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Posts posted by gnarly
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aww gawd, I soooo miss the 'Like' feature in these forums...
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Hi Gnarly,
Glad you enjoyed it and I do really appreciate the feedback. I didn't notice until now that not only comments but also ratings on the Repository are gone, which is a shame as I had got some valuable feedback from those that I didn't record elsewhere.
Regarding your thoughts:
-It would be possible to create such a "surge" by triggering. Reinforcement spawns cannot be triggered (as I believe they can in ARMA) but you could add reinforcements and cause them to move with a trigger. When I initially made the scenario, I actually considered bringing in a Russian mech platoon or half-platoon around when the Brads came in, but ultimately decided I wanted to keep it pretty "set-piece" with a minimum of surprises - including red reinforcements - for the player. That would also have been another wrinkle in a scenario where the primary goal was just to actually complete, polish, and publish a scenario (instead of leave yet another half-cobbled-together mess on my hard drive).
-I saw the same behavior in testing and am not sure what causes it. There is no way for the scenario designer to specify surrender parameters - they are hard-coded into the engine. The only control a designer really has in this regard is the ability to manipulate the AI into not surrendering by adding a bunch of AI "reinforcements" timed to never actually enter the map but I don't think that's the case here (it's been a while since I did anything with this scenario). My guess is that it has to do with the destroyed Russian vehicles on the map, which may be counted by the AI in surrender calculations and having the same effect. In the end I didn't worry about it much because it generally takes/took pretty close to time to secure Chicago anyways, so by the time the AI is to the point of surrendering time is often up anyways. Perhaps I will revisit that though.
Thanks again for the feedback.
No worries, and glad you found this feedback!
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@Rocketman, one thing to check; if you had multiple units selected at the same time (e.g. double clicking on a HQ unit), and forgot; then you added a pause to one unit, it seems to get added to all the units.
I've had this happen accidentally a few times; a 1:30 pause is two clicks from clearing a pause entirely, so perhaps you were clearing pause from a unit, but didn't realize you had multiple units selected?
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This is pretty awkward.
I Have to lose a man from the squad to just sitting in the BMP sipping vodka while his squaddies fight for their pixelated lives outside?
Hmmmmmm.
Yeah, and then you cannot split the remaining squad any further....
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Will DL and give a try! many thanks
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I like this part and I think it may be especially useful with some modern Russian vehicles (BMP-2 & BMP-3) where a soldier from the squad needs to stay behind to occupy the commanders position for spotting purposes.
The things you learn; I had no idea! So basically, if a squad dismounts, the BMP's spotting is severely compromised? And re-adding only a single soldier resolves this?
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Both options are very clever Baneman, thanks!
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Many thanks Bud
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I think the answer is no, but I can't find a clear comment to indicate this either way via searching the forums.
Is there any way of splitting a squad into two teams prior to their dismount at a destination? ie. vehicle arrives at destination, I want one sub-team to go left and hide in those bushes, whilst the other team goes right for shelter behind that fence. What I don't want if all 6 or 7 of them to hide behind the same thing, until next turn when I can Split the squad.
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Hi Ivan,
See this thread, and Battlefront's comment at the end
I'd suggest raising a tech support ticket to get access to their alternative delivery method.
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A devious bugger? Moi? LOL!
I'd be taking that as a great compliment!
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you are looking at it all wrong. It isn't $5 off, it is 7% off!! Don't you feel a whole lot better? kidding
And the 7% marketting approach is currency independent!
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Thanks for this little mission @Astano.
It was recommended over here, and fit the bill well; personally I found it fairly easy, and as you indicate (and I think most competent players have suggested) things for me were well in hand by the time the Brads arrived.
You likely probably won't even see this post (as its a bit of a grave-dig, but comments on the Repository look to have been disabled, and I think most scenario designers really appreciate feedback), but my thoughts:
- to really justify the brads, some kind of late 2 x BMP or 2x BTR surge from behind the village (can it be triggered by the Brads crossing a line/trigger just outside the village? I know nothing about the editor, but this is what you might do in ARMA's editor) would add a bit of spice.
- also, the AI never surrendered; I literally had to hunt till the very last man (in fact, I think I did kill/MIA them all, but still no surrender; I had to cease fire)? Is this normal/something you control in the editor?
- Good fun simple mission, with nice small manageable force. Much appreciated, good newbie mission.
Thanks!
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The drone used ( I assume?) can be seen in the opening segments of this video, which also has some further impressive war shots
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Don't forget that the forum has a thread for finding opponents so you will cast your net wider if you post your request for PBEM there.
Though BF is actively encouraging players to utilize http://www.thefewgoodmen.com/thefgmforum/ for PBEM opponent matchups:
http://community.battlefront.com/announcement/18-new-repository-and-opponent-finder/
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Hi Gnarly,
I would like to put my vote in for Guantlets Crossed. It's listed as medium size but only has 2 platoons of leg infantry, plus attachments (breach teams, MG teams). I find it is a nice intro to fights in urban terrain.
That was actually one of the demo scenarios, which I've now played 3 times, including once from the RUS side. Thanks!
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As posted over at FGM:
From a turn last night against @Artemis258 , in which his Kornet (?) skimmed my Stryker by a bee's whisker.. I spent at least 5 minutes watching it over and over (and over and over).....!!
Amusingly, the gunners head had been there about 10 seconds prior.....
Suffice to say the ATGM team was splattered all over the balcony it was hiding on moments later... -
Cheers @Rambler I'll check it out; I must admit I started that one up, and was concerned it was a mission in which your aim was to minimise your losses, rather than to win!
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Brilliant, many thanks for the quick replies.
@Erwin, thanks, I was aware of the ascending battle size for scenarios, but was doubtful that smaller necessarily meant easier. But good point about quick replays!
@Euri; cheers for the link - will give it a try. I want to give some scenarios a go before committing to a campaign; I hate ruining a good story!
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Hi John, You've actually supplied the same link twice, rather than two different links?
I believe this is the second (driver's view) link you intended?
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Echoing @sttp thread for BN http://community.battlefront.com/topic/121117-scenarios-the-difficult-vs-the-easy/, I need to start digging into the vs AI scenarios, and would prefer to start at the easier end of the spectrum. Currently have some PBEM's underway, but need to get more familiarization with tech/units/tactics.
Any recommendations on which are the easier scenarios shipped with BS (note I have already played the three demo scenarios, and obviously the 'tutorial' ones)?
Thanks in advance!
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Nice ambush!
Some Final Blitzkrieg basic details
in Combat Mission Final Blitzkrieg
Posted · Edited by gnarly
Well, after getting brutalized by the sudden and very violent deaths that result in Black Sea (and nevertheless mostly enjoying it, though I think I prefer Mech Infantry over Armour), I think this will be my first proper (purchased as opposed to demos) foray into the CM WW2 offerings, and I am most excited!