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OG_Gleep

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Everything posted by OG_Gleep

  1. Hey all. I started a new game once the last patch came out, after getting a good deal of the way into the campaign b/c I wanted the fixes. I took my sweet time, and just finihsed the first mission tonight. Just found out there was an update and its not compatible. I have to start a new game all over again. So, if anyone would be so kind as to post the 2nd mission in a campagin somewhere I'd be most appriciated. Requirements - Mission 2 - Airfield Mode - Real time (Turn Based would also be nice,to be able to switch back and forth) Difficulty - Vet or below. Casualties - 10 or less infantry (had 5 on my playthrough, 0 KIA, 5 wounded). No vehicles Knocked out I would be so very greatful to anyone who can fill this request. I really want to sit down and play through the game but I don't know if I'll have the willpower to do the first mission for the 3rd time. Many thanks in advance.
  2. Forgive me if this is already a feature and I missed it, but to my knowledge, RT vs TB and Difficulty are setup at the start of the campaign and can not be changed once started. Why is this? Many games put this at the scenario level, to give users more control. This is especially important now, given that some scenarios are easily handled in RT and others aren't. More over, some times you just want a change of pace. Maybe the current mission is to difficult for you and you want to drop the DL, or just want to try something different. There is no reason I can see that we shouldn't be able to do this. There may be some technical reason, but other games have been able to do this so its possible.
  3. I just tried it in one of the training missions in 1.3. I popped smoke with my strykers, and tried to pick a target. It said no LOS. It was the same target that I had previously, the only thing different was the smoke. Is it supposed to be No LOS but they will fire anyway? Or is it supposed to show LOS?
  4. I just wanted to speak my mind on the subject of QB's. Many of us never cared a lick about what would have actually been fielded vs what we wanted to field in QBs. The rarity system I thought did a nice job of balancing it a bit, but honestly, what I wanted out of QBs was the chance to see what x could do against y. I played more QB then any portion of the game. The main reason I play wargames is the "what if" factor. If things played out exactly like history, it would be quite boring. If I want realism, we have campaigns and scenarios. QBs were always about what "I" want. Now I have to fiddle with the scenario editor to achieve those results, and thats just something that I'm not going to do. If there is a group who prefer this style, fine, give it to them. But don't nix the entire point system. Make it an option in QB's to use the old system or the new system. If and when we get additional forces, mixing marines and army, or coalition forces (UK, France, etc.) would be a blast. It would be a blast because its setup the way I want it to be. If I have a choice between being historically accurate, or fun...I'll go the fun route every time. The trick is making it HA and fun at the same time, and that can be achieved. But give us back the control to setup hypotheticals and watch the results. It is a great dissapointment that its setup like this. Originally I had thought it was because the lack of options on the US side compared to what we had in previous CM games. But to find out that it was because it was for realism is too much.
  5. I am doing that training mission now, and actually came here to ask that very question Soop so no worries. Anyhow, the FO and FSV have different points of view, which I don't get. I thought a FO in a FSV, the CO was supposed to sit in the commanders seat and use their FBCB2. I used the FSV b/c it has better LoS. And I guess thats the question,when a FO mounts a FSV, does the commander join the FSV and thats who you target with?
  6. Convenstional tactics for FO's in previous games was to use transports to get your FO into an elevated, isolated position and thats it. Or to a position with the best possible field of sight for your operational needs. Reading the manual, FSV with its special equipment has a totally different role now. However, with the current maps, many of which are urban, any FO/FSV will have very limited LoS if they stay mounted. So what is the best tactical option? When presented with a building that will give LoS to most of the map do you dismount? Or do you manuver your FO in your FSV to LoS to every point you want support dropped in. How does the different type of support factor into your choices?
  7. Did they update the demo yet? If not, don't think you can show all waypoints w/o it.
  8. Is there no option within the engine at all to give us the ability to counter-act the darkness in nighttime missions? At a minimum there should be a gamma slider, which I haven't seen. I don't think the atmosphere should impeed gameplay. Currently I can't tell which end is up and which end is down in nighttime missions. Games like the UFO series, have vision filters, if your troops have NV, your entire view switches as if looking through NV goggles. If you have IR, it does the same. If realism is concnered, make us select a unit, lock us down to their view level and turn on whatever they are equipped with, NV, thermal etc. Something, anything. -Edit - I alt-tabbed out of CMSF while I was writing this (this is my secondary box), to check on a patch download. Walked away because I couldn't see anyway and was waiting for a response here. That was a while ago. Sat down to give it a go, brought up cmsf and now the screen is how you would expect night time to be handled in a game. I can see. Its still clearly night time, but prior to this, it was as if I was in the desert, with no Moon light, and no flashlight. Which way is it supposed to be? [ September 01, 2007, 12:11 AM: Message edited by: OG_Gleep ]
  9. Did a search but didn't come up with any results. Some of the maps are too dark to see. Is there any option in the game to see what is going on? I really don't want to mess with my monitor settings, i got it just the way I like it with other games.
