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chuckdyke

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Everything posted by chuckdyke

  1. TBH what is the point keeping units in trucks? Baranavichy in RT for example. Playing time 1hr40min AO is 2.5 km long a distance which yours truly here can walk in 30 minutes without risking his life. After 500 meters they better disembark anyway better make them walk and you don't worry about paths or anything. The situation the terrain is dry the tank-riders are fine disembark them whenever there is a DZ. Trucks are still useful a ammo dumps and they soon catch up.
  2. All the Shermans at once get the Tiger2 he is exposing the flank it is a paper tiger. Don't shoot right away at anything get the infantry moving right away.
  3. Yes, poor AI has to obey every plan of the author. Once you trigger a plan just see what happens.
  4. "We can send him and his family to the Gulags in Siberia! Unfortunately, the traditional methods are not so effective." Krushev replied in Enemy at the Gates.
  5. Something like this? It is called the cover-arc tool. This makes it easier. Blank bits inside the arc are elevated. Any unit can apply it.
  6. One difference between us and the authors of the scenarios. They know which units they give us and paint the triggers of their plans. We can only guess what those triggers are. Perhaps your units stepped on one.
  7. On Windows you have the 'XBox Games Bar' that works a lot better and is the one I use. Press: 'Windows+G' and you see the Games Bar. The good thing is during the game you need to press only Windows +Alt+Prtscreen to get a screen shot. The App keeps a record of all your screenshots. All my screenshots here were done with this App. Yes, I noticed that too, it seems what the TacAI is doing this, that the units are looking for cover and split up the squad. Just my theory only.
  8. So is the foxhole. WYSINWYG or he is just a very average marksman.
  9. When we select a group they should be treated as one unit and when we plot a route they all should share the same route. But it keeps splitting up in three different directions.
  10. A squad consist of 2 or 3 teams. They move on the same path unless you split them up. Instead of making a follow order have them moving in concert until split up decided by the player. The feature already exists in infantry units on a squad level why not on a platoon level with other units? An armoured platoon has depending on the country let us say 5 tanks. Make their movement orders on platoon level as one unit until split up by the player.
  11. The tank must have a full contact before it stops. You better give the tank riders a disembark order otherwise they stay on the tank. Better don't have them on a tank in a DZ.
  12. On Hunt they only stop on full contact. The AI once a unit is 'Triggered' it is in Banzai mode. Fun when you first try the game but now, I just stopped playing a few scenarios prematurely. The game becomes sometimes a Turkey Shoot.
  13. We have a squad which can be split but us long they are not split they can move on the same path to unite them again in one squad is easy but not as easy as splitting them up. Vehicles could be the same, a platoon which could be split up like we can with an infantry squad. It is a wish-list for the next engine. I think we go the wrong path of 'Follow'. Split and combine is what we should be looking at.
  14. Good things in older games you can use them for testing of tactics. See or real-world tactics will work in Gog and Magog. Here the MG42 in HMG mode. This weapon on a Tripod becomes a different weapon than the MG42 on a Bipod. On the Tripod its function is not on Platoon level but Company Level. Maybe you use it differently it is just to suggest some ideas. Background of Gog and Magog, Tiger2's are committed and took fire from the treeline. The follow up infantry platoon made a full contact with a 76.2mm ATG. Now I positioned a Section of MG42's from among the wheatfield. His contact icon was passed on through the C2 network and his Platoon commander sees the sandbags but not the ATG itself. The Platoon HQ has plotted a Mortar Area Fire in the vicinity A platoon of Panzer 4 is on standby near the infantry platoon. They wait for an update of the Soviet positions. The MG42 is concealed but has no hard cover, will fire from a defilade position once the mortar strike comes in. The range is a little over the effective range for this weapon(800-1000meters). The idea is to suppress at this range this weapon will strike with a plunging effect of I estimate at 80⁰ to compliment the area fire of the mortars. Using the C2 the platoon of Panzer4's will be updated with the intel of the infantry platoon.
  15. Windows+G give you the tools. Windows+Alt+R let you record during the game. Windows+Alt+PrintScr gives you a screenshot. These are automatically saved and can be accessed any time. If you have Microsoft Office Powerpoint lets you make a slide presentation which can include your screenshots as well as video recordings. This can be uploaded as MP4 to a streaming service of your choice.
  16. Play Edge of Darkness in SF2 it happens every time. Here the sniper is Elite and has more spotting tools than anybody else. The FO has the same tools. I don't notice much difference between a Soviet Sniper in Red Thunder and a high-tech sniper in SF2. A German Crack Shot Sniper managed to miss a target 6 times at 360 meters in a different scenario. What you see in the game is not what you see. It seems in US English they don't differentiate between a Marksman and a Sniper here is what the problem is. I shot through Iron sights and scoped firearms. I can tell you if you don't have a sight picture you won't hit a target. The assumption that a trained sniper has been trained to spot is a fair one and not nonsense. Anyway, I bought the game to have fun in my retirement. I will post something about multipurpose machineguns feel free to criticize but I have researched the subject.
  17. 'This is what I call a nonsense assertion.' If you can hit something at a range exceeding of what is expected from a qualified rifleman, you need to be trained into spotting at targets at longer ranges of what is expected from a qualified rifleman. This is not nonsense but logic. Combat Mission doesn't give them any more spotting abilities, but a little better than an Elite FO in Edge of Darkness in SF2. Test it out on the pillbox, Sniper gets a full contact the FO if you position him next to the man with the scoped rifle doesn't. I don't suck my playing experience out of my thumb.
  18. Somehow, they spot a lot better than the other units. Not by testing but by just playing the game. Spotting is also related to experience. Veterans spot a lot better. We have 2 versions of English on this forum normal standard and combat mission English. Attack and Assault also have different meanings depending on the author of a scenario. I am not surprised there is miscommunication. In SF2 a sniper spots the enemy but an elite FO next to him doesn't. They better do some more testing instead of telling us off. With the best of intentions, I just share my gaming experience.
  19. Yes, if you click on a road and your last waypoint is on the road the program should move your vehicles on the road from A to B. There shouldn't be a requirement to click 12 times for each vehicle.
  20. We need 10 action hexes between vehicles which travel in convoy. That means roughly a pause of 10 sec-15 sec between vehicles going fast. After a minute you should be able to adjust your convoy.
  21. We need a topic on this, apart from tiny engagements I can't see how you can manage medium to huge scenario in RTS.
  22. The quickest way is Alt+P to show all move paths and click to copy the path of the first vehicle. Not nice if you must do a battalion that way. These 3 vehicles took me a minute.
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