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Erwin

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Everything posted by Erwin

  1. Have long said that the current version of the game is pretty dam good as is. Focus should turn to making the UI more intuitive and easier to use so that more complex orders can be given with less mouse clicks. But, may have to wait for CM3. Another reason we should start chanting for that.
  2. Well... definitely doesn't seem like "realistic" spotting if an enemy can get that close b4 being spotted on open terrain. Am rather surprised.
  3. May not be relevant to this specific situation and scenario, but don't forget that your vehicles (as well as inf) can deploy smoke. Vehicles deploy a lot of smoke at a relatively long range. In the game, this smoke acts as if there are no obstructions, so can be used to obscure many building interiors as well as exteriors.
  4. There is a button next to the PAUSE button that cancels all orders and tells the unit to "move FAST to someplace the AI considers safe". One can then move that waypoint to a more desired end position as desired.
  5. Not sure how to d/l since it's all in Russian.
  6. Still not working. Am also a bit dubious at downloading the big winter mod that is now at CMMODS since it links to a Russian site. Aside from the fact it's hard to figure out how to d/l from that site (since it's all in Russian) am nervous about getting anything from a Russian site that could be contaminated with heaven knows what. Not meaning to be insulting, but these days we have to be very careful what we download and from where.
  7. Agreed. This is the problem with the relatively small maps and/or short LOS opportunities most CM2 maps offer. CMSF was much better in this regard as it had much longer LOS opportunities and we should see this in CMSF2 as well.
  8. When traveling fairly long distances thru woods or areas where enemy is expected it can be useful to have your split squads use a combination of QUICK and HUNT so that if one team is shot at while moving QUICK, the other team(s) using HUNT will stop and fire back immediately. (Each team uses multiple waypoints alternating HUNT and QUICK. EG: QUICK move for 20 meters followed by a HUNT for the minimum distance.) Obviously one has to coordinate so that all units keep within support range of each other.
  9. Would rather have a CM_Afrika Korps than Fulda Gap... But, regardless of what you wish for, remember that it was only a few years ago that some of us were asking for CMSF2 and the "common wisdom" was "no way". So, have hope and keep plugging away...
  10. Hey... Am sure many of us fans intend to keep CMA on our HD's and play it. CMA is a refreshing change of pace and era. Assuming one enjoys the 80's Afghanistan situations, the play value is not much different from the newer CM2 titles.
  11. IIRC 50 cal can damage one's own guys. The question is which weapon is fired when one orders TARGET LIGHT? As mentioned I have seen the Bradleys open up with their 25mm when ordered to TARGET LIGHT. (Mostly when I change from TARGET to TARGET LIGHT - several times they carry on firing the 25mm.) Not sure what AI mechanism is doing that, or if it's a bug. Also, not sure what determines whether a missile is fired vs the main gun by ANY vehicle (Red or Blue) that possesses both weapons systems.
  12. This should be the best method as far as it goes - however, clever designers have set traps for this tactic. They will have enemy units behind the far side of the building or room wall. These enemy units will be unaffected by all the fire you pour into a room. When your inf enter they will get cut down by the enemy on the far side of the room's wall. (The enemy will almost always see your men who ran into the room first, and the enemy will usually shoot first.) The best method I have found (if you are not sure what is behind the far wall), is to QUICK move into the room,, and immediately order a FAST move (ie: no PAUSE) to exit the building the way the unit entered. Using this tactic mean that (usually) your inf will take a quick look and perhaps notice enemy lurkers. If there is an enemy in ambush, usually, your unit will make it out with minimal or no casualties. Then you can think again about what it will take to kill the ambushers. Another tactic in WEGO is to time the entry of your unit(s) to be in the final 5 or fewer seconds of the turn. That way they can see and shoot at the start of the next turn... or FAST move away. Placing SMOKE may also help. However, our guys have the magical ability to throw smoke through several walls so the smoke always lands the same distance away from the unit throwing it regardless whether they are in a dense building complex or out in the open with no obstructions. ie: You probably won't have the smoke land where you want (in the next room). Then of course you can move your smoke thrower back sop that the end of his "throw range" is in that room. Not sure if this is relevant to the "Bank" scenario. But, you will find this sort of ambush dilemma in the "Wilcox" scenario. Knowing/learning all this and putting these tactics into practice is how playing CM2 can get very complex as they are not intuitive
  13. The problem is if you want to TARGET LIGHT an objective that your leg units are attacking danger close. If the vehicle opens up with a main gun (anything over 50 cal IIRC) it can wound or kill your own men. This can happen often - more often than in RL (I sincerely hope). Seems like there should be a game routine whereby a unit will refuse to fire a main weapons that is dangerous to inf if one's inf would likely be affected by it.
  14. Am interested in the answer to this as I have always assumed that TARGET LIGHT meant fire MG's. What is confusing, is that in the "Wilcox" scenario, I have seen some Bradleys which are ordered to TARGET LIGHT fire their 25mm and other Bradleys fire their MG's only. One Bradley has fired 4 missiles. But not sure what made it do that. Not sure if this is a bug, or if perhaps the type of target affects which weapons system is used, or what...?
  15. +1 re Road to Dinas. Xnt Campaign - altho I got seriously stuck on one mission near the end of the campaign. Replayed it a dozen times and could never win (or finish the campaign). PT did that in other campaigns so he's a bit of a sadist imo. "Zawiya Uprising" is also xnt and memorable for being a lot of fun and very playable. There are many other campaigns made for CMSF1 that were very good, but the above two were the ones I remember the most. Cos CMSF1 was the only CM2 title for so long, designers got to be very very good at making interesting campaigns. The CM2 feature whereby the casualties and ammo from one mission carries over to the next is a feature that one doesn't see used in campaigns from many of the newer games. Instead designers often give you all-new and newly replenished units for subsequent missions. Am a big fan of having an important aspect of a campaign be force and ammo conservation.
  16. Love your icons. Thanks... (Also for the new CMSF2 ones.)
  17. A problem reported when testing MOS's TOC scenario also seems to be still in effect. It's still possible to have one FO spot for multiple independent arty pieces to fire at different targets.
  18. Hope someone else can respond to that. Not so familiar with German stuff.
  19. Hmm... Well they don't work when I tried em. Get message "Too Many Requests". But, no one seems to know about the mod, so...? Hope the new winter mod gets uploaded to CMMODS.
  20. Hi Bootie... I noticed that WACLAW's new HQS 3.0 sounds mod is on your site. But it gives URLs (that seem overloaded) rather than your usual CMMODS button.
  21. http://cmmodsiii.greenasjade.net/ by WACLAW. The only problem is that currently the links say: "too many requests".
  22. Not with the demo. And one cannot use CMSF1 scenarios or campaigns in the demo. Have to wait for full game release. Where in Finland r u? (I had family in Kuopio, Lahti, Helsinki etc.)
  23. Not sure if this is relevant as I haven't looked at this scenario yet. However, in CMSF1 play, it was common for vehicles to use their guns rather than missiles when encountering enemy armor at relatively short ranges. I recall that AT vehicles were only effective with missiles when shooting missiles at well over 1Km ranges.
  24. There already are several xnt RED campaigns in CMSF1 - so hopefully they will work in CMSF2. May need tweaking.
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