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  1. Its definitively not that. The syrian side surrendered as you can see in the photo you posted, and in that case all of the ground objectives should have gone to you, even if there were non surrendering syrian units in there. I dont know why the game didnt gave you the points thought. Maybe like you said it was because you damaged the building too much? IDK
  2. Thats Interesting. I remember reading some while ago that following the azeri victory in the 2nd Nagorno Karabakh war, the British MOD visited Turkey and was suppossedly very impressed by the results of their drones. I wonder if the reducement of the number of british tanks is also related to the percived threat from drones, and is not only being done out of economical and strategic considerations, but also tactical ones. What it would be also interesting to know is what other, more discret, improvents are also being added (or being actively developed for their eventual inclusion in the program), apart from the old tried method of just putting more armor into the tank (EW, Jammers, maybe even new system of APS capable of hitting top-down threats etc).
  3. I of course cannot be 100% sure, but it is most likely, as Fusselpi pointed out, an error arising out of the way the game is coded. An ATGM cannot fire while on the move (if you check the vehicle parts tab you will see the ATGM parts greyed out while on the move); and the game recognises that a vehicle is moving if it has a waypoint plotted, not if its actually moving; hence why despite the vehicle being actually stationary thanks to the use of a pause command, because it still has an unfinished waypoint; the game thinks that that vehicle is still in the move, and is not capable of firing the ATGM. Also, as Chibot says, you can see this problem in CMSF2 and BS with more modern vehicles and systems. Thats why I initially said that it will be nice if a solution came in a form of engine upgrade, as this is not really bug, that can be easily solved via a patch, as it needs somewhat of a code rewritting.
  4. Yeah I fully understand that. My point of complain is not wheter that kind of scenario design is viable or not, I can see why its really pushing the engine to its limit. However, what I mean, is that you cannot, as of right now, select an ATGM vehicle, plot a movement to a crest, give it a pause of 30 seconds, fire its ATGM, and then reverse it to safety. That is a real life tactic ( and a very useful one) and as such it should be able to be replicated in a game that strives to be the closest it can be to a tactical simulator. That is true in the case of long range engagements, which I suppose are more common in CMCW, however in case of shorter ranges (and better and faster ATGM systems, which make an appearence in SF2 and BS) you can achieve a hit in like 15-20 seconds. In that case, giving it a full minute interval its just excesive and calling for the vehicle to get toasted, specially in the more lethal modern setting
  5. I think the real issue here is not so much that he cannot do that particular experimental scenario, as much that ATGM vehicles are deprived of doing shoot and scoot tactics in CM games, which is basically the lifeblood of such kind of vehicles in real life (and as such, they should also be in the game). This actually explains some till now unexplained situations where i tried using this tactic in SF2 to not avail. I think the coding team should look into this, hopefully for the 5 version update; as one of the main ways of use of ATGM vehicles is impossible to replicate in the engine (specially now with the release of Cold War, where ATGM vehicles were so predominant)
  6. In my idillyc world, yet still grounded on reality (or so I hope ), the sequence of module release should be something like this: 1st. CMCW Mad Wargames: An extension of the base game to add the year 1983 (together with winter textures) and the Archer Able exercises, together with the inclusion of both West and East German Armies. (The soviets during that year were convinced that the Americans were about to invade them, campaigns with the americans in the offensive would be an interisting change from the usually depicted soviet invasion) 2nd. CMCW Race to the Wesser: A module depicting the push to the Wesser by the soviets. The british, belgians and dutch are included, together with the Poles. 3rd CMCW "Le Garde Sur Le Rhin" : The french are added, with campaigns depicting the defense of the Rhine by french forces in case of a effective Soviet bretrought. The rest of Warsaw Pact, together with Canada; are also added. And with that, you have a hot war in 80s Germany mostly covered. From there, you can go wherever you want. Extend the year coverage to the early 70s or late 80s, add the southern and asian fronts, do some Alt-history scenarios, etc.
  7. Good to see I was not imagining things. Considering how obvious it is I was surprised that no one else reported it. Nevertheless I think this bug only happens in some graphical settings. Atleast since changed the graphical settings to "best" I have not seen it again, so for a temporary solution you could do that, (If your computer can handle it, mine is defenitively not happy about the upgrade in graphics) as I assume that you were playing in the medium graphical setting, right?
  8. You could always give it the Hypothetical rarity tag, in the same way that it was given to the PZ3 in BN.
  9. The only unit that needs to cross the river is the Schwimmwagon so the river should not be a problem. (Plus there is a fordable site to the left of the map in case you want to cross with your full force). For the AI, well, isnt the scenario presented to be played as Axis only? Or atleast it was Axis prefered, thats for sure.
  10. Has anyone else seen a graphical bug with the wheels of the T34? If you view them at a determinated distance, specially when they are moving, their wheels start to spin out of place, rotating across the entire vehicle. Its somewhat comedic to see, although it completely ruins inmerssion. I have tried to snatch a picture but when I take a snapdhot for some reason the games goes to the lowest graphical setting avaible, as if it was loading, and the graphical bugs dissapears. So yeah, anyone else has seen this? I have not seen it report it anywhere.
  11. Shoigu himself. Here is TASS report on the withdrawal:
  12. Thanks for the insight Haiduk, much apreciated. I guess we will have to wait and see what happens eventually.
  13. I was thinking about if I should keep responding because I cannot avoid to feel that I am giving the impression that I fully believe that war is inminent and that I desire such a war, when that is not really the case. I whish you are right DMS, however... From what I am reading only the 58th Army of the Southern Military District, 41st Army of the Central Military District, the 7th, 76th and 98th Airborne Divisions will return to their bases.That amounts to around 10.000 personel from what I see. Also Shoigu only said that personel (личный состав was his words) is going back, meaning that tanks and other heavy equipment will remain at the border at the ready. And getting troops for that prepositioned equipment could be achived in hours. Also, a lot of the movement that we saw in those days was actually a repositioning of such units. For example, the 56th Airborne brigade has been permanently redeployed to Crimea, and the Units south of Voronexh will remain there supposedly for Zapad 21. It definitively can be considered a good sign, but until all units deployed to the border have dispersed and the bellicose rethoric dies down, I still think is to early to be safe. We still have to see what happens with todays meeting with Lukashenk and Putin, and with the Forum "Unity for Russians" that last until tomorrow.
  14. I think the problem here is not so much if they did or not fix that particular bug and how much time they did take to do so, as that despite that this bug had been found and reported here on the forums a long time ago, the developers just got news of it like two days ago. Hence why a better system of bug reporting might be in order.
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