  10. I have been really missing something. Since the target system will lock on to a preset point, not where you nessisarily tell it to, it is a pain to get your heavy guns to blow holes in walls. Especially when they either fire 1 shot, or fire 6 shots at the same exact section of walls, of which 1 blows a section out and the rest tear up the landscape directly behind it. A fire from point A to B, not unlike the linear option for fire support, or if that won't work, a destroy or target object which would order the MGS or abrams to place its rounds intelligently instead of in one spot (ie; The first floor of a house, when it creates damage to one section, it moves to another secion. With walls the same thing, if it sees its fire has caused damage to the structure of the wall, it will adjust its fire). What I have to do now is either: 1. Watch it waste a whole bunch of rounds for 60 seconds, adjust its target in the next phase, rince and repeat. or 2. Watch it fire once, which could do nothing to the wall, and watch it spray it with MG fire for the next 55 seconds. Cancle, let it reload for 60 seconds, and then try it again. Its a crapshoot on which number the next round of fire does (option 1 or 2). The best option is to have all of your heavy assets pick a spot on the wall and have at it for 60 seconds, but thats not always an option. 1 mgs or abrams must and should be able to create a breach point in the wall. Currently, no matter what you do, you could end up with small sections of wall remaining in your breach, and since you can't pinpoint them theres nothing to be done but leave them. So, if we can't ram it, atleast give us the tools nessisary. Be it demo charges in the strikers, or a new order system I mentioned in the start of this way too long post). Don't really care if its realistic, as I suspect if a wall needs to be taken down, troops in the field figure it out.
  11. Aye. I didn't buy the deluxe edition, but I have spent the extra cheese on numerous collectors or special editions, which normally cost $10. I am happy to do this because I want what is included in those packages. It irks the hell out of me when the items I spent the extra $10 for is released for free a week later.
  12. I had this problem in 1.2 airfield missioin. i blasted the inner wall heading from teh hq to the barraks, so my vehicles wouldn't hve to go through the gate, as that path is easily in the LOS of every building. I blasted a breach so only the 1st row had LoS. My strikers refused to go through it.
  13. How many rounds are RL MGS issued? I find this irritating, when you want a hole blow through a wall, and the MGS misses its shot. You then have to wait 1 minute, 55 seconds to try again. However, when they do succeed, they seem to magically figure out how to reload, and spend 55 seconds wasting ammo at the new hole.
  14. It was an IED loaded in a vehicle. I had one blow up trying to leave the barraks through the main gate, and took it out right next to the first buiding. Took out the entire north wall of the first floor. Was awesome. As someone mentioned in another thread, going through the airfield has benifits. I first tried getting my sniper in the tower, and it worked for about 5 minutes until half of the syrian army revealed themselves and opened up. So I tried it again, with a lot of backup. I took 1 squad from 1st platoon, HQ and both MG sqauds, the sniper and their strykers along with a MGS. With that fire base, they stayed there for for an hour. The vehicles moved up as they eliminated oppositon, coming back to the tower and popping smoke as squads ran down to re-supply. While this was going on, the the remainng MGSs took up flanking positons to get LOS on the buildngs inside the main gate. The left MGS opened up a gap just to the left of the left bunker in the wall. This revealed RPG and infantry which was suppressed. When 2nd Platoon showed up, they ran through the gap and deployed into the buldings on the left while 1st platoon and MGS covered them. Once that happened, it was just a matter of time. RPG threats were taken down, and 3rd platoon and the remaining vehicles came through the main gate and slowly eliminated all resistance from the hq to the gates of the barraks. By that time, the force attacking the airfield had made it to the line of buildngs and the square building. Everyone but 1 MG squad piled into their strykers and assulted enemy positins in those buildngs. When the resistance there had been silenced, the Syrian force surrendered. Having a HQ unit in the tower was key. They called down accurate mortar strikes, destroying units with one barrage (quick). Having all those units in the tower on different floors also hel ed a lot. If you don't do that, the enemy can pour too much fire early on and will quickly kill your boys. The key on the other side of the map (main gate) is to move slow. Use one platoon to get into buildngs and spot enemy units and lay down fire. Then move up your MGS and empty strykers to put in the hurt. When you have fire superiority, move in the other platoon, dismount and rush the enemy positions in teh buildings. Once those boys clear the building, they become your new fire base, and your other platoon mounts up. Rinse, repeat. Ended with 4 wouneded, 0 killed and all vehicles were safe. Total victory due to surrender. [ August 26, 2007, 07:18 AM: Message edited by: OG_Gleep ]
  15. I had my MG gunner go down and the 4th soldier picked up his weapon.
  16. I must say, I am enjoying this campaign far more than CMBO's or CMBB's. I still think this is one of the best wargames of all time, and while realism is great...this is a game. I always loved the quick battles because I had control over what units I fielded. Is there ever going to be a campaign that lets us requisition units? This is a common game mechanic, and one that imho adds a lot to a game. Especially one that units are presistant and carry with you. I would love to have some input on what units I field, and in turn become attatched to them because they were "my boys". Can't tell you how much something silly like pilot experience and kill tracking did for my in Uncommon Valor. Each sortie, especially late game was a nail biting experience because i knew pilots who i had nurtured werent going to come home. I felt genuine pride when my aces tore through zero's and grief when they went down, and relief when they made it back home safe and sound. Anyhow, heres hoping.
