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gnarly

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Posts posted by gnarly

  1. 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!

  2. @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?

  3. 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?

  4. 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.

     

     

  5. 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!

     

     

  6. 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!

  7. 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!

  8. 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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