Marwek77 aka Red Reporter Posted October 3, 2008 Share Posted October 3, 2008 Observation CM:SF patch v 1.10 + CM:SF Marines, RT play – cannot provide any save I am finalizing my red vs red campaign and for this reason I am playing with original forces, so I cannot tell that if that what I am describing below happens with module forces also • I realized that picking weapons from dead or wounded soldiers don’t work now! RPG man was shot and other members give him first aid and didn’t pick up his weapon, they just collect ammo. Same happen also when I moved there another unit. I tested this with insurgents also and same happen there. Also sniper rifle nobody pick up anymore. Is it because only specialist can use it? • The difference between first aid time and just collecting ammo is small, collecting ammo from dead soldiers is too long – personal opinion • There are still problems with vehicles occupying same place • I parked my BTR near small wall and give command to disembark behind the wall. Soldiers did it, but commander was stick in this process and has been crossing the wall until the end of game from one side to another. I could give to the unit only one order; they refused to move to second one. I send them back to original place, but commander has “crossing obstacles day” and refused to do anything else I usually use some vehicles with some units together, it is working fine, and I like how they cooperate. Now in editor we are painting the zone with yellow color where the group has to move - works fine, but for better result some precision in it will be needed. We have two houses, every on other side of the road. We paint the houses and the road between – units enter mostly the houses and vehicle stays on the road, but sometimes also some unit stays on the road. Could it be possible to have for example possibility to paint with dark yellow place where only vehicles can go and with brown places where only infantry can go? Usual yellow will mean both can go there. It will help for exact placing of vehicles without unit especially now, when there is this secondary explosion effect, which can ruin quite lot of nearby soldiers. Thanks for good game and lot of new improvements. 0 Quote Link to comment Share on other sites More sharing options...
Smaragdadler Posted October 3, 2008 Share Posted October 3, 2008 How was the sniper and RPG guy taken out? Maybe the wapons where damaged? 0 Quote Link to comment Share on other sites More sharing options...
Marwek77 aka Red Reporter Posted October 3, 2008 Author Share Posted October 3, 2008 I hear first time about damaged small weapons (sniper rifle, RPG); maybe someone from BF can say something about it? 0 Quote Link to comment Share on other sites More sharing options...
Jak170 Posted October 3, 2008 Share Posted October 3, 2008 i think the people who pick up the specialty weapons have to be specialists. I have tried to get people to pick up sniper rifles but they fail to do so. I don't know about RPG's cuz I havn';t gotten a guy killed with an RPG yet. It could also be that these just can't be picked up??? i'm not so sure However, i do kno that anyone can pick up a SAW or an M203 launcher. 0 Quote Link to comment Share on other sites More sharing options...
Marwek77 aka Red Reporter Posted October 3, 2008 Author Share Posted October 3, 2008 But in manual was mentioned, that if special weapons will be used by non-specialist they will receive some penalty, not that they cannot use it at all... Am I wrong on this? 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted October 3, 2008 Share Posted October 3, 2008 I did run into a problem with Marine Javelin teams. When the man holding the Javelin was hit, the other one would perform buddy aid on him.... but wouldn't pick up the CLU. 0 Quote Link to comment Share on other sites More sharing options...
Marwek77 aka Red Reporter Posted October 3, 2008 Author Share Posted October 3, 2008 Looks like that more people – hex soldiers have this problem! 0 Quote Link to comment Share on other sites More sharing options...
Inkompetent Posted October 3, 2008 Share Posted October 3, 2008 Yep. I have it too. SMAW and Javelin assistant gunners won't pick up the weapon if the gunner is hit, and riflemen won't pick up the SAW if the automatic rifleman is hit, etc. 0 Quote Link to comment Share on other sites More sharing options...
Marwek77 aka Red Reporter Posted October 3, 2008 Author Share Posted October 3, 2008 Don't find it good like this... 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted October 3, 2008 Share Posted October 3, 2008 Hmm, I ran into that in v1.08: a three man team (Scout) with CLU and Javs took a casualty to the CLU man. (Leaving the team CLU-less. Drum roll please!) After buddy aid, they still had no CLU. I did not pursue it, assuming damage to the CLU. My point in posting is that this is an example of the same behavior being reported in v1.10, but it was in v1.08. I may have the savegame available. Regards, Ken 0 Quote Link to comment Share on other sites More sharing options...
Marwek77 aka Red Reporter Posted October 3, 2008 Author Share Posted October 3, 2008 Maybe the CLU was really damaged, but RPG can be damaged really hardly only 0 Quote Link to comment Share on other sites More sharing options...
