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MOS:96B2P

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Everything posted by MOS:96B2P

  1. +1. IMO a scattering of no headgear helps to portray an irregular unit or a hard pressed conventional unit. Good job.
  2. Thanks. I was waiting for somebody to continue the conversation. In addition you could also use EW settings. However, these settings and soft factors will be for the entire length of the scenario every time the scenario is played on the entire map. IMO a chemical attack would be more interesting if it occurred in different locations, with different AI plans, on a huge map. As a result I've been testing some ideas in an NTC like setting. These require house rules and the honesty of the player. A foxhole fortification is assigned an AI group. This is the only foxhole in the scenario. Since it is a fortification it has Fog of War and is the visual indicator of a persistent chemical. It is given five order spots it can jump to. Three order spots are in the maneuver area of the map and two order spots are in an out of the way area. So there is now a 60% chance (the % can be changed) that the foxhole will appear somewhere in the maneuver area at game start. The foxhole could be made to appear anywhere on the map but chokepoints and obstacle belts probably make the most sense. The obstacle belts and the foxhole order locations also change with the AI plans. The scenario starts and there is a 60% chance that a chemical attack will be used by the AI. Depending on the chosen avenue of advance etc. the player may never get hit with the chemical attack even if the foxhole is placed in a maneuver area. Due to FOW if the player does get hit with a chemical attack he will have some units within the contaminated area when the foxhole is discovered (due to FOW). The foxhole is placed in a slight depression and in testing is discovered at about 50 meters. After discovery the foxhole marks the center of a 500 meter 360o contaminated area. The player then designates a unit to mark the contaminated area by placing a movement waypoint on the foxhole with a 250 meter radius 360o armor target arc. This makes the contaminated area easy to see. The following restrictions apply to all the players units in the contaminated area: Vehicles can only use Slow waypoints inside the contaminated area and must button. Infantry cannot use Fast waypoints inside the contaminated area. Infantry HQs C2 range is limited to 24meters (to limit C2 while using Hardcat Rules). Infantry can only plot one waypoint per turn. The restrictions only apply to units in the contaminated area and after leaving the contaminated area the restrictions are removed. I'm still experimenting with these rules so if anyone has any suggestions please say so. With this system (which is a WIP) the player doesn't know when or if he'll get hit with chemicals. If he is hit with chemicals he'll have a choice to make. Switch to a different avenue of advance or fight through and out the other side. Below are some screenshots from testing. An example OpFor obstacle belt, in the setup area, for the rotational unit to examine before starting the mission. The 250 meter radius of contaminated area from the foxhole marked by a 360 degree armor target arc. A company team was hit with chemicals shortly after breaching an OpFor obstacle belt.
  3. +1. Very true IMO. With the editor and the ability to mod there are many opportunities to create scenarios that players have a personal interest in. To include scenarios that are well outside the scope of the, original intended, time frame of a given game family. Bush wars in Africa, coups in Latin America and the Middle East, Vietnam type scenarios in South East Asia, law enforcement scenarios and the list goes on. Or scenarios can be set up to compare, contrast and test different weapon systems. The entertainment time, educational value of the game / editor makes it more than worth the purchase price.
  4. I agree it would look cool and it would be interesting to play some CM scenarios where persistent / non-persistent chemicals might be used. It was often trained for during the Cold War. However I don't expect it to be implemented in CMx2. I've used house rules to attempt to simulate a chemical attack in an NTC type scenario. It definitely disrupts the tempo of friendly operations and makes things interesting.
  5. BUMP. This is an interesting topic by @Drifter Man with some good information backed up by testing. Thought I would bump it.
  6. Battlefront did have some type of command delay in CMx1. That was before my time here so I don't know much about the details of it. @Erwin is one of the ancient ones, so he probably knows. I've been tempted to but SOW just to try out the command delays but I don't really have time for another game. Maybe an optional type of delay for CMx3? The command delays are an interesting idea IMO.
  7. +1. Nice find. Now, I wonder if target arcs still have a small spotting bonus or if something was tweaked since 2011? Same as @akd I have believed that there was no spotting bonus within a target arc. Now I'm not sure........
  8. If you are interested in a more realistic command and control for Combat Mission games you may find the below attached topic interesting.
  9. A four round burst probably doesn't prove it one way or the other. A Human can select Target for 15 seconds of area fire. I often do this to conserve ammo when area firing since I'm basically guessing where the OpFor is. With the M113 reversing it might have lost LOF and stopped shooting for that reason. Not saying your wrong but since your playing a human ....... the human may have something to do with it.
  10. I think this is a PBEM? Could your opponent have just been area firing? Maybe the M113 AI never did actually have a confirmed or tentative spot on your troops.
  11. @dbsapp +1. What @Sgt.Squarehead said above is probably a large part of the problem. I'm not sure if its a bug or engine limitation but it is shared across all nationalities. If you want to lobby Battlefront to model telescopic sights I'm with you, my friend. We can add unconventional forces with demo charges and modern mine plows to the list. It's in our gaming interest to have the simulation as realistic as possible and our small community as united as possible.
  12. Yep, your probably correct. Such a minor issue I didn't even remember it and I played that way for about two years. IMO not a game breaker but definitely irritating. Hopefully the OP can use the helpful advice he received above to fix the problem.
  13. If an Intel GPU is the only GPU you have you would be in luck because CM can use an Intel GPU (along with many graphic cards). If you play it on an Intel GPU you will have some irritating smudges in text but the game is still playable. As I recall the only negative effect the Intel GPU had was for text. So basically just the briefing & scenario/campaign selection screens. This is irritating because the briefing is important but not a game breaker. As I recall the actual 3D environment where you spend most of your play time works just fine. I played CM on an Intel GPU the first two years I had the game. I enjoyed the game so much I had a rig built to specifically play Combat Mission and got an Nvidia card. @Sandokan the first two posts answered your question and gave helpful advice on how to correct it. I hope that advice helps you out. If not you'll probably have to put up with the smudges like I did.
  14. Sounds like there are two different things going on. If the Blast order end point is placed on the ground floor the troops should not end up on the roof. In this example they will Blast through the wall (enter) and stop on the ground floor. If there is an elevation difference the troops may use a door instead of entering through the blasted wall. If the troops take fire / casualties they might take evasive action, cower, panic etc. This was a known issue in 2017. I have not seen this behavior in a long time so thought it had been fixed. I just did a simple test and could not replicate the Blast order turning into a Quick order. What version of Black Sea are you playing? I have version v2.16. Engine 4. I have the below in my notes. I have not had to use this workaround in a very long time. But maybe it wasn't patched and I have just been lucky. Not sure now. A placed BLAST command sometimes showed up as a QUICK move order in the command phase. Workaround: If your first BLAST command turns into a QUICK move on placement, select the waypoint and hit the BLAST command again. It should change and stay a BLAST command.
  15. I'm trying to understand this house rule. Could you please explain it a little more?
  16. +1 Yes, motorcycles would be very useful for the purpose of relaying tentative contacts. Kuebelwagens can also be used to relay tentative contacts but motorcycles would be more fun.
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