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birdstrike

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Everything posted by birdstrike

  1. RT. Has the welcome side effect that it can kill and/or suppress the troops inside. This gives your units enough time to go in and clear the room.
  2. If I don't know if there are enemies inside,or they are suppressed, Assault is my command of choice for as long as the building has windows on the side from where I'm attacking. I set an initial waypoint in front of door, then assault into building. The firing element guys outside will automatically fire though the windows if an enemy inside suddenly pops up and the assaulting element is moving decently fast to take up positions in the building and fire. Same goes for going from floor to floor. And it avoids micro managing. If the wall has no windows, then demo charges are the best way to be safe.
  3. +1 for these. I'd also settle with a toggle text like in CMAK. And please also an option to turn off the "?" icons along with the others.
  4. Nice. I think I'd pick the lower one. The brighter grey looks better IMHO.
  5. Well, they do have satchel charges - which comes in handy in urban terrain if you don't have MOUT troops.
  6. Strykers vs. tanks is a big no-no. That's not what they are designed to do (with the exception of the ATGM Stryker). MGS are capable to take out tanks, but they should only do so, if no other assets are available. Think of halftracks vs. tanks - it's just not the same league. I had some success with MGS against older soviet armor (like T-55), but the newer ones will chew you up (btw. they will only withdraw when their AP munitions has run out). Bradleys are somewhat better because of their TOWs, but I would choose a real MBT over a Bradley any time when dealing with enemy armor. If you have to deal with enemy tanks and only have a Stryker force available, use the Javelins, that's what they are there for. Dismount some soldiers for AT overwatch and keep the Strykers out of sight from the tanks, (unless you have ATGM Strykers) or can use MGS in an ambush role. Also use other assets in your inventory, such as air or artillery strikes.
  7. The helmets are part of an updated Syrian Ragtag Mod which is still in the works. I got hold up a little but I should have something to upload, soon.
  8. Really impressive! btw. that weird grid-like green camo, is that the anti-NV camo? And was it really used (and worked?).
  9. Thanks. perhaps I should note, the textures are mostly the same as with v2.0. I only rearranged the order and added textures to make the mechanics work the way I want them to. People who don't care about the mismatching helmets/vests do not really need to waste their time and DL the update
  10. Thanks, that's a definite answer. I'll need to take another look at what I'm doing wrong, then.
  11. Yes, the minimum range is a real pita. As for the target accuracy, I think that might come from the inexperience of the crews - AT-3s usually end up with the low end of Syrian troops. btw. has anyone noticed the BMP-1 in the game sporting an AT-3 on a rail above the gun? Looks like B.A. Barracus built that thing
  12. Strange. Then I must be doing something wrong. I've not yet been able to use the optics on my Humvee RV without exposing the vehicle, for example.
  13. I doubt you'll see that again. He seems to have a ball in Syria: http://farm1.static.flickr.com/232/474834816_140729e253.jpg?v=0 Though his taste in women is somewhat odd...
  14. I've finally figured out a way to avoid the mismatching helmets/vests in my Ragtag mod. (basically I'm using a system of odd numbers for one camo style and even numbers for another). Now, desert camo helmets will no longer be used with woodland camo vests and vice versa. Anyway, an update for those who already have the v2.0 is available on CMMods.com and I will also update the base pack later.
  15. I know this was brought up quite some time ago, and since the game has evolved into this gem with the latest patch, has any consideration been given recently to add a target command to unarmed vehicles for checking LOS?
  16. Does the Humvee have some sort of a "hull down" ability? I mean a state, where only the weapon mount or optical sight (RV) are exposed over a crest, for example? I'm not sure whether I've failed to notice or if is simply not implemented.
  17. Just a guess, but have you tried if it works when you put some crew in them?
  18. "Scotty, remember that transporter modification you told me about the other day?"
  19. Some more thoughts on tactics: I usually try to avoid direct armor vs. armor fights and try to take out the US tanks with infantry weapons. The RPG is a fine weapon with a decent range, especially in MOUT combat. And unless an Abrams presents its flanks or tail, I use Syrian tanks mainly to mop up the remaining infantry and deal with Strykers or Bradleys. Also, the RPGs, besides being my primary AT weapon in MOUT, are very capable weapons against US infantry. Those thermobaric warheads wreak havoc among enemy units, no matter how experienced they are.
  20. Thanks. I was just playing around a little bit, but it turned out not too shabby.
  21. Well, the problem of pinpointing the source is as much caused by the ability of the player to fly everywhere on the map and inspect the dust cloud from point-blank range.
  22. Going to get those sound files right from the source, huh? You got quite some guts to take that step, I'm really impressed. I've never been in the army, so I don't have any useful advice. Nevertheless good luck for your endeavor, and I hope you'll still find the chance to stick around here from time to time.
  23. That's been an isue with CMAK aswell. For one, it's engine limitations, of course, but also in RL it is very much possible to spot the dust cloud created by vehicles (moving through the desert, for instance) a long time before you can actually see the vehicle.
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