Jump to content

Silentkilarz

Members
  • Posts

    21
  • Joined

  • Last visited

Posts posted by Silentkilarz

  1. Yeah there seems to be some randomness involved. Your TD may not have seen the Sherman, Just took a 75mm shell to face and panicked a bit and tried to reverse out of its position. They also may have thought it hit the side and went to turn that way to the "threat'. Also stay safe tomorrow, were fixing to have some nasty weather Monday :0

  2. 2 hours ago, Hister said:

     And is it even possible to silence those damned bunkers?

     

    What I do in this case is send the bazooka squad after them. I usually take the platoon leader and break into the first hedge and rush the squad through. Then split that squad down, use one section the break bocage and get on the flank. Use the bazooka or grenades and destroy the bunkers. This also allows you to be on the flank/rear of the reinforcements when they come in.

    PT really did a fantastic job creating the mission and showcasing the Airborne philosophy of getting in close and knocking some teeth in. 

  3. 15 minutes ago, CHEqTRO said:

     However, the recoiless teams, instead of firing to the unit to their front, as I had told them to do with the target command, decide to ignore it and target the Panthers at their sides.

     

    Finally i just allow them to fire to their tank at their flanks and they open up fire no problem, so the only conclusion I can get is that, for some bizarre reason, the M18 cannot fire to their front. Anyone can replicate this?

     

    Sounds like the tacAI is overriding your commands and knows that its best chance is to hit the flanks.

  4. 5 minutes ago, IanL said:

    The act of abandoning the gun is as it says - they are leaving it behind forever - so they disable it as per thier orders.

    They are not just taking cover temporary. They are abandoning the gun.

    Now it would be nice to temporarily leave the gun to seek better cover and then return. However that would be something other than abandonment.

     

    Imo it should say destroyed if that is what the crew is doing, not abandon. To me abandon makes it seem like you can come back. If you use "detroyed by crew" that makes more sense.

    Ok, then add a "dismounted" option like vehicles have. You can recrew vehicles sometimes, you should also be able to do with field guns imo.

    Were on the same page here I'm just not as eloquent with getting my point across xD

  5. On 12/19/2023 at 8:36 AM, Erwin said:

    I find what works well is to order a BLAST plus an immediate FAST move back the way the breaching team entered.  The explosion creates smoke and shock that gives the breach team a few seconds before they would be targeted by any enemy. 

    Yeah, I'm thinking more along the lines of timed charge breaches. Send the team in, plant the charge and run back to cover. It really makes no sense for the unit to lay down, explode the charge and run into the hole. of course that its a valid tactic to use but it would be nice to have a choice.

  6. On 12/19/2023 at 9:23 AM, Anthony P. said:

    Typically you can breach a wall without going through the breach by keeping the breach waypoint on the same side as the one you're breaching from.

    Correct, but its not guaranteed, many of times I've tried that and watch the demo charge blow a hole into the bocage across the street.

  7. On 12/19/2023 at 12:06 AM, chuckdyke said:

    Most of the issues you mention can be done. You need to play a lot and experiment. You can't reman a gun because the battle drill says destroy the gun hypothetically. Everybody has his pet theory and this is mine. Breaching three different methods the one in the manual is the most reliable one. Tank using MG is targeting light. Line direct area fire you need the full battery each with his own fire zone. Target light with mortars you get something like harass in direct fire mode. 

    I have over 10k hours across the titles and have been playing since CMBO released on a demo disk in 2000. Yes there is workarounds. The point I'm trying to make is to make the game less convoluted and decrease the amount of workarounds. Its really a win-win. Less micro for people but also allows those that want more micro to do so.

    Adding a target briefly light command makes it simpler for players. IE I have tank in overwatch and infantry team stacked nearby. If I have a target light brief command, I wont have to add pause orders to the infantry and I wont have the risk of a the tank firing a HE and killing the team. The team wont be stuck out in the open either. Shoot the .50cal for 15 secs while the team moves in.

    Abandoned makes it seem like you can re-mount the gun, either BFC needs to change the text or let us use the gun after the crew stops crapping their pants.

    If I have mortars on a ridge overlooking a position with line of sight the crew should be able to drop the rounds on a line instead of manually moving the target spot over.

    Just some QoL changes.

  8. The ability of on map arty/mortars to do line/area direct fire just like calling in from a FO.

    Ability of selecting what weapons to target briefly with. IE ordering a tank to use only MGs or Main gun.

    Being able to order air support to stay in a area even if they dont spot anything right away.

    Returning ammo to vehicles. The amount of times I misclick on ammo the unit doesnt need drives me nuts. Allow us to return the 2k 7.62 my rifle squad took when I need 5.56.

    Remanning guns after they are abandoned. We can re-crew vehicles but not ATGs?!