  17. Has anyone done any tests for the various movement orders and tracked how fast they can cover ground? In wego, you cant pop smoke at the end of a movement chain. What I have been doing is pausing the movement trying to time arrival at the destinatin point at the very end of the 60 second cycle. If timed properly, at the start of the next turn, you can pop smoke and have your infanty dismount under cover of smoke. Anyhow, does anyone have numbers logged? Don't mind doing the tests myself, but figured if somone has already done it, cant hurt to ask.
  18. Ya I noticed the AI doesn't displace much. If I were part of the AT team at the gates, in the face of a column of vehicles bearing down on me, I'd be running away as soon as we pulled the trigger. Wouldn't wait to see where the shot landed, main priority would be to get my arse anywhere but there. That said, given the amount of units within the complex, one company with little arty support and no armor seems lacking. Bad intel?
  19. Man if that AAR doesn't move a few units, I don't know what would. Great writing, and its obvious your a lot better than me.
  20. I am still a little confused on this matter. What I have been doing, is pausing my strikers until they just have enough time to end their movement at their final destination. Once the new turn comes, I then issue orders to pop smoke and have the infantry dismount. Obviously, this is not the best solution. How do you get your strykers to pop smoke at the end of a way point chain, and have your infantry dismount once the smoke is deployed?
  21. Just to reiterate, because my initial post wasn't that clear. 2nd mission is the example, assuming someone is looking at it for the first time. You have your stryker platoon, mounted at the getgo. You are going into an urban environment blind. You know their are enemy units with the capabilities of taking out your transports, and capable of cutting down your infantry. You lack art support to suppress the breach points. With no intel on enemy positions, you still need to go in. Tactically what do you do? In CM1 you would have the infantry move in from the most protected path, and draw fire to reveal enemy positions. If you do that in SF, your dead. The mobility, and supporting fire the strykers provide seems to be the key to using your force effectivley, but above all force preservation has to be the #1 priority. I guess this is where I get tripped up, because without knowing where enemy positions are, your superior firepower is moot. I guess I am looking for some type of doctrine I can use from mission to mission. Right now, unless I reload once enemy positions are revealed, my casualty rates are unnacceptable. With M1A1's its a lot simpler, as they can absorb whatever the enemy throws at them and still keep moving forward. Without them, things get a bit more complicated.
  22. Just fire up Jarhead and then say no to a marine module. Maybe they will throw in SGT. Jamie foxx
  23. What are the ranges the UBGL get used at? Min and Max?
  24. I am a little at a loss here. I have no idea how to best assult a position and achieve my objectives. I have read every tactic thread regarding the subject but still don't have a clear grasp on the subject. When dealing with a familiar scenario (save/reload) you know where the enemy posiitons are, have a good idea where overwatch units need to be placed, and where suppresive rounds need to be placed before anyone has spotted an enemy. Take mission 2 for example. Your given one infantry platoon. What do you do with them? If you speed in, your going to take inc RPG rounds before your overwatch teams have time to react. There is no way you can suppress every suspected enemy pos. If you dismount early, there is little cover and your men will essentially be bait and take unaffordable casualties. So, how do you folks tactiacally approach the situation? Also, unrelated question, how do you get you strykers to pop smoke at the end of a waypoint chain, and what is the best way to get your troops to dismount at that point?
  25. I would just like to point out(I know you guys are deep in a discussion), that hardly anyone pirates wargames. If you look at the torrent stats, mainstream games seem to generate as much legit buisness as non-legit. Everyone I know who are into the scene, would never buy a game they download. The data is skewed in my opininon because of this. If you have $100, you can only buy 2 games, which normally means you will pickup the 2 games you want the most. My friends pick up everything, but they still pickup the 2 games they can afford that they really wanted. I've bought and paid for every one of my wargames (have over 1500 retail games), and believe its important to support companies like battlefront. I bought both AK and BB simply because I believed in the first title and wanted to support it. I don't actually think I've played AK more than once. Hopefully next payday I'll be able to pick up SF. Regardless of the state of the game, I'll buy it because I believe in this series. The one thing that keeps most people away from this series (I've tried to get every online group I've belonged to to pick it up) is a) graphics, and the lack of an actual campaign. Unfortunatley the system is such that we are looking at a bunch of strung together single missions. Maybe that has changed, I haven't played SF or much of AK. Thats pretty much why. I could get them to give it a go, but no one stuck around to play more.
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