Zatoichi Posted October 3, 2008 Share Posted October 3, 2008 The non picking up of fallen team members' undamaged CLUs and RPGs was definitely introduced in 1.10 - Steve acknowledged it in the marines bug report thread: We are aware of an issue with weapon recovery via Buddy Aid, which will be addressed in v1.11. So there you go! 0 Quote Link to comment Share on other sites More sharing options...
cabal23 Posted October 3, 2008 Share Posted October 3, 2008 I brought this up before and BF told me I was imagining things. I have also seen this multiple times. 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted October 3, 2008 Share Posted October 3, 2008 Thanks for the info regarding v1.11 Regards, Ken 0 Quote Link to comment Share on other sites More sharing options...
Meach Posted October 3, 2008 Share Posted October 3, 2008 It's strange. I have seen RPG's become second and third hand and troops picking them up fine. Do you guys have the Marines module or just the 1.10 patch? 0 Quote Link to comment Share on other sites More sharing options...
Fat Dave Posted October 3, 2008 Share Posted October 3, 2008 Hi Meach, See if dedicated RPG teams who take a casualty do this I haven't seen it happen in 1.10 yet. Cheers 0 Quote Link to comment Share on other sites More sharing options...
Meach Posted October 3, 2008 Share Posted October 3, 2008 Ahh ok, Dave Dedicated teams. Cannot say I have noticed but yeah I will watch out for it. 0 Quote Link to comment Share on other sites More sharing options...
Battlefront.com Posted October 3, 2008 Share Posted October 3, 2008 We're looking into it The problem is that there are definite reasons why picking up stuff should not work, even if all the conditions necessary for it (distance, time, suppression, etc.) are favorable. The two primary reasons are: 1. When the soldier values his own weapon more than the one he has an opportunity to pick up. 2. When the soldier can not handle the extra weight. We do not have complicated logic algorithms for soldiers to figure out "hmmm... if I drop this and that I can pick up one of this weapon, but not its ammo. If I also drop this other thing I can pick up both". So if the weight limit is exceeded by the possible pickup, it won't happen. This is the way it should be, however it unfortunately masked the problem which, we think, came up very late in the v1.10 process. By the time we discovered it, and confirmed that it wasn't just bad luck, it was decided not to interrupt the release schedule. We should have it fixed up in v1.11. We'll keep you posted! Steve 0 Quote Link to comment Share on other sites More sharing options...
Roter Stern Posted October 4, 2008 Share Posted October 4, 2008 While we've all seen plenty of equipment picked up prior to 1.10, but I think that had more to do with a rather approximate way weight and capacity was evaluated prior to 1.10, and not a bug that was introduced in 1.10 as most seem to think. Has everyone noticed that we're no longer able to give two dozen Javelin launchers to a 1-man HQ team? ...not that I used to do that, of course not Even LAWs and AT4 can be only assigned to troops not carrying any special weapons, i.e. only to your vanilla riflemen. 1. When the soldier values his own weapon more than the one he has an opportunity to pick up. Is the game engine able to apply special rules to dedicated weapons teams? Would (should?) a SMAW or an HMG team not attempt to pickup their assigned weapon at all costs? We do not have complicated logic algorithms for soldiers to figure out "hmmm... if I drop this and that I can pick up one of this weapon, but not its ammo. Are you saying soldiers aren't able to drop anything at all, or just that they can't drop ammo and special equipment? Are they supposed to be 'smart enough' to at least be able drop their M4/AKM to pick up an LMG/RPG, if their weight does not allow to carry both? 0 Quote Link to comment Share on other sites More sharing options...
Battlefront.com Posted October 4, 2008 Share Posted October 4, 2008 The Louch, Weapons crews try very, very, very hard to keep their main weapon functioning. I'm sure I've seen this happen in the release version of v1.10 so I think that is working OK. But I'll check. I'm pretty sure soldiers can drop their primary weapon to pick up a replacement weapon, like a SAW. However, they won't drop their primary weapon to do things like pick up SMAW/RPG ammo or secondary weapons like RPGs, SMAWs, etc. If we allowed that you'd have bunch of guys running around with lots of ammo and no weapons Steve 0 Quote Link to comment Share on other sites More sharing options...
Marwek77 aka Red Reporter Posted October 6, 2008 Author Share Posted October 6, 2008 By the way - the pistol is still not modeled... 0 Quote Link to comment Share on other sites More sharing options...
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