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Posts posted by professionalXMAZ

  1. @mjkerner  yep, that's exactly where they're running, the game mechanics are what they are.

    with respect, I think it's unrealistic for an american infantry element to break while winning a firefight, when they have friendlies in buildings around them, haven't taken casualties or more than a couple seconds of incoming rifle fire - and attempt to sprint down the street through an insurgent ambush.  my pixeltruppen are winning when they run.  

  2. @domfluff @MikeyD @Freyberg

    like I said, in ambush at al fubar, my infantry has been consistently running from cover without taking any casualties, into the street where they get cut down. I can replicate this almost at will. It's been 1/7 times where they did not break from cover and get slaughtered in the street on turn one.

    please don't try to tell me american infantry would do something this stupid. it's AI behavior issues, not realism.  95 americans died in Phantom Fury and zero squads panicked and ran out of a building into the street during a firefight they were winning.

    I've even provided a set of screens from when I just replicated this yet again a couple minutes ago.



  3. I recently played a QB against the AI...I used both my off-map mortars, they had a handful of WP rounds + something else, but when they ran out of HE rounds they were completely unusable (showed as 'out of ammo' or whatever it says).  After it happened on the first one, I watched the second one do the exact same thing. lists secondary ammo types, runs out of HE, goes winchester / unusable.

    is this a known bug? apologies if this has been asked / answered, couldn't find anything in search.

  4. On 6/13/2019 at 1:38 AM, General Liederkranz said:

    Unfortunately you can’t. In the game, offmap artillery/mortar call time isn’t affected by previous missions. There’s no “memory” of previous targets, and there’s no benefit to repeating a previous mission. Each fire mission starts from scratch. That may not be realistic but it is the way the game is built.

    Placing a TRP before the game will speed up call time, but again that’s independent of whether you’ve fired at that spot during the game previously. It just speeds up all shots at that target. 

    You can of course adjust the target of a fire mission BEFORE it’s finished, and that will be quicker than calling a new mission. But there are limits to what you can change by adjusting. Most notably, you can’t change the length of an ongoing mission. 

    is it missions called directly on the TRP, or within a certain distance? apologies, haven't used them even though they've been in many missions i've played

  5. hello, i'm playing a h2h, I chose a battalion of crack german infantry on defense.  In the last couple turns I bracketed a linear mortar mission and it went a long way to breaking up his attack. 

    now he's pushing up a parallel lane about 200m to the east, but when I call another, almost identical barrage down on the same line (it's just 200m to the left), it says it will take 7 minutes.

    how can I speed this up?  seems a half competent battery wouldn't have a problem adjusting

  6. 11 hours ago, Battlefront.com said:

    As others have said the people advocating for some form of AA defense for the Brits have a very weak case to make.  Syrian forces aren't likely to show up with air support at all and it's unlikely to be effective even if it does.  The claim that the lack of AA defenses for the Brits somehow unbalances/kills QBs is ridiculous.  And I'm being kind.

    Bottom line...

    Brits not having any AA defenses at all is not realistic.  Giving them Stingers is not realistic.  Giving them Stingers that are labeled "Starstreak" is not realistic.  Having the Brits need AA defenses at all is not realistic.  And yet here we are, sucking up my time dealing with an issue that by any reasonable definition isn't worth it.


    thanks for the full response.  Never said it kills QB but as @MikeyD showed further up his entire armored force got smoked by redfor air with no way to fight back, so again, not sure how our argument is weak.  Fair enough on not wanting to put in x representing y.

    and please don't remove redfor air support! 

    also this video of syrian airpower being timely and effective against an enemy without manpads IRL


  7. 6 hours ago, Thewood1 said:

    Exactly.  Still puzzled that this thread went more than a couple posts.

    why? people want a fun game, not 'brits don't get aa bc our books say they don't and we have rules for ourselves'

    i don't think the solution is removing syrian airpower.

    shooting at eachother is fun. being unable to shoot back is not fun.

    even against the brainless qb ai it annihilated his tanks and he couldn't fight back at all.

    They have starstreak. It's from 1997 - present.  So yea, i don't understand what the argument is even about or why it was removed.  Who cares if it's stingers not starstreak.  Please keep the british competitive and give them back AA capability. 


    In July 2001, Thales received a contract for a Successor Identification friend or foe system for Starstreak.[6]

    In mid-2007, Thales UK in Northern Ireland revealed that it had developed Starstreak II, a much improved successor to the Starstreak missile. Some of the advantages included in this new missile are an improved range of 7 km (4.3 mi), improved lethality,[2][3] an improved targeting system and the ability to operate it at much higher altitudes,[7] up to 5 km (16,000 ft).[8]


  8. On 12/21/2018 at 4:52 PM, Rujasu said:

    Tried the same and everything worked fine.

    What I suspect is happening is that somehow XMAZ's install is corrupt. If the map changes between him saving the QB and me opening it, there's definitely bits in places they shouldn't be. The disappearance of the tank company also indicates to me that the data in the save file telling what units to load has gone bad.

    eyyy so the thing is I've reinstalled 3 times before rujasu recommended it and idk what the deal is.  I'll work with rujasu to get screens of the setup and try to replicate it


    @IanL also rujasu tried creating a game after my reinstall and I wasn't able to join at all, said wrong module version (in red script, said it was X version, don't remember if it was NATO or marines)

    @Sgt.Squarehead as long as they're aware of the 'suggest forces' bug i'm fine

  9. 6 hours ago, Vet 0369 said:

    True, but in CMSF1, there wasn't any air support available either in pre made scenarios or in QB. I guess the decision would be "Do we add the actual British AA capabilities, and if necessary those for NATO forces, or do remove the Red air support?" I know which I would choose.

    strongly agree

  10. Tried and failed to set up a pair of SF2 PBEM quick battles, syria v syria meeting engagement, tiny/small, mixed forces (don't remember map first time). 


    Try 1: set up 2 different games with the above settings and sent them to two different players.

         bug1: the map changed from the one I selected

         bug2: opposing players had most of their units disappear from force selection -> deployment.

    Try 2: same thing except the map stayed correct - the opposing forces AGAIN disappeared so they only have a handful of BTRs. map: desert crossroads


    I only have the base module.  One opponent has expansions, one doesn't. 


    This is on top of my game crashing almost every time I press 'suggest forces' for qb, regardless of settings.


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