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AlanSA

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Everything posted by AlanSA

  1. I have no doubt some players think that. However I don't. I've made an attempt at constructive criticism of an issue I have with the game and I'd appreciate constructive replies. Hopefully that's not too much to ask. The Youtube link is working now.
  2. Apologies for the hyperbole but it was born out of frustration. Then again counting isn't a personal strength. Lets just say it's happened more times than tolerable given the dire consequences in terms of casualties. Especially for a particularly casualty adverse player. I see your point about the pixeltruppen's view of the battle verses the players and you're right. However I still think the troops are over reacting. A short organized retreat behind cover, yes. However running off into the distance in a seemingly random direction doesn't seem right. Green troops panicked and disorientated okay but calm veterans? I understand there might be game limitations to deal with but it does seem serious gameplay issue. To me anyway. I've done a little more testing and captured a clip of what I'm talking about . That's if you'll excuse the potato quality. As you'll see the squad is not suppressed but when implementing their area target order into an adjacent room they become suppressed from their own fire and when one soldier throws in a grenade and it explodes they all make a run for it. In the same direction as the explosion..... https://www.youtube.com/watch?v=yIiHFLzI3Xk&feature=youtu.be&ytbChannel=null
  3. So I've played through the SF2 demo, 'demo' doesn't really give the amount of content justice, for the most part I've really enjoyed the game with only few relatively minor issues. However unfortunately there is one problem so egregious I just can't get my head around it and that's the squad retreat mechanic. Time and again squads when under fire just break and run off in a seemingly random direction, cover be damned. I've never served but it seems to me the only time a trained soldier would risk abandoning cover and running off would be if he is absolutely convinced he's about to eat lead. Yet in the game even Veteran troops, under a modicum of fire, who have suffered maybe one casualty or even none at all, break and run for it. They're not even in a panic but merely 'cautious'. One example in the Alamo scenario.Three squads abandon their position after engaging an enemy squad at close range. Most of the enemy had surrendered and there was no incoming fire at all by that turn. Yet they cut and ran off despite none of them being in a panic. Naturally straight into an enemy squad who took them out. I reloaded the turn and it turned out their own fire, I had an area target 30 meters away where the remnants of the enemy were, was what had triggered them into running off! It's also reared it's ugly head when moving troops back that are under fire. In the Breaking the bank scenario a few squads were in a building when two of them came under fire and I ordered them all to slow move back one room. Three of them all Veteran, none in a panic then proceeded to run down multiple flights of stairs, out the door across the road into an open field where they were later mowed down. Two pics illustrating it. I've witnessed countless other examples of this behavior which is so out sync a game that gets so many aspects right about warfare. Hopefully it's something that's being looked into as I can't see myself purchasing SF2 as is. Which is a shame.
  4. Not sure if it's a glitch or I'm missing something but I've found machine guns on the Bradley's and G-Wagons often don't obey orders to open fire on either direct or area targets . For example when I give my gunner on a G-Wagon an area target he'll stand there twiddling his thumbs "spotting" then eventually it will say "firing" but no tracers are visible. After that there will be no more "firing" on the target area through multiple 'minute' turns. I have on occasion seen them open fire with visible tracers but very rarely.
  5. Unfortunately not. They're on the flank of an objective. Troops moving to assault that objective are taking fire from the building. The scenario map size seems too narrow for bypassing buildings for the most part.
  6. Thanks. The scenario is 110min. I am the antithesis of a player who rushes. Eaten through more than half the time and only now getting stuck into MOUT . I can always do with more time and more smoke! Ran into my first snafu assaulting the same building Andy mention earlier. Do Pixeltruppen suffer suppression or moral hits if the buildings around them are brought down or the level above them takes damage? I've included a screen capture of the building in question in my game. The enemy squad that the arrow is pointing at are seemingly unperturbed about the fire power destroying everything around them. They're unleashing accurate automatic and RPG fire on anybody that gets near them.
  7. I'm suffering on Passage to Wilcox. I've had to adjust tactics to simply flatten every building from afar. Bastards still survive collapsing buildings but are quickly wiped out once in the open.
  8. I extracted the folder to C:. The actual files themselves were not mixed with other files.
  9. Yes I extracted the CMBN Demo folder to C:. Then tried to the setup.exe file with 'Run as administrator'. I got the following error "Windows cannot access the specified device, path or file. You may not have the appropriate permissions to access the item" The setup file then disappears from the folder.
  10. WinRAR. I've tried other programs and extracting the files like you suggested. It does seem to be a problem with permission to access 'CMBN_Demo_Setup.exe'
  11. I receive the following error when trying to install the demo for CM:BN "Cannot execute "C:\Users\*****\AppData\Local\Temp\Rar$EXa0.257\CMBN Demo\CMBN_Demo_Setup.exe"" All the demos for the other CM titles install fine.
  12. Thanks for the replies. By optimal I meant for performance, with graphics options turned to their lowest settings. Ithikial_AU has nailed the issue that I intended to convey. It would be great if the player was given more options to tweak settings especially for something as significant to visuals as draw distance.
  13. I'm having an issue with draw distance being at best120 meters with optimal settings. Are there any tweaks or mods to address this? For example seeing a line of trees ahead and only the first 3 or 4 have shadows really detracts from the immersion.
  14. For those of us stuck in the 3rd world Steam is a godsend. Their regional pricing structure means some games are up to 35% cheaper than US prices.
  15. We had a company here flying old cold war jets but unfortunately after one of their English Electric Lightning's crashed at an airshow the company shut down and sold off the remaining jets. A real shame. As for Ju52 I've been fortunate to be in one. Alas only while it's landing gear was firmly planted on the ground as passengers weren't allowed aboard doing it's airshow demonstration flight. Attempts to arrange a stowaway by virtue of being the pilot's kin proved fruitless.
  16. Nice. I on the other hand am looking at making my first CM2 game purchase and this thread has all but confirmed CM:FI as my choice. Not to derail the thread but a quick question regarding Quick Battle AI. I'm currently watching some of ChrisND's excellent YT uploads and have been impressed by the AI in CM:BS Quick Battles. Have the older titles like CM:FI and CM:BN benefited from improvements in Quick Battle AI over the years with updates?
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