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Posts
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Posts posted by General Jack Ripper
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In case you missed it:
I'll have the next part posted on Friday.
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Had an interesting culinary experience during my New Year's eve.
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22 minutes ago, MOS:96B2P said:
The player leads an early morning (0400hrs) Coup d’etat. The player starts with a small force and attempts to recruit additional units while weakening the regime until ultimately the balance of power flips allowing the player to take control of the city. To achieve this "flip of power" the player can choose a combination of methods: ambushes, street fighting, bribery, assassination, IEDs, VBIEDs, mercenary units, HUMINT, TSE, foreign assistance (in the form of Intelligence, operatives, money, supplies, & SF unit) and radio propaganda. Wise tactical employment of infantry units in a MOUT environment will also be necessary. If the player fails in the coup attempt his coup leader HQ team can flee to the US consulate (which contains an exit zone). The scenario would still be lost but making it to the consulate might be the difference between a major defeat and a tactical defeat depending on the situation etc.
I think you should have a new forum name.
I vote for, 'Professor Emeritus of Scenario Design'. -
"They say the only good recce is a dead one."
I beg to differ. -
I hope you all have a very Merry Christmas, happy New Year, and many happy returns!
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On 12/1/2018 at 7:36 PM, Michael Emrys said:
How the hell could you get suspended for wearing a banana suit? This needs a link.
Michael
Generally speaking, running onto a sports field during game time will get you arrested. That being said, a school prank carried out at a school field, during a school game, is completely harmless. I think the school administrators need to take a chill pill, and grow a sense of humor.
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Use something else?
Bandicam and FRAPS work fine. -
What would we do without you, Mord?
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If you'd like some specific examples of something, let me know.
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Okay, let's have some more shooting and 'splosions.
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I don't think I've come across a scenario in which the time limit given by the scenario designer was a factor in accomplishing my objective. I simply take the available time into consideration and adjust my operational tempo accordingly.
If you're taking too many casualties, use more ammo.
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6 hours ago, iMolestCats said:
If i was told i had to carry a AT-4, A CLU, along with my primary weapon system, full combat load with my buddy carrying 2 Jav tubes, his weapon system and a AT-4. I either wouldn't do it or id go down as a heat cat about 3 minutes later.
I was just hoping to give every man in the team a tube to carry.
3 hours ago, Ch53dVet said:It would be a whole lot easier if we could actually "right click" the ammo back into the vehicles inventory, especially, when the mouse jumps at the last second and we errantly pick 2000 rounds of 7.62mm AP ammo that we can't use.
That's why I generally don't acquire ammo unless I absolutely have to.
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1 hour ago, c3k said:
When you detached the AT team from the squad, the AT team loaded every AT asset they could lug. They've got two AT-4 (M136) rockets. That's too much. Instead, you've got to send men with LIGHT loads to the vehicles to get the Javelins. Then rejoin them to the squad. Next, split off your AT team. THEN they'll have the Javs.
Or, just grab a CLU and a missile or two BEFORE unloading the squad.
Load management can be a PITA...but with a little practice you won't notice it much.
Yeah, nvm.
I see what happened. Gorramnit.
I must have saved the game after loading up my dudes, and forgotten I had done it. I could have sworn you could carry more before, I guess I hadn't played any Black Sea to get used to the changes.
Old Shock Force you could darn near have one tube per man in a squad if you did it right. (Jav + 2-3 M136 + 2-3 M72 LAW's.)
I guess I was just expecting the same thing.
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2 minutes ago, Captain Reyes said:
Your equipped your scout team with two additional AT-4 launchers which then prevents them to get the Javelin Launcher.
Maybe I might have forgotten that, but that still doesn't explain this:
A detached Anti-Tank Team cannot acquire a Javelin CLU.
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You also have to apparently acquire the Jav before you detach an Antitank Team, because a two-man team cannot acquire a Javelin.
A one-man team also cannot acquire any M136's.
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17 hours ago, Ch53dVet said:
It's, really, no big deal, for me. I just noticed it and thought it was out of the norm, hell... when a full team has a decent supply of grenades they hang on to them like they were "Faberge" eggs and never throw them (that much) during a close quarters fight.
You need to be in grenade range to throw grenades, within three action spots.
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7 hours ago, Sgt.Squarehead said:
Sadly in the process of discovering the above, I discovered that my AV hates CM:SF2, just like it hates every other BfC product and patch! It's been told it can't do anything about them, so it can't delete any files, instead it throws a tantrum and locks my PC up until I hit (and hold) the power!
Here's what I do, I install all of my BF games into a common directory (D:\BattlefrontGames), then tell my antivirus to ignore that folder.
Works like a charm.
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You're almost finished the campaign, and I've only just finished the first mission...
Maybe I should just hang up my YouTube spurs...
Where is the 2.01 Patch?
in Combat Mission Shock Force 2
Posted