    Fix breaching. If you breach a building with a wall the unit likes to run all the way around to the front door when there is a massive hole. Also along those lines, dont force the breachers to move after the breach. I want the wall down so my tank/afv can shoot. Not so the infantry runs through in enemy ambush.

  9. 4 hours ago, Paper Tiger said:

    I'm really glad to hear you got through to mission 6. You're the first as far as I know so kudos.

    I'm a bit lucky with a good chunk of downtime at work so I can grind it out. So far I'm about 20ish mins into Mission 6. Trying to hunt down the last two T-90s I have left before I make the assault.

    Now that you mentioned the EW and I completely forgot that's a thing in the briefing and in SF2 it very well could be that. Maybe its adjusted to high or something? I tend to save alot (lesson learned from playing so many of your campaigns :P) so if you need my save file I could send that. I also had a bit of odd occurrence trying to get the AAVs across the bridge to assault the Dude obj. The second AAV just started jerking back and forth on the bridge. Took about 5 turns and it sorted itself out though. Hopefully this can help you out man.

  10. On 12/10/2023 at 9:23 PM, Paper Tiger said:

    I've done a pretty substantial rework to mission 4, "Detectives' so I think I'll wrap this one up and upload the revision to the FewGoodMen site.

    You'll be pleased to note that I've added a Grenade launcher Team to the OB for mission 1 only as you recommended.

    A full but short list of changes will accompany the post I make when it is available. I could have made much more substantial changes but until I hear ANYTHING AT ALL from folks about missions 4 and 5, I don't feel encouraged to put in a lot of further work to improve these. As a result of these changes, personally, I enjoy playing mission 4 much more now and mission 5 is still my favourite of them all.

    I left a comment on FGM about this, it seems to me on Mission 4/5 the javelins have some accuracy issues. It's almost like they have collected the Milan bug in SF2. I'm not sure if this is intentional or not. I used every javelin including the reloads on the AAV and trucks and only killed one bunker and a BMP. As a side note, they seem much better on BMPs so maybe its a bunker targeting bug or something? The seem to fly just behind the unit its aimed at. I tried them on the 4 and 5 story buildings, roofs and ground level to the same result. I also reloaded the mission several times and got basically the similiar results. 

    That all being said, once again a fantastic campaign PT. Its fun, engaging and really highlights the firepower the USMC can deliver and its weaknesses. To those debating on trying it. Its not the Scottish Corridor campaign in difficulty but like that campaign its immensely enjoyable. Thank you for your hard work on this and all the other campaigns youve done. maybe give us a Final Blitzkrieg one next?

  11. Ok so update I seem to have gotten it fixed. For some reason 7zip wouldnt extract files properly. during install the data folder put in random files form my laptop.  So i had to make the following steps.

    - Download file

    -Extract/Move Installer exe to desktop.

    -Run intaller

    - go back to 7zip folder and pull all other files

    - Move those files into the data folder for each game.

  12. 18 minutes ago, Schrullenhaft said:

    Per your screenshots it appears that both CMFI and CMRT are fully activated with their modules. So no further activation attempts should be necessary on this computer (assuming you don't reinstall Windows or significantly change the hardware).

    What is the exact problem that you're seeing attempting to run either CMFI or CMRT ? Is CMBN on this same computer and working ? Is Defender the only security software that you're running on this computer ? The DEP exceptions shouldn't be necessary with the current CM games. They WERE necessary with the original CMSF and CMA games that used a different copy-protection system that could trip up DEP. The current copy-protection system doesn't work in the same manner and DEP exceptions shouldn't be necessary.

    Are you running this game on a laptop ? If so, does it have a 'dedicated GPU' such as a GeForce or Radeon in addition to the Intel integrated video ? If it does, then you may need to add settings/profiles within the GPU's control panel to tell it to run the game on the dedicated GPU. Some laptops may have an utility that turns on a 'performance' mode that uses the GPU rather than the integrated video.

    If you haven't done so already, you can launch the games by right-clicking on them and selecting 'Run as administrator' from the popup menu. This normally shouldn't be necessary, but with some setups it may be necessary to run the game.

    If you installed the games with a different user account, then it is possible that the game can't see the scenario and campaign files (if you're seeing blank lists where these should be). The main game installations under Windows should default to the 'Program Files (x86)' directory (a custom selection can be made during install to have it install elsewhere), with some of the data files getting installed within a 'Battlefront' directory in the user account's 'Documents' directory. If the 'Data' directory in the main game installation directory is missing or empty, then the game will come up with a black screen since it can't find any of its graphics or sound files.

    Yes CMBN is working on this laptop fine. It has a dedicated 1060 which is already set to run programs (its really a desktop replacement) Ive tried running it admin already. Im the only user on this PC. I cant seem to find the data file in the program files. So something botched up somehow. I wiped all files from Battlefront on the PC including CFBN, Currently trying to redownload the files but getting a "error 110" from the site. Also working with help desk right now.

×
×
  • Create New...