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Spitzenhund

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Everything posted by Spitzenhund

  1. Did you lose all your forces in the previous mission? You should start out with far more than a 12 man section.
  2. I haven't played multiplayer yet, however I think it would be interesting to play along side someone. I'm not a noob, just a noob to multiplayer so i'm down.
  3. Well after looking at this thread, I started saving before every turn and I can honestly say that it's kind of nice to be able to replay the turn if it ended poorly. The main reason is that I usually have a couple ways of going about a turn, say for instance a turn I reloaded. I was attacking a position that I knew enemies were and I was thinking about how to do it. I ended up sending the BMP's in first and then the infantry. This ended up being a poor decision and my BMP's got shot with RPG's (note this wasn't exactly cqb). 2nd Time I sent in my infantry first and they just got blown apart. 3rd Time I simply moved my troops around the little ridge line that the enemy platoon was holding and I didn't have a problem with them for the rest of the game. If it wasn't for the reload then I wouldn't have figured out that it really is possible to just cordon off an area and move around it.
  4. Wait, you can replay a turn? Is there a easy way to do this or does everyone simply save before they do the turn?
  5. I don't notice much difference. I just notice more or less frustration. If I am playing We-go and something suprising happens. I have to sit there for a minute watching my tank be shot at by RPG's as they don't react, just hoping that they all miss. While in real time the frustration comes from too much micro. It depends on whether you see reacting to things that weren't accounted for as cheap or not.
  6. I feel like more than anything, it's the mechanization of warfare that caused squad size to be reduced. Transport Helicopters such as the Huey (atleast in vietnam when the army used it) and the M113 (And now the Bradley) force smaller squads. Compared to the USMC which use landing craft and now the AAV, CH53 and CH-46. (All Giant Vehicles)
  7. No where in the briefing does it state reinforcements are near. A distant reserve would not be use because as you may have forgotten, they spawn on top of you. Not miles out where you get time to 'redeploy the reserve'. And unless that Highway at the top of the map seperates past that point and turns into the thickest jungle that not even modern optics can see into then there is no way they should of been ontop of me without being spotted first. You not having air defence is a great deal different than me not watching the borders of the map with 2 MBT's and 6 IFV. But whatever, I hope you don't drive if you can justify units not being able to see tanks down a MSR.
  8. I'm finding attacking known positions is not possible really. It's best to just blow it all up, and if that can't be done then its best to just sit from a distance and attrition out the enemies in the houses (attrition them as in put all your ammo into a room they are in, wait for another contact then shoot at that room, eventually they will be most part gone and the mission will be won). If i dare get into CQB it always leads to at least one person dieing if not 6.
  9. Lucas, I want to see how you play. You must have at least 2 MBT's and 6 IFV's watching each corner of the map in order for what your telling to be at all useful.
  10. This is the 2nd Mission of the UKR campaign for clarification. I don't think there are reinforcements in the first mission are there?
  11. One thing I remember in the CMSF campaign is that there would be more missions outside the main task forces missions, like the German Special Operations mission where you start in the middle of the map and its dark as death.
  12. Ok, I'm sorry for the curse. A suggestion for reinforcements on this map would to have them come out of the woods at the top left of the map. That way it can be seen as unexpected (Why would I expect attack from the woodline), And I couldn't expect to see it coming any earlier (It's a pretty dense treeline). I think all reinforcements should be kept from coming from clear LOS angles, as the first reinforcement group came down the MSR which shouldn't be possible as I always had a combat vehicle watching it (too see if people were crossing the highway). Another advantage of having them come out of the treeline is that it slows them down, giving me time to re-position. The only complaints I could see are 1. "Why didn't my Helicopter/UAV spot them?" (once again its a pretty thick treeline), 2. "Why would they move tanks thru a treeline" (That way they can sneak up on your forces instead of getting shot down the MSR miles out).
  13. I quit the campaign entirely, I will come back to it later, but I don't feel like playing the mission in a linear way just so i dont get spawned on top of. But yea, I figured the tanks are important (I got 2 of thems main guns knocked out in the first mission.)
  14. Yea, it's a simulation... And a proper Simulation wouldn't include enemy units appearing out of no where 10m from my main units, and if you look at the map I do have a weapons and rifle platoon in reserve. The campaign had to be scrapped however because no matter how much reserve you have losing 8 tanks and 8 BTR's due to teleportation is not acceptable from something that is yes, very unfair and yes using real life as a analogy does not work, because as a game it is supposed to be fair and if it wants to display the abstraction of fairness then having armored platoons spawn out of no where is not the way to do it.
  15. Well if a victim complex isn't allowed, how about a suggestion. There should be reinforcement conditions. For instance (and im willing to diagram if i can't articulate it comprehensively enough). For instance you have your 'Reinforcement zone(RZ)' (the area the reinforcements appear at) around that zone are 'reinforcement condition zones (RCZ)', these 'RCZ's' auræ around the 'RC' in increasing distances. The Scenario Designer can create and pick a 'RCZ' and apply settings such as "If 50% of player 1's force worth is within RCZ1 then Reinforcements do not arrive", (you could also set other parameter such as a time condition or amount of enemy left on map condition.) But then you have a second RCZ that is closer to the RZ and you can set it so "If 30% of player 1's force worth is within RCZ2 then reinforcements do not arrive". Up to as many zones as the Scenario Designer feels appropriate. That way if you get close to the RZ with a large enough of a force then the Reinforcements do not arrive. (As there are no reason for them to arrive, as they are either going to be destroyed instantly, or destroy a large portion of the players forces unfairly.
  16. I remember that mission. I also think one of the American missions had something like that. Bloody hell did those piss me off.
  17. Wolfseven, if you are talking about the FOW icons, they do work but are not represented in the picture.
  18. Weow, this topic got posted twice by accident, sorry.
  19. EDIT: It dual posted, sorry. Here is the real thread: http://community.battlefront.com/topic/118111-why-are-off-map-reinforcements-a-thing/
  20. I was just about to wrap up the 2nd Ukrainian Campaign Mission, and then out of no where 8 BMP's and 2 tanks come from behind/side and kill 6 vehicles and 6 MBT's. Why is this allowed to happen? It makes me feel like the mission was built to be completed only one way, to direct the attack fully to the front because as what I just did (Won the open ground and the tree line and began flanking and surrounding the enemy built up in the town) get's punished due to vehicles spawning out of no where 30 minutes into the game which is super late for reinforcements seeing as they only had 2 platoons at most left on the map before the reinforcements. 90% of those burning wrecks at the top of the map are my vehicles... What the hell.
  21. Wow, all in all this is a great mod package. Thanks for the hard work!
  22. Your 'Ukrainian Blue Infantry' icon is under fow icons and it has the fow colors (dark olive) compared to blue. Even though there is already a 'Ukrainian Fow Infantry' Icon.
  23. I know everyone is going to say 'Just go around it, or mortar it, or put all your ammo into it'. But say you already did that and you want to clear it out and you dont have ammo from supporting forces to suppress the building as you move in. What do you do? I'm talking about each command you do, because using the quick command from room to room isn't working and its just getting my men killed.
  24. Thanks Ian, however the icons are rather small and hard to see as there seems to be a large amount of 'dead space' between the border of the icon and the classification.
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