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Milites

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  1. I used to play the Canadians quite a bit and was frustrated at their infantry's lack of any decent hand held, infantry AT systems. You could acquire the 84mm, in mech units. but it only had HE ammo, leaving the poor squaddies to deal with tanks using the LAW's, which were somewhat ineffective against anything decent.
  2. cI believe it is, as when playing Red special forces, in CMSF1, I'd suffer far more light wounds than the usual Syrian infantry, when both were targeted by the same weapon systems. This was especially true of long range MG fire, grenades and airburst HE. I guess there is a simple algorithm that assigns a percentage change, to any projectile/fragment hitting a target, of having it's effects mitigated by body armour. It would be interesting if BLUFOR body armour is superior to REDFOR, which it should be in most instances.
  3. Also had a strange occurrence in the training scenario. Mild spoiler warning Having ignored the suggested approach, for the training demo, (too much time in forests, too little time for MOUT) I found myself with ample time to clear the training complex. All my dismounts were rested or ready and only one squad had sustained a casualty, with good LOC to the platoon HQ. I broke down two squads into four fire teams to assault a row of four, two story, buildings in a terrace, via the back door, so as to take out a BTR 60. The fire teams (I'll call them 1,2,3, 4) all rushed into their respective buildings but two opened fire with AT4's (1 & 2), KO ing the BTR but shaking the furthest fire team (4) , who actually were on top of the BTR, but failed to spot it! The shaken fire team then split, with two soldiers remaining prone and two running out of the door, turning right, and then proceeded to run past the three other fire teams (3,2,1) and turning the corner so they could reverse the process and enter Building 4 from the front entrance! Luckily, I'd ordered the assault at the start of the turn and was able to halt the miscreants before they exposed themselves. To get the team together, I had to issue a move order out the back door, for them to rejoin which they eventually did. I'd only ever seen this behaviour in CMSF1 when terrain oddities caused advancing units to be so fragmented.
  4. Is it just me or is combat even more lethal in version 4? I played the BS demo and found the infantry combat was a step up from CMSF 1, but now it's a whole new ball game! I got my ass handed to me on several occasions, during the demo and spend a lot more time crawling around and respecting OPFOR MG's and snipers. Having said that, BLUFOR soldiers are even more lethal, dropping targets regularly at 200m +, though the Stryker mounted MK 19 seems to have had it's accuracy nerfed a bit. I found that the action spots and the new corner peaking algorithm cause some problems with deployment. I placed a fire team in the cover of a small building, but because the action spot was slightly offset, one determined pixel-trooper broke cover and defiantly positioned himself against the wall at right angles to the squad. He survived, but as I'd thrown smoke to cover the initial rush, the element of surprise was gone. Just a few more further observations about the demo. 1. I dropped a harassing barrage, in the training scenario, and was rewarded with some of the airbursts leaving small flame markers some 20 ft above the buildings! 2. Would it be possible to have two animations for LAD's? One showing the compacted tube when being carried and one the extended version when being fired, the British troops look as though they are carrying broomsticks around! Finally, what gives with the British ammo load outs for the Rarden? Serving soldiers, I've talked to, said they'd bomb up with the majority ammo type for what was appropriate for the operation. So in Basra, Chally 2's and Warriors had mainly anti personnel and anti-material with some sabot, just in case. Seriously looking forward to SF2, well done BF.
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