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IICptMillerII

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Everything posted by IICptMillerII

  1. Without knowing more, I think that they are just panicking Tripp’s trying to get away from the mortars. I’ve tested the new TacAI somewhat obsessively and have yet to come across anything truly suspect with the new behavior. However, if you do think it’s a problem, or you see it again, feel free to post a save file. Hope it’s just the mortars!
  2. Wow... these screenshots look amazing, and the maps look fantastic too! Great stuff! I also love the Panther reskin. Looks great!
  3. These look fantastic! Are they a complete reskin or is there some new model work here as well? Just curious.
  4. It will be. I think though, that the best thing for everyone to do is to completely ignore all the comments on Steam. Its going to be a cesspool. Not the point of putting CM on steam though. Still hoping that this will be a net positive for BFC.
  5. Not gonna lie I am completely taken by surprise with this. I never thought I would see Combat Mission in steam. I thought at the most we would see it sold on the Slitherine store. I hope this move benefits CM as a whole. I am however braced for the impact of an influx of the usual steam player base. It’s certainly going to be interesting.
  6. Its both. There are sound contacts. Enemy vehicles moving around in earshot but out of line of sight, such as at night or when terrain is in the way, will give an unspotted contact icon.
  7. This was a great video series! I’m on the last episode myself. Sad to know that it’s ending, but also congrats on finishing! It’s certainly one of the single longest campaigns in any CM game if memory serves. Looking forward to what comes next!
  8. As long as they weren’t already crumbling along the sides when they were issued!
  9. CM does abstract obstructions like furniture inside of buildings. It’s all part of the cover value being in a particular type of house provides. Hard plates rated for it will stop 5.56, 7.62, and .30-06 at point blank range. Soft body armor such as Kevlar will not.
  10. @37mm another great video! If only I could find the time to make a few myself. Glad you’re liking the patch too. @Bozowans great vignette! That first screenshot is great too, very atmospheric. Really conveys a tough infantry slug fest through an urban hellhole. Also glad to hear that you’re enjoying the patch. Seems to be well received by all.
  11. If troops are in good cover they won’t leave it just because they get engaged by HE. Though I think they will still evade if they get hit by HE while they are stationary out in a field or something similar.
  12. Thanks for the reply! Yup, sounds like things are working as intended here. One only has to look at the tough fighting that took place in Fallujah to know that even a poorly trained force (by conventional standards) that is well enough motivated can be extremely tough to dislodge in urban conditions. Without seeing it myself, or more specifically the enemy units morale state it is really hard to determine what is happening. Though I do have a theory: this is likely morale shock you are seeing. When a unit takes enough casualties and a general beating and they enter the 'shaken' or 'panic' morale states (the ones where you cannot directly control them anymore) the infantry will then displace and try to get away from the fighting. To me, this is the ideal way for this behavior to be implemented. Playing the game singleplayer, there is always going to be the lack of higher guidance to remove these shattered and broken units completely from the fight. That said, I think that everything is working very well right now. Ahh ok. More mods lost to time with the original repository going down and the current mod warehouse in the state its in. They look good!
  13. Here you go. From the Task Force Raff training campaign: 1 Training - Roadblock.btt
  14. Nice vid! Looks like you're using a new skin for the Abrams. Is that the case? Looks pretty good! Have an opinion on the latest patch, specifically in regards to the TacAI?
  15. Great anecdote, and its good to hear! Even conscript Syrians should pose a threat now for the reasons you just mentioned, which is realistic. A single guy with an AK, regardless of training, can cause a lot of damage, as Mike pointed out earlier. Plus, proper infantry tactics are essential now. You cannot clear buildings/fortifications by simply shooting the enemy out/off of their positions. This is one of the many reasons urban combat is so deadly and time consuming.
  16. Uh... do you have a save/replay of this? Because the infantry behavior was a huge pet peeve of mine and I have tested the new behavior and posted about it to the point of annoyance, and I can say with 100% confidence that the new TacAI behavior is superb. Infantry do not break and run unless their morale goes to pieces. Rattled infantry won't flee. Infantry are much less brittle now than they were even a patch ago. Again, I have literally tested this a ton. I'm legitimately baffled by your statement. This seems much more likely to be the case. If you force your infantry to suffer massive casualties and abuse the hell out of them, then their morale will break and off they'll go. Are you sure you patched your games correctly? CMSF2 should show v2.03 if it has been patched correctly.
  17. Great vid! I also like the sound mod you are using, especially the cannon fire sound effect. Great stuff!
  18. Rage against the machine my dude Completely agree. I guess all that talk about CMSF2 being an easy title because the Syrians are a pushover was just bluster...
  19. Could be because the campaign has set Canadian forces at 90% manpower. I know the original German campaign had missions with intentionally understrength squads.
  20. That bug has been thoroughly squashed with the release of the new patch. I would recommend upgrading your game to the most recent version. The TacAI behavior is quite good now in my opinion.
  21. What the hell, I threw ya some free upvotes. FWIW they are already doing point 4. CMFB will get a module that extends it to the end of the war. That, along with Fire and Rubble will see 1944-VE Day covered on both fronts
  22. I agree, but who knows how flexible or inflexible the UI coding is? While I think the UI is highly utilitarian (in a good way) I also think that if it were so easy to change/modulate like that, it likely would have been.
  23. I agree with the sentiment of this. While I think the game manuals and engine manual does a good job of explaining the gameplay mechanics (well most of the most relevant ones) I do wish we as the player got a bit more in game info. For example, I wish tanks would list the specific round they are firing (such as M829A2/4 for the Abrams) and other small details like that. I can understand why they do not add this info, as to not clutter the UI, but I would still rather have it than not. Just my personal preference.
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