug without its turret is at a disadvantage to the mk4 G and H (not the J, it has no turret motor so might as well be turret less).  the earlier stugs also don't have great machine gun capability, and they all have an overall lower shell count, but i still feel the mk4 is less valuable then a stug.

     

    STUG LIFE

  9. You know i was just yesterday praising the AI, but it seems I've found a somewhat major bug. the AI likes to set up picnics in hedges and low bocage. what will happen is a pixeltrupen or two will not follow his squad if he hangs around those hedges, i'm not 100% sure its the hedges causing it, but the 3 times I've spotted this behavior they involved hedges. I of course have a save file featuring a pretty bad case where I moved a squad halfway across the map before noticing, if anybody wants to see it.

     

    I hope this is just a CMBN issue and not a major 4.0 engine issue.

     

    (edit, i brought screen grabs)

    Ssboqbo.jpg

    Srg Hillard and his grenadier are enjoying the day, watching birds (another squads leader is bugged behind them)

    YBIPAnJ.jpg The rest of Hillards Squad... or is it? 

    RwIqvpx.jpgwell that wasnt all the squad, because the last two men in Hillard's fireteam decided after marching halfway across the map they forgot about him, and are sprinting back to where he became bugged

  10. I might be delusional but I went through a couple quick battles (and i mean super quick) and the infantry appear to be behaving more rationally, not just that they keep their distance from each other. but they move abreast and contact with the enemy doesn't involve just one guy running into concentrated fire, with the rest of the team mile behind anymore. they seem to shoot on the move more, and are more liberal with those grenades. its kinda refreshing. so props to BF for making what i assumed would be a minor feature of 4.0 one of my favorites. kinda saddened that the firing mortar half tracks are still exclusive to Final Blitzkrieg, but eh i can wait for another vehicle pack or whatever for Normandy to see that feature. 

  11. 7 minutes ago, akd said:

    AFAIK, DPM was rare in comparison to DP at this time, but not sure why it has the "standard label" + rarity cost.  Anyways, not anything new with the upgrade.

    it was that way in the last patch? oh hmmm i guess i just never noticed, i don't think I've ever purchased or thought about purchasing a soviet LMG team before now. even now I only wanted to see if the new tracers were green.

  12. ah i have actually done experiments on this. if you give the occupants a target command they will stand up and fire, however only a couple guys wills actually stand up, and with the exception of the bren carrier will only fire to the sides and rear of the transport. also for whatever reason mg34/42 armed guys will just hang around playing cards despite them being the optimal ones to be doing that kind of stuff.

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