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RMM

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Everything posted by RMM

  1. I think that's the issue. The driver is a crewman
  2. Didn't check, but Bail out can come with morale consequences can't it? Or am just I hearkening back to ASL days?
  3. It's only one of the jeeps. The others show the usual, separate icon for the ATG crew, but perhaps, as @Freyberghas pointed out, this bunch are considered 'crew' for some strange reason. The Dismount button was available when I first opened the PBEM file, but then greyed afterwards. I did click it at that time though, so when the file comes back to me, we'll have to see if they do so. This is odd though - an ATG as a jeep crew? They're labelled as an HQ unit, but the other one is also, so why the distinction? Any insights?
  4. Scenario is M-G Lonsdale. There is a British AT gun limbered to a jeep with its crew inside, but there is no separate icon for the At and crew. During setup, I could select dismount and the ATG and crew would, indeed dismount, but now the game's started, I'm concerned, because 'Dismount' button is greyed out. I'm hoping that, once vehicle is stopped, the button will be available, and they can dismount. Hmm, update: at the beginning of my orders phase, the dismount button was available for while, and I pressed it, but is now greyed out again. Vehicle has reached its destination. Going to really suck if this unit is, essentially not available! Will have to wait and see what happens next orders phase I suppose.
  5. Unfortunate there's no terrain-depiction, least not one that I know of.
  6. Sooo, this begs a thought - does the game not distinguish between the effects of regular smoke and WP? Coz there is an immense difference; just read testimony from anyone who's ever been on the receiving end of WP! There's a good reason why it caused a MC in ASL! If CM doesn't distinguish, then I absolutely ditto this, and we should, indeed be able to decide which 'smoke' is used!
  7. Yeh, the functioning of the crew remains the same, but I think you'll notice the morale takes a hit. Seems to me, that it drops to at least Rattled
  8. Agreed, plus my original comments were in regards to a sniper taking out a TC. That definitely has an impact on the crew in many ways!
  9. It was good to find out about the adjustable waypoints Yes, makes a big difference.
  10. Thank you sir. Good to know, along with mjkerner's suggestion to use the mouse cursor to check such terrain
  11. Ah. Well, at least not insult to injury, but still quite aggravating.
  12. That one I haven't come across (yet!), probably because I don't think I've veer used the multi-unit command, but yes, that would definitely sour one's optimism! ...and no doubt the vehicle took off leaving its former pax in infuriated dust, right!
  13. Hi Ken, yeh the original items have gotten rather jumbled at this point, but thank you for sifting through to make the good points that you did: As you say, many have died from the multi-unit move command. I agree that one has to be careful, and I've quickly learnt to be cautious when ordering moves and review; however, I still think it would be a good feature for the game to have, to be able to disable that function, but there we are. I definitely like your suggestion of such barriers having a red line or some such to show that they're impassable; that would be a really good addition imo, and I have learnt in this thread that move commands aren't calculated until the red button is pressed, but I still think that should be corrected. Having units take off completely ruins the realism and everything else about the game in that moment, even though there's much, much more to enjoy. This is a 'fix' I would strongly recommend, and I can only imagine the effect it would have on a tournament or some other such competition! Regarding your move into the house, I quickly realised that some things are very literal - such as the fact that infantry are going to use whatever door is made available and nothing else! I have learnt, as you did to plan accordingly! In fact, it gets worse - even with one wall blown out by a charge, even the engineering unit, still went around to the door afterwards! That last part is definitely a bug; otherwise, not so sure. Re the sniper suggestion, am setting up UK airborne in M-G and, sometimes would like to peel off the Marksman to a separate location where they can do their Marksman 'thing'.
