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MOS:96B2P

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Everything posted by MOS:96B2P

  1. Over the river and into town a Russian mechanized unit goes.
  2. I thought you might have missed the below post since you away from the forums. @IanL made a very useful resource which is linked below. I had no idea there were so many scenarios I had not heard of or played. Welcome back.
  3. There are two options that are generally better than a surrender. Fight to the clock runs out or hit cease fire (the other player must accept the cease fire). If one side surrenders then it is a total victory for the other side no matter how much you accomplished during the battle. There are four levels of victory/defeat and a draw. There are many times you can get a minor victory or a draw out of a hard fought battle.
  4. See the post below. It was buried in the CMFB forum. All kinds of cool stuff. @Michael Emrys and @Euri just thought you two might be interested if you had not already seen the below post.
  5. I may not fully understand what you are asking but I believe you are able to do the above. When you are in the purchase screen (both in the editor and in a QB) there is the formation drop down tab on the left of the screen. When clicked on there are two additional options for Specialist Team and Single Vehicle. Under single vehicle is the choice for a ATGM Vehicle (M1167Humvee). For the QB purchase screen you must also have Mech. Infantry selected.
  6. I have seen bridges destroyed by artillery. Never really tried with an air attack. What type of plane and bomb was it?
  7. In general the bigger the building the stronger it is. A combination of a buildings height and footprint (total square footage) determines how much incoming HE before it collapses. Troops inside the building may be KIA or driven out long before the larger buildings collapse. The type of building also plays a role. IMO the following is true: Very Strong: Three biggest churches Strong: Modular buildings and the independent small church. Average; Independent houses, independent commercial and independent other (CMBN & CMFB have "other") Weak: Independent barns. Within the four above categories the square footage comes into play. Example: In general a small independent commercial will collapse before a larger independent commercial. As for fire support, I think only off map artillery/mortars have the delay option including during set up. Could this be the problem?
  8. There may be one exception to this. If it is a one action spot footprint building I am not able to get units on a lower floor to area fire up. They will target at will spotted OpFor above them and the OpFor above can area fire and target at will down. I have only noticed this occurrence in 1 A/S footprint buildings. All that said, it may be more practical to have a friendly unit outside of the building area target light into the OpFor occupied upper floor. The friendly unit on the lower floor will fire up on its own if it can get a spot. Or better yet wait outside the building, drive the OpFor out with direct fire and finish them off as they panic and run outside.
  9. Reference updating Shock Force, not sure if you saw this post below from Steve since it is buried in a thread on the CMFB forum. Sounds like there is hope.
  10. I may have just found my favorite Russian AT weapon.
  11. I think the below thread has several possible issues.
  12. My understanding of casualties is that there are three types: Brown base = dead (KIA) Red base = incapacitated wounded (WIA) Yellow base = walking wounded. You can buddy aid dead (brown base) to retrieve some types of gear and ammo. You can do the same for incapacitated wounded (red) base and also keep them from becoming dead and effecting the KIA count on the AAR screen. They never return to the fight. The yellow base are light wounds and they continue to fight but with certain soft factor penalties. (I've noticed when on a long Quick movement a yellow base will fall behind his teammates.) I don't know if BFC intended for incapacitated wounded (red base) to be able to yell out while they are laying about or not. Obviously the dead (brown base) should be dead quiet .
  13. Interesting. Thanks for sharing @Rinaldi. CMSF is a great game. Can't wait until it's updated.
  14. That's true and understandable. I get that not every troop in a team may be able to have LOF at the same target all the time. Just like RL. This cycling thing where a vehicle cycles through the load, aim, fire sequence with the gun only actually shooting about 3 out of 4 times I'm afraid is an actual problem with the game. The SPW 251/9 is one example of a vehicle with this cycle problem. Area Target it almost anywhere and it will not shoot all the rounds the status box is claiming it shot. Also @hattori found a similar problem in CMBS with a T-72. Either the UI should not be reporting that the vehicle is shooting or the vehicle should actually be shooting. IMO it should be shooting in the case of the SPW 251/9 since I had it area targeted over open terrain.
  15. You guys @Euri and @kinophile seem to be familiar with Russian equipment. In your opinion which is the best AT weapon against the US and what is the best way to employ them? Anybody else that has any advice with these weapons please add your 2 cents.
  16. + 1 And I think it is coming with the 4.0 upgrade.
  17. Yes, this will be a nice improvement. I'm looking forward to it. Thanks for reminding me.
  18. The AI is not waiting to discern the exact type of enemy. It is waiting for a direct target (spotted with LOF) instead of an area target. When it gets a direct target (spotted with LOF) on the enemy unit the enemy unit is also exactly identified (realistically or not) at the same time. A Human player can't directly target a tentative contact either. Can't shoot what you can't see. However a human player may area target in the general direction/area of the tentative contact. The AI will not area target in the direction/area of a tentative contact. I don't know if this is a game programming/mechanics limitation or an intentional decision on the part of BFC. If you are saying it would be more realistic/better if the AI could area target in the direction/area of a tentative contact I would generally agree (everything has advantages and disadvantages). But, for now anyways, the AI will not and our TACSOPs should take that into consideration.
  19. If you are talking about Tentative Contacts (the ones with a ?) These contacts are for units that are not currently in sight. They can be heard and/or they were spotted but now can no longer be seen. From Engine Manual v3.01 page 40: Unknown or previously spotted but now out of sight units, as well as pure sound contacts, are shown with a generic silhouette and a question mark. Unlike a human player the AI will not area fire at a tentative contact only confirmed contacts. Like @Machor said the deep red just means it is a more certain tentative contact than a light red. Example: This turn your troops think they heard heavy armor so the tentative contact is deep red. Five turns from now, if the heavy armor is not heard again, the red tentative contact will get lighter and lighter. The AI still can't shoot at it because they don't actually see it. Hope that is what you were asking.
  20. No problem my friend. Thanks for going to the BFC website, looking into the matter and contributing to the conversation. Besides, you are usually correct with what you post so we can probably let this one slide ................
  21. If I'm understanding the link correctly CMBN was switched for a short time to roving aircraft and then switched back to directed. CMRT has always been roving. CMFB is directed however it is directed down to the platoon level. In CMBN, & CMFI you need a Forward Observer for aircraft. Just wondering if this was intended realistic behavior for CMFB.
  22. I just noticed earlier this week that in CMFB almost all HQ units can request airstrikes. Even the 81mm mortar platoon HQ. In the other WWII titles you need an F/O to request air support. I don't often use air in the WWII titles so I am a little rusty on the details. I wonder if this was intentional? Maybe by this point in WWII Platoon HQs were calling in airstrikes? Not a grog so I don't know but it surprised me when I had a HQ unit selected and noticed the aircraft tab in the support panel was highlighted. I looked it up in the v3.01 Engine Manual page 73 and it reads: WW2 air support will prowl the battlefield independently, without the player being able to command them. The CMFB Game Manual page 71 reads: Air support cannot be directed to attack specific targets. Aircraft will roam the battlefield and attack targets of their choosing. This "roaming the battlefield" is only true in CMRT so no help from the Engine Manual or the Game Manual. Any thoughts?
  23. Did we ever get the correct ReadMe file for this patch? I like to try and keep track of patches/updates to the game.
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