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Erwin

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Everything posted by Erwin

  1. Did the first 3 turns. Playing ELITE WEGO. Initial comments... ****** SPOILERS ****** My plan was to consolidate in the Victory Locations as suggested. No point defending the police or TV stations. But, only the weak Green uncons are in a position to run to safety in one or two turns. For the 2 stations I first wanted those platoons to sit and look around a bit - didn't want to run straight into an ambush. I noticed that one of the mech inf had a sniper rifle requiring the 7.62x54 ammo, so it acquired the min 500 rounds - that was the only ammo transfer I made. (Because CMSF only has two bars for 5.45mm and for all the different 7.62 types of ammo, have always wondered if the type of 7.62mm ammo one acquires really matters, or if any 7.62 ammo will work with any rifle requiring 7.62 eg: Brens, sniper rifles, as well as the AK.) Will move BTR's cover road intersections around the govt buildings. Am puzzled by the set-up zone at the TV station. Wasn't sure why. I decided to not change the default set-up. Left the elite drivers in the jeeps. Maybe will run em to pick up TV folks. Moved some units to rooftops for better view. That was about all I did in setup. First turn, one of the weak uncons lost its 4-man HQ KIA to Taliban sniper and AT unit. Impressive artillery barrage starts to hit all VL's making it dangerous to move or be on rooftops. Problem with WEGO is that a unit could have almost a minute to run for cover, but will sit there taking casualties. Very frustrating. Lost 2 elite/crack jeeps, one driver KIA, one WIA. A few troops here and there also KIA in the first 2 turns. Worst thing, I lost a couple of high value targets (HVT) KGB or govt - (I think to arty - it's hard to tell). Third turn, I found out the bad way that there are no doors on the back of the TV station buildings. So, a squad ran out into the road and got 50% KIA. Stopped at that point as that is an AI/pathing issue rather than my tactical error. Will retry doing same as before as I think I was making sensible moves, but will be a lot more careful with pathing around the TV station. I think more doors are needed opening onto the rear courtyard. However, I hope you designed this for WEGO. One really feels helpless when arty falls without any warning and one has just ordered so many out into the open. Not sure if there is any way to save the jeeps, and it was really frustrating to already have an elite KIA and a 2nd WIA.
  2. Those casualties sound horrific. Is force conservation for future missions not a factor?
  3. Thanks for the new file. Will redo set-up etc. I thought your briefing was well-written and clear - you may want to spell out what those three acronyms/names stand for the first time you mention them is all.
  4. Oh good... Any hints on how to win the "Turning Back The Tide" mission?
  5. These map/building changes you proposed. Presumably they could change the game significantly. I was just starting set-up. Perhaps you should provide the final, final map at least. This doesn't look like the kind of scenario that one can objectively replay several times.
  6. "I miss static campaigns from CMx1....." +1 BTW: If you are adjusting the map, here are a few comments I was jotting down as started doing the set-up: The briefings are good - clear and concise and not full of jargon that is irrelevant to playing the scenario. However, you may want to define "KHAD", "Sarandoy" and "DRA". I loved the Elite drivers who only have pistols, and who presumably will have to scrounge for weapons. A very neat original idea. But, you'd think that there would be arms dumps in these buildings (Police; KGB etc.). Occurred to me you could simulate static arms dumps by entombing trucks in buildings, or at least walled off. At least some spare AT weapons and ammo would be available. Anyhow let us know when the new map is ready and will continue with that.
  7. "...what qualifies you to give design advice to those who do." Well, maybe 35+ years of being a gamer professionally, reviewing games, managing DoD sim designs, running a game R&D company, and playing for fun. I have made no secret that my philosophy is that "fun" is by far the most important element for an entertainment product and for a game company making such products. However, no one is saying that you shouldn't make scenarios/campaigns designed for your own specific interests. Not sure why others who have different interpretations/offer different opinions of what is "fun" should bug you so much. Live and let live...
  8. Clearly, any MG should fire on auto at least occasionally. Hope my method as described above actually works.
  9. Got it. Thank you... A very minor thought re ease of locating the file from the in-game menu. If one labels a file "1a - name" then that guarantees it appears at the start of one's list of scenarios/campaigns in the CMA (or CMSF) in-game list. Makes it easier to find when one has hundreds of game files.
  10. My only amazement is the "Iraq has never seen this kind of fighting in its battles with ISIS" article re how the Iraqi army is suffering - which must be one of the most easily predictable events in modern warfare.
  11. Wow dw. Mod sets and everything. Very impressed. Thank you...
  12. Aaargh.... B4 one brags plz let us know whether it was played WEGO or RT and what level??
  13. I may be completely wrong as I don't under stand how sound affects graphics. However, am wondering if a longer MG burst .wav creates a graphic sequence that is also longer. To clarify, I now have 5 or 6 different MG42 .wav files, numbers so that the system should choose one at random. At least one of those MG .wav options is a long burst. Before I added the longer bursts, my MG42 bursts were very short when seen in game. Now, the "MG42 burst graphics" seem longer. So, try and get Bren option wav files that provide a longer burst and (first) use that by itself (ie remove the original Bren .wav and save it someplace) See if the new graphics and sound of the Bren bursts in-game are longer. If they are, then rename the original and new Bren .wav files "0" and "1" and you should get a random mix of the short and longer bursts.
  14. Huh? I thought you said you were updating it after I gave you my invaluable (I am sure) "sniper" comments. Sure, please send latest version along or provide link. Thanks... PS: How come you're still a "Junior Member" while Mark with only 59 posts is already a "Member"? I think you are being dissed, mate.
  15. Well, clearly the west is falling behind in the fashionable looks of the tanks as well as the tank's valuable flying and shooting while flying competition. Next we need to have a "dance off" between the Russian and western crews to demonstrate superior training techniques.
  16. http://www.popularmechanics.com/military/weapons/a25781/army-ripsaw-tank-no-plans/
  17. We must be looking at design concept completely differently. What I see in the demo is a series of missions that could form a fun CMA campaign. Eg Campaign Objective is to supply outpost, win hearts and minds. Missions: 1) Send out recon and engineers to clear IED's (mines). 2) Send spec ops to remote village(s) to clear out Taliban without destroying valuable buildings 3) Use troops to recapture village that has "gorn over t'other side". 4) Escort medical supply convoy thru valley/gorge of death. 5) Protect medical mission from Taliban assault. etc etc... Again, generic situations are fine. No need to get hung up on historical situations.
  18. Shouldn't you be working on your unfinished CMA scenario, mate??
  19. Give us a review. If you like it, I may get it too lol.
  20. You can destroy all 4 walls... Maybe if it's a small single building. Something for you to test after you complete your CMA scenario.
  21. The great thing about that humorous article about the differences between the tanks is that days later I still remember the differences. This is how everything should be taught.
  22. Most things in the game are probability-based, so this could be one of those 100:1 outliers.
  23. Yeah, Matrix needs to think about paying this kid to NOT do reviews.
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