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RexSaur

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  1. Upvote
    RexSaur got a reaction from zmoney in CMSF2 v2.01 Released!   
    As far as I am aware the "bogged" status can appear when moving wheeled vehicles over sand surfaces. The "bogged" status then can turn into "immobilized" to simulate that the wheels dug themselves in and the vehicle can't free itself. Why would there be any extensive damage to critical components like the engine?
    This feature is alright to add some tension to the mission. Forces you to adapt but taking out the vehicle for the remainder of the campaign is just bloody annoying. It is an arbitrary unit loss without any influence from the player.
  2. Upvote
    RexSaur got a reaction from The_MonkeyKing in Minefield Mayhem....   
    Forget the mines. All you need to do is drive your tanks up the berm and shoot the **** out of the enemy. Move you scouts on the berm and plaster the enemy with artillery. That is all to finish this mission. You don't even need to dismount your infantry. Not the best designed mission in the campaign I think. Unfortunately it is the very first one.
    Generally don't try to disarm mine fields. Your engineers are not particular good at it. It is always better to go around minesfields instead of trying to disarm them.
  3. Like
    RexSaur got a reaction from A Canadian Cat in Minefield Mayhem....   
    OMG why would you run vehicles deliberately through a mine field?
  4. Like
    RexSaur got a reaction from DerKommissar in Minefield Mayhem....   
    Forget the mines. All you need to do is drive your tanks up the berm and shoot the **** out of the enemy. Move you scouts on the berm and plaster the enemy with artillery. That is all to finish this mission. You don't even need to dismount your infantry. Not the best designed mission in the campaign I think. Unfortunately it is the very first one.
    Generally don't try to disarm mine fields. Your engineers are not particular good at it. It is always better to go around minesfields instead of trying to disarm them.
  5. Like
    RexSaur got a reaction from Zaba in CMSF2 v2.01 Released!   
    One thing I find very annoying is that when a vehicle gets bogged and then immobilized it becomes unavailable in all next missions of the campaign although it does not count as a destroyed vehicle.
    Had a stryker bogged and immobilized on the very first mission of TF thunder in the very first turn. So that vehicle was lost for the remainder of the campaign. I'm sure someone would bring a shovel when going to war.
  6. Like
    RexSaur reacted to MOS:96B2P in Balconies again? Really!   
    Hey coach, I had some old screenshots that went with my original test and notes.  Looks like I did the testing in CMFI.  The screenshots are included below with a re-posting of the SOP.  If anything specific is tripping you up, (Example: how do I make a 360o Target Arc etc.) just ask.  Somebody here will have the answer.      
    When the below SOP is used for a spotter I put the spotter on Hide when not actively spotting/adjusting marking rounds.  
     
    1. Give team a circular Target Arc about the size of the building.
    2. Slow team into the building & then to the desired floor.
    3. Give desired floor waypoint a Target Arc out the reverse wall.1
    4. 2nd turn give the team a permanent Pause3 order.
    5. Give team a 32m, or smaller, 360oTarget Arc2 and consider Hide.
    6. If/when ready to engage cancel Target Arc Pause & Hide.
    Notes: 1)The team will have LOS out the forward wall of the building from the reverse wall.  This will also keep the team from entering a balcony on forward wall.  2)A 360oTarget Arc is used to prevent the OpFor from approaching outside a wedge arc & does not affect observation. 3)Pause keeps team from moving to forward wall & entering balconies.


     
     
     
     
  7. Like
    RexSaur got a reaction from The_MonkeyKing in Demo Feedback   
    In "Breaking the bank" the on map mortar teams can only fire directly. Even the mortar is deployed it does not come up in the artillery menu and the whole point of using mortars is they can fire volleys without LOS.
    In the same scenario there are some glitched building walls where soldiers inside the building position themselves outside. The enemy then fires a rocket and kills the soldier outside and inside of that building.

    Same scenario I had problems with artillery fire when loading a savegame. The length and the location of the artillery fire drastically changes when loading a savegame. Same problem with helicopter attack. In one instance splash rounds were reported complete and fire for effect announced. I saved the game artillery kept firing for 2+ minutes. Then I loaded the savegame and I got message "rounds complete".
  8. Like
    RexSaur reacted to 37mm in CMSF1 scenarios & campaigns   
    For anybody interested I have many hundreds of scenarios & campaigns (apparently all will be playable in CMSF2).
    I got rid of a bunch of duplicates/older versions & renamed a lot of them so they're easier to sort out...
    https://www.dropbox.com/sh/s67v5pnem3x0kp8/AAAhJTwMwh6kJHWaz1qFDZjGa?dl=0
    https://www.dropbox.com/sh/1mu30n0qsjw3sk0/AABb-_fnlr21dLxGVv6a7VAVa?dl=0
    ... I estimate there's about 800 scenarios if you include the campaigns.
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