ThePhantom Posted January 2, 2011 Share Posted January 2, 2011 Please Battlefront, the panzergrenadiers need AT assets. I cannot wait another month for this fix. I played McEwan's Panzer Angriffe scenario and engaged BMP 3s with my infantry. They simply did not have a chance, it was pathetic and embarrassing. This is not a small issue, this is a huge issue. German infantry without panzerfausts is like Christmas trees without lights..... It should never happen. 0 Quote Link to comment Share on other sites More sharing options...
Apache Posted January 2, 2011 Share Posted January 2, 2011 Yep, I tend to keep my infantry locked up in their Marders at the moment. Best place for them for me until they get 'fausts. Mind you, the speed they die at I find it the best place period 0 Quote Link to comment Share on other sites More sharing options...
abneo3sierra Posted January 2, 2011 Share Posted January 2, 2011 I am curious...you can use the "acquire" to make them grab the panzerfausts from the Marder, are you saying they wont engage with them after they have them though? Mine have...I am not sure if they HIT anything, just know that I had them grab 3x rockets, and when I had them come back into the Marder, they only had 1 left. 0 Quote Link to comment Share on other sites More sharing options...
noxnoctum Posted January 2, 2011 Share Posted January 2, 2011 Mine have used them as well, but not nearly as often as I'd like... BMP could be 80 meters away and a whole platoon will take like a whole minute to even START to get out the thing. They miss a ridiculous amount of the time too. I could understand if these were WW2 panzerfausts, but they're not ! 0 Quote Link to comment Share on other sites More sharing options...
akd Posted January 2, 2011 Share Posted January 2, 2011 I am curious...you can use the "aquire" to make them grab the panzerfausts from the Marder, are you saying they wont engage with them after they have them though? Mine have...I am not sure if they HIT anything, just know that I had them grab 3x rockets, and when I had them come back into the Marder, they only had 1 left. The panzerfaust launchers were inadvertently removed in the last patch. 0 Quote Link to comment Share on other sites More sharing options...
abneo3sierra Posted January 2, 2011 Share Posted January 2, 2011 this may explain why "anti-tank" units mounted aboard "wolf" vehicles, have no anti-tank ordnance? 0 Quote Link to comment Share on other sites More sharing options...
Peter Panzer Posted January 2, 2011 Share Posted January 2, 2011 I don't think BFC is in the business of releasing "hotfixes." I suspect v1.31, which took about a month to release after v1.30, was as close as we are going to see their coming to such a thing. Frankly, I would rather they not be in a rush to push out an update and spent adequate time on adding more fixes and polishing the "quality control." The later being especially important if v1.32 is CMSF's closing act. Let's hope as much gets squeezed into v1.32 as possible even if it takes a bit more time. I sure wouldn't mind seeing "Exit Zones," which are in CMA and CMBN, get bolted onto CMSF if it was practical to implement! In addition to the aforementioned missing PzF's, here's some stuff I and others (c3k) tossed up at various times after v1.30/v1.31 in case it got missed or forgotten (I hope this helps)... Several folks remarked upon the ineffective airburst effects on rooftop infantry... Multiple Flavor Objects inserted per single click. Flavor Objects/Editor The flight path for the MR-Spike is not visually represented correctly. As it's presently modeled, the missile flies in a straight line with its warhead permanently pointed skyward at a 45 degree angle instead of along a trajectory with the nose correctly changing its attitude accordingly. The missle shown below is not on an upward, arching trajectory, rather it is flying on a direct, "flat" course with its nose oddly tilted the entire time. When the camera is pulled back, it also exhibits two exhaust plumes one at the correct angle in relation to the missile's depicted "flat" course and the other at a forty five degree angle. In the image below the missile is aligned with the top plume. Perhaps it should be depicted arching upward to match the angled plume instead? Spike MR The Eryx should be able to "Deploy" via a small tripod. Canadian AT4's? Canadian F/A-18's? Eryx/CF-18/Coyote AT Assets 0 Quote Link to comment Share on other sites More sharing options...
Peter Panzer Posted January 2, 2011 Share Posted January 2, 2011 Where doors always invisible from the exterior but visible from the interior when structures are occupied or is this a freshly introduced visual glitch? Invisible Doors Steve mentioned his sources indicated Dutch Recon Platoon CO's are equipped with FNMAGs. Is that correct? Dutch Recon GPMG? 0 Quote Link to comment Share on other sites More sharing options...
abneo3sierra Posted January 3, 2011 Share Posted January 3, 2011 Is the missing panzerfaust launcher, anything in the same line then, as whatever is stopping MARDER IFVs from engaging opposing AFV/IFV with their Milan ATGM? It is quite annoying to see an enemy IFV shred a Marder,when the enemy is using THEIR ATGMs, and the Marder crew for some reason chooses to use a machine gun. One could almost come to the conclusion that someone dislikes the Bundeswehr 0 Quote Link to comment Share on other sites More sharing options...
gibsonm Posted January 3, 2011 Share Posted January 3, 2011 Are your Marder crews “opened up”? IIRC the issue is the crew needs to be opened up to operate the MILAN. Closed Down = no MILAN firing. 0 Quote Link to comment Share on other sites More sharing options...
abneo3sierra Posted January 3, 2011 Share Posted January 3, 2011 Are your Marder crews “opened up”? IIRC the issue is the crew needs to be opened up to operate the MILAN. Closed Down = no MILAN firing. I thought they were, but that is a good point, I will have a check, thank you. And as far as the panzerfausts, still not sure what is happening to the ones I give out "acquire" before I dismount the grenadiers....I customarily have given out 1-3 as "just in case" items, usually before dismounting the infantry,and again they came back with 2 less than I gave them, so they must either have found a way to shoot it, or decided the &^$# thing was too heavy to carry around if they cannot shoot it haha 0 Quote Link to comment Share on other sites More sharing options...
Apache Posted January 3, 2011 Share Posted January 3, 2011 I had great joy watching 4 overwatch Marders put 4 Milans into building to take out an enemy ATGM. Saved waiting for arty 0 Quote Link to comment Share on other sites More sharing options...
akd Posted January 3, 2011 Share Posted January 3, 2011 I thought they were, but that is a good point, I will have a check, thank you. And as far as the panzerfausts, still not sure what is happening to the ones I give out "acquire" before I dismount the grenadiers....I customarily have given out 1-3 as "just in case" items, usually before dismounting the infantry,and again they came back with 2 less than I gave them, so they must either have found a way to shoot it, or decided the &^$# thing was too heavy to carry around if they cannot shoot it haha Panzerfaust ammo is shared amongst the platoon so you will see amounts changing as squads and teams move around. There is no way to use the ammo without the launcher. 0 Quote Link to comment Share on other sites More sharing options...
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