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Erwin

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Everything posted by Erwin

  1. http://youtu.be/MeHvBWG4koE Liberia? That's South Central LA! I bin there.
  2. Also try http://webandofbrothers.yuku.com/ WeBoB is very active with CM1.
  3. Well, if the buildings surrounding the very edge of the map were all high multi-story, that would enable view to 3 and even 4. It might also increase the claustrophobic feeling which hopefully would make immersion even greater. Hope you know what I mean...
  4. I note that the AAR is by one of the designers. Maybe they designed it so they kinda knew what worked for the Syrians and what doesn't. But, I found it an exasperating experience since the Brit air and arty is fast, accurate and devastating. The Brit tanks especially seem to be able to detect Syrian enemy before the Syrians even see anything. In all of the scenarios I played, it was usually fatal to expose or move from starting positions. (#5 is a night mission and you have better quality troops, so you can move somewhat in that one.) The final #6 mission may have potential as it's in a town and I think the Syrians would do better in MOUT ops. However, I found the restricted set-ups in all the missions was frustrating. It seemed as if play testing was inadequate. eg: In at least one briefing one is told to place mines in choke points - ie roads through built up areas to block the road. However, I couldn't find anyplace like that that allowed me to place mines. Perhaps the designers hadn't places the set-up zones properly. Hope you give the campaign a shot as I would like to compare notes. However, per the above comments, I cannot recommend this campaign.
  5. You are welcome. It was fun to explore the town from level one and two. I hope you think about ways to disguise/hide the plain billiard table look that surrounds the map from any view level above 2.
  6. The CMSF area has a SCENARIOS AND MODS section, and ever since I think we've assumed that MODS section is where we also talk about scenarios.
  7. Feedback: Due to the warning re mod conflicts, I removed my existing mod folder and used only Umlaut's Factory mods. Well, the mod set is absolutely wonderful. It makes CMRT look almost like another game since the changes are profound and excellent. It's really fun to wander around this Stalingrad-like destroyed town. A truly amazing effort by Umlaut. The scenario took my system about 3 minutes to load - which is not the longest I have experienced in the CM2 family - so no real problem there. However, once loaded. there was a lot of stuttering of the camera as I moved around, so my system is clearly at its limits. I moved the "at start" units around and made a first move (WEGO). The game didn't crash, but the stuttering was bad and I didn't think I could play it and have fun with my current system (which was very good 5 years ago, but today...). Once vehicles started brewing up and smoke starts to emerge, I think my system would get even worse. The scenario saved ok and quite quickly - 10-15 secs - which surprised me. Re the "look" of the scenario level 1 and 2 are excellent. Once you get to 3 and above, you see the "billiard table" that surrounds CM2 maps and it spoils the immersion. Not sure what can be done. Maybe if the entire map was surround by multi-floor buildings that would enable immersive level 3 viewing and you wouldn't see the "billiard table' until level 4 and higher. In addition to the superbly modded town, this looks like a very interesting scenario. But, be warned... players will have to have a fast machine.
  8. "Zawiya Uprising" campaign wet my appetite for playing Red vs Uncon, so I started the "Stepsons Of Jihad" Red vs Brit forces campaign. This campaign is a bit of a shock as the Brit Forces seem to know exactly where my Red forces are and they are rarely more than speed bumps to be massacred. However, that probably depicts the first Gulf War situation, and maybe even the start of the 2nd one pretty well. The problem is that all of the "Stepsons" missions except for the last one are in open terrain. The Red ATGM's may get off some good shots before being killed, but the Challengers can shrug off frontal hits with an immobilization at worst. The Red infantry are mostly Conscripts and Green, and they are useless in open terrain - even in trenches, buildings or woods. It's rare that they even get an RPG off. I wasn't able to use em for short range hit and runs as they get pinned easily. If you move you get killed quickly - the Brit armor notice everything and react instantly. So, one is left with holding static positions and hiding. Reinforcements get attacked by air or arty very quickly. You really can only try to get em into some trees or somesuch and hope they aren't noticed by the seemingly all-seeing "eyes in the sky". In summary, the campaign feels like one is playing the wrong side. It's as if the Reds should be played by the AI and the real challenge is to play the Brits without taking casualties. Only when they can occupy a built up area does the Red force have a chance of ambush followed by immediate withdrawal. And as in RL, one can see that that is the appropriate tactic. However, only the final mission in the campaign allows the Red force to do that. So, a very frustrating campaign that teaches you why you do NOT want to ambush or stand and fight a modern western army in open territory. One mission is enuff. Playing the campaign is like beating yourself up.
