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RMM

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Everything posted by RMM

  1. Ah. Well, at least not insult to injury, but still quite aggravating.
  2. 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! 😂
  3. 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 additio
  4. 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 t
  5. 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!
  6. 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.
  7. 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.
  8. 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.
  9. 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!
  10. 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 thin
  11. 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 t
  12. Ah. Ok, that's good to hear, because I was hesitant to do that for fear of a conflict
  13. 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
  14. Is this because the demo program/game version has been superceded?
  15. Hi Anderw, Yeh, I did go back and check that from the saved games and no. The extra or unwarranted commands were individual in nature, and it happened a number of times but only in the latter half of the game. It was fairly coincident with my not being able to successfully order a couple of other units into their buildings or to stay there.
  16. That's an interesting addition. I have not been aware of such a reputation for the PzIV and V. The one for Sherman I've heard in numerous documentaries and interviews over the years. It's definitely a feather in the cap for the game that real life advise can be applied to it, but I would also include in that attacking tanks with infantry unless they're of a higher calibre and in an urban setting or in possession of afore-mentioned, late-war anti-tank weapons.
  17. Oh, I've gone ahead with the purchase
  18. Yeh, fair enough, but it sounds like the balance could do with some tweaking in favour of the AFV
  19. Makes sense in regards to the Sherman crew. Despite many historical notes, people actually didn't like the Sherman. It was actually regarded as a fire death trap, particularly when up against something like a Panther. The rule of thumb is that you needed at least three Shermans to take out a Panther, and at the end of it, you'd be thankful to still have one Sherman. However, particularly if the infantry just took casualties from the MA, that doesn't ring very true.
  20. That behaviour makes sense for lightly armoured vehicles, but I wouldn't think that infantry would be similarly spooked the same just because a tank appears somewhere. This is more in regards to having one right ontop of or adjacent to you.
  21. I dunno though Erwin. I mean if you hear that stuff hitting the outside, I can't think that would be great motivation to jump out of the protection you have into that environment, particularly if you're not sure what it is. Plus, tank crews in general are pretty well trained an disciplined for that very reason. Personally, I'd think one would want to stay within the protective shield compared to the outside where you've got little more than a pistol at most.
  22. Agreed that in an urban setting, that makes sense and is realistic
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