  14. Well, in this particular example, it was no distance at all, barely the length of the tank, to have it just cross the 'hedge', but it turned around and headed off, like I say who knows where. At the very least, one has lost the unit for a turn. At worst, it could completely ruin the situation and not because of any incompetence on the part of the player. I think one can select the unit during the action replay phase and see the path it's going to actually follow, but that's all after-the-fact at that point! I appreciate your suggestion about checking the path with the mouse before finalizing the order, and I'll certainly be employing that technique. You're right, maybe it was low bocage, but that also refers to my point 4. Your suggestion about editing individual-unit commands after issuing an HQ command to all, is also a good one. Hadn't thought about that, but I can certainly appreciate its uses! On the last point, I wasn't aware that it wasn't calculating the path until the Red button was pressed, but on the other hand, action calculates pretty quickly, even in larger battles, so I wouldn't have thought it would be a significant hangup, certainly not half as much as seeing one's unit(s) head off in bizarre directions and thence having to contemplate running the entire turn all over again. Particularly in the case of PBEM, one would also have to, then get the consent of the other player. It would seem a much simpler solution to have the game show what it intends to do, just in case one is trying to make a movement that they think is ok, but in fact, isn't.
  15. Hi Erwin, no not RT. It doesn't happen very often, but sometimes, particularly in larger battles, one is focused om other things, and don't notice that you've accidentally issued a multi-unit order. Once the action is calculated, the only redo is to delete that turn. I've certainly taken to saving every turn before clicking the Red button!
  16. That's what I found strange. It was in the scenario 'The Copse', and a Sherman wouldn't plow through what seemed pretty clearly to be a hedge. That was the most egregious irritation I've had, but I've had some less so with other units, because for whatever reason, the game took them a (slightly) different route than what I'd thought they would do.
  17. Seems strange that they wouldn't do something about 2 & 3, since the game has to do the calculation at some point anyway. My biggest frustration with this has not been hedgerows, but normal hedges. I trace a move command just to cross one (with a tank mind you!), but when the action plays, the tank attempts a 180 and takes off...who knows where, to get to the final destination. It's absurd.
  18. As much as there is huge enthusiasm for this game (and I've certainly drunk the cool aid to the dregs!), I would hope to hear from any of the game's development team about these points: why's or why-not's.
  19. Yeh, that's the thing about snipers: they may be, often dormant, but when they do strike, it's usually with pretty profound affect! Imagine when they take out a tank commander. Can ruin that vehicle's performance for the rest of the fight!
  20. Interesting observation re Marksman; I hadn't really thought of it like that (that they're not, actually designated snipers per se). Yes, there are actual sniper teams, and you're right we can split the teams accordingly, but I would still think, in reality, commanders would often order such people, particularly when in defense, to operate as de facto snipers nonetheless. Regarding 1-3, I'm sure I'm not the only one to ask about these but couldn't find any previous threads focused about them as feature requests. Have there been previous responses from Battlefront to shed light on the thinking why these are what they are, or have they already been accepted as possible suggestions?
  21. Pls, for the love of all that's holy can one at least have the ability to disable the function of of issuing the same command to multiple units? Am not asking for it to be removed, since others, obviously like it, but it also has the ability to completely bugger up and instantly ruin the realism of a really good battle. Then one has to go back, first of all find, then undo all the superfluous commands, or just exit and reload a previous save altogether. Not very enjoyable. Similarly, since some terrain like hedges may not be as traversable as they, initially appear, surely the game can trace out what path it will have the unit actually take when the order is issued, particularly if we place a destination some distance away? Obviously, the game does this plotting when it has the unit start to move, so why not depict that plot when the order is given? It's intensely annoying to order a vehicle across a hedge (for instance), apparently a short move, only to then have the game make the vehicle do a 180 and take off on some route that we have no idea where it's going! Given such a fix, then also possible to be able insert waypoints in such a plotted route, so we could, then tweak that route to exactly the way we want it? Surely this wouldn't be a major fix? Make it much more clear which 'hedges' vehicles can plow thru and which they can't. Maybe a different terrain depiction? Even in the limited time I've been playing, I've found that there are some hedges that can be traversed and others that can't, but there seems no way to, visually discern which is which. Split Snipers/Marksman into their own team
  22. Ah. Ok, that's good to hear, because I was hesitant to do that for fear of a conflict
  23. Bummer. Anyone modified them for the full game by any chance? I'll just have to finish my game before switching over I see your scenarios and mods links, and that's a great resource! Thanks
  24. Is this because the demo program/game version has been superceded?
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