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leakyD

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Everything posted by leakyD

  1. I grabbed a used Dell 30" monitor a few yrs ago (2560x1600), and works GREAT for CM. Heck, it's great for EVERYTHING! Someday, I'll upgrade, but for now, all good. I'll prob upgrade my rig before next monitor (still humming on an old i5 CPU/video card from 2009. Yes, time to upgrade, I know....). Dual or triple head seems cool, but thats a LOT of space (almost overkill, IMHO) and your upgrade costs in 5yrs.... ugh....
  2. Functionally, new forum is great! However, no pinch-to-zoom on iOS. Boo! :-/ And pu-lease!!! let us change color schemes... (wth is up with this white trend!?!) Old colors scheme was great. How 'bout an "old school" theme, just for grins?
  3. No, no, no. Grav tanks first, THEN nano-robots: https://www.google.com/search?q=grav+tank&client=firefox-a&hs=vJR&rls=org.mozilla:en-US:official&channel=sb&tbm=isch&tbo=u&source=univ&sa=X&ei=MPh_VJZ-wdWgBNHvgdgL&ved=0CB8QsAQ&biw=1526&bih=817 Grav tanks are WAY too cool to leapfrog. Deal?
  4. Then again, maybe Steve Jackson had it right with Ogre?: :eek::eek::eek: http://en.wikipedia.org/wiki/Ogre_%28game%29
  5. Yep. And I think the predictions of modern being EXTRA violent are proving to be correct. Will be VERY interesting to see how this plays out with two skilled opponents!
  6. I've noticed LOTS of BMP3 use of 100mm ATGM. Anyone have any info on reasoning of AI use? Long rang targets only? Dice roll? Can't just be a dice-roll... can it? BUT, is 100mm ATGM move effective than APDS at "normal" ranges? No APDS loadout?
  7. http://en.wikipedia.org/wiki/Kornet-D Hah! Next up: MIRV ATGM's! RPG 30/32 looks interesting... not sure how it will hold up in the field. Maybe that's why Russian APS blast is so strong?
  8. Damn. Shrugging off Kornet AND RPG-29? Not bad! Looks like the new manner of dealing with armor w. APS is volley fire, with, oh say... at LEAST 4-6 rounds? More?
  9. Yeah, that'd be nice, but sounds gamey, unless something similar is SOP. My guess for dismounts dealing with APS is something along the lines of: 1. Don't dismount in a "hot" AO 2. Get the hell away from the "track" ASAP. And make sure your under cover. Above is usual under "Normal" situations, but an emergency situation?... shudder! What the hell do you do with multiple incoming rounds. Stay in the track and pray, or dismount and...pray some more? Being a former US dismount team leader, Bradley gunner, and Bradley TC (GW1), I'm looking forward to Black Sea. Shock Force was neat, but too one-sided, and I'm not into the desert thing. Glad to FINALLY be in the modern ETO! Unfortunately, as the Beta AAR is showing, we're all going to have a LOT of unlearning to do....
  10. http://en.wikipedia.org/wiki/Ukrainian_Insurgent_Army Possible for future module? Modern Blue Partisans/Uncons?
  11. Yeah, OK, East Front. Thanks. But... FIRE, FIRE, FIRE! Where's the FIRE?!? :confused::confused::confused:
  12. Upgrades, baby. I long for QB's of Wasp's vs. SdKfz 251/16's...and a bunch of burnable infantry running around.... man, those were FUN!
  13. and here we have the pre-cursor for CM SF2: http://www.globalsecurity.org/wmd/library/news/ukraine/2012/ukraine-120716-rianovosti01.htm Hey BFC, I said this back in '08: www.battlefront.com/community/showthread.php?t=82992&page=9 You owe me base game, all modules + residuals! . . Ok, base game then. And maybe a module. Or two? . . Alright, how 'bout a cookie? . .
  14. True, but may still be a nice spot for counter attack at some point in battle. Ambush/Reverse slope could be quite valuable.
  15. that dead ground is some pretty key terrain... wonder what a platoon in there could do with some good overwatch...?
  16. Probably codeable only as separate units, and not as a team.
  17. Ah... buddy teams. You scratch my lice, I'll scratch yours.
  18. #3 is the Bees Knees. #2 with the rows of red crosses is pretty damn funny!
  19. I'd never use either over 100m, period. 50-75m best. Under 100m, chance of hit actuallty gets interesting. Yeah, pain in the a$$, but hitting is better than missing. Why waste rounds? Or get the team waxed? Also, try to setup volley fire if at all possible. I was anti-armor specialist in my inf squad with 24th ID in the 80's. Trained on the Dragon, but LAW's (later AT4) were the standard fare for everyone. Ideally, 3+ LAW (later AT4) per target was best case scenario. The intention was to crossfire 2ea Dragon shots per target, but never actually implemented (no action). Only had 1 live fire on Dragon (kinda expensive rounds). 3+ shots not possible often w. zooks/shrecks, but I'd try at least 2ea per target if over 100m. But, as stated, you'll get MUCH better results under 100m. If 2ea per target under 100m, you will probably kill stuff real good. Yeah, not the answer you wanted, but it may help get results.
  20. Agreed. I've found 50m bounds per squad works well with assault command. More work to use, but worth the effort (less casualties).
  21. Although I've only had time to play the demo, I'd suggest a "new" mentality is needed to fully enjoy the CMx2 engine. The emphasis should be on tactical maneuver/employment of your forces. No need to issue many fire commands, except for area fire, arty, or MG's (cover arcs not inluded). Let the AI do the micromanagement, and focus instead on tactical deployment/movement of your units. CMx2 FORCES the player to use tactics successfully to achieve results. The UI can be daunting, but, with time, I've gotten used to it. Can it be improved? Of course (especially for moving units), but for the amount of data that is conveyed, it's not that bad. CM:BN is NOT an easy game to master. This means it's not as "fun" as CMx1. More realistic, yes. Harder to learn/master, yes. More "fun" (subjective), is conditional on the player's perspectives. I would suggest not comparing CMx1 to CMx2. Go into CM:BN as if it's an entirely new game, but in the same setting and same spirit as CM:BO. I think with an open mind (that is not comparing) you will learn many things and come to appreciate the new engine. Ideally, we will eventually get difficulty toggles for "more fun" (easier gameplay), but I doubt development time will allow for such features. As soon as budgets allow for "more fun" (gameplay), a bunch of us will scream for "more real"!
  22. When I was with 3rd ID in 1990, we had 1 medic per platoon, and even that was viewed as insufficient. A program was launched to create "combat lifesavers", where 1 soldier per squad was trained in advanced first aid. Not full medic skills, but actually had a medic bag (I think I still have mine somewhere...) and coud do IV's. Said soldier was supposed to be the primary care for wounded until an actual medic could show up. Once medic showed up, the "lifesaver" would return to his squad. This would allow other squad members to move forward without disruption. Of course, there were no contingencies for "2nd lifesaver" in case the 1st one got hit, but at least the problem was being addressed. Finally. In 1990! That, my good man, is a REALLY good tactic. Will use ASAP!
  23. Human wave crews? Gotta make a video of that....
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