  9. Finally completed this xnt campaign. Really good fun for all the reasons I have mentioned before. While it's supposed to be Libya with the mods available you could easily make it in Iraq or Syria, or even pretend you are Soviets in Afghanistan I suppose. It's not a hard campaign. However, while it has significant challenges, it is forgiving of serious errors - so few reasons to restart. This is an xnt campaign if you are looking for enjoyable missions that you win first time thru. (I hate scenarios where you have to play em a few times to figure out the "trick" to winning.) So also good for a newbie or for training tactics. Or, you can make your own challenge to suffer as few casualties as possible (which is the way I like to play). I would like to congratulate the designer... But, his name doesn't appear in the briefings and I guess he doesn't frequent these forums any more.
  10. I can't understand why people try to go on and on and on about Steam on these forums like they are 12 years old. We here don't make any decisions. So, the topic is cluttering up forum space and wasting readers' time. Plz write a letter with all your new info re specs and marketing points to BFC.
  11. Thank you re the computer tech issues. I have been looking for a reason to get a new system. (My old existing one still handles CM2 just fine.) If you need a tester re system running, send it along.
  12. Welcome to "the geriatric cheer-leading brigade".
  13. MY first thought was "How do you know it's unreleased?" Looks real. Well done! The blurred one in the BG looks very real. It's the in-focus front one that looks just a little unreal. You see the jagged shadows.
  14. I know about the binocs, however, is it certain that the scope optics also makes a difference for spotting purposes (as opposed to shooting)?
  15. Sometimes one needs to move vehicles on SLOW thru gaps or they go around. But, not sure I have seen similar issue with inf. Be helpful if your pics showed your waypoints.
  16. YankeeDog: Do snipers have some extra "hiding" capability? I thought they were treated just like any other inf in CM2. I hold that specialized troops like snipers, engineers, scouts etc should always be of higher experience than the regular troops to account for extra training, but some here disagree with that.
  17. What company? (I suppose you should send me PM b4 someone here complains about thread hijacking...)
  18. So long as the insurance isn't a racket - like household repair insurance - as it often is. You tried claiming on one?
  19. Re snipers, if one can place em in decent cover with a 300-600 yard LOS they can shoot fairly accurately all day and are very hard for the enemy to spot. Of course ideally they should be Regular or better. I know what you mean re using em as scouts. But, if they have decent experience, Veteran or better, that may be a waste of their sniper capabilities if they are within a couple hundred meters of enemy.
  20. Man, hope their CO was fired (one way or the other).
  21. Just curious, did you plot a waypoint on the other side of the bocage gap they were directly in front of? Have never experienced this problem as I pretty much always put a waypoint right in front of a gap and immediately on the other side. Also, there are gaps in the hedge that look like they are traversable, but are actually not. Good map designers put a mud tile or somesuch on a real gap so one can more easily tell which ones are traversable.
  22. "4. A dog doesn't argue with you when you want to spend a night on your favourite games!" I dunno about that. I had a smart cat who would scream at me and dance on the keyboard to get attention. A dog could do a lot more. And when pets get sick, they can cost plenty (assuming you love em.)
  23. Money does solve many issues. Re kickstarter, You'd need a budget re how much is needed for the extra programming cost etc. (Might be good to get support from BF as well of course.)
  24. They have large WW2 re-enactments in UK all the time. Good source for extras.
  25. Maybe things changed in 3.0 but I often had snipers run out if they only had 100 rounds. If you put em in a good spot, they'll keep firing at a decent rate.
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