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Schmoly War

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Posts posted by Schmoly War

  1. I wouldnt expect pillboxes in a ww3 setting no.

    Yet we have them in almost all current conflicts. That includes trenches.

    The hardness and survivability of infantry isnt modelled at all.

    The video from liveleak ( I wish I could find the entrenched house video from caucasus where 2 mujahadeens fight off a russian rapid reaction force for a whole day. They empty several thermobaric rounds into the house to no avail) clearly shows its not that easy, even in modern settings.

  2. Hmmm. so you guys reckon its left out of gaming because it is TOO realistic?

    I see more workarounds than the John Wayne example given above :-) Love the flower example though.

    Given all the ammo your team carries around in fps gaming, some of it, alot of it, could be used to actually suppress the slit.

    Say you have no heavy weapons, armour etc. (like in the early minutes of the liveleak video), how do you deal with the situation?

    Is there an old way of thinking that pillboxes have nothing to do in modern shooters?

    IMO, a working pillbox would on a fundamental level finally change the dynamics of how we play these wargames.

  3. http://www.liveleak.com/view?i=7c7_1223869622

    Defensive positions anyone?

    What we have now in self proclaimed realistic modern shoothers like arma and other fps (all of them actually) is pretty stale when it comes to this.

    There is the standard sandbags plus heavy calibre MG position. Are these ever defensive? Have they ever been defensive? One can easily see the upright gunner from just about anywhere. He is usually the first to go down in any game environment :)

    Having watched countless engagements against AI in cooperative multiplayer games (arma, ofp...etc), it simply seems like an exercise in gunning down static or confused AI manning an outpost somewhere;

    the very visible sandbags, the poor AI manning the 12 calibre, upright soldiers who cant really hide their bodies behind anything. Maybe throw in a roaming APC. Patrolling squads nicely lined up.

    Easily beaten.

    Rinse and repeat a few times and you got your standard missions in these games.

    Im arguing for proper defensive positions as I think this would change the dynamics of fps games.

    Is if this is possible without some abstraction.

    Why isnt this more widespread in wargames?

    Thing is, the dynamics of playing the game would be changed just by adding realistic MG positions. Youd maybe have to add a suppression meter to the pillbox (you cant hit the gunner trough the small slit because of bullet ballistics, so youd have to bring up support weapons to suppress it - youd have to flank it - add a second pillbox to cover dead angles.... you got an interesting tactical debacle.

    Only game ive seen this attempted was in the Brothers in Arms series, which was a corridor shooter, we want the open sandbox games to implement this as well.

    Add the suppression meter of the Brothers in Arms games, minefields and overlapping fields of fire, you got a decent challenge on your hands.

    Youd need engineers to clear the minefield, smoke to cover them, loads of fire to suppress the bunkers and maybe a whole load of anti tank missile fire on them because they are difficult to hit because of their low profile in the terrain. You cant accurately shoot trough the slits because of their small size (not unless you got near 100 percent flat bullet trajectory)

    Thoughts?

  4. I think a better solution, especially for units like Snipers, would be to tie spotting fidelity to the size of a cover arc.

    That is, if a sniper is assigned a relatively narrow cover arc (say, 150 mils or less), it would be much more likely to spot something within that arc, but much less likely to spot anything outside the arc. To my mind, this would accurately simulate two guys looking through high-powered scopes, watching a specifically assigned area for enemy activity, which AIUI is what snipers often do in combat situations.

    YD

    When I started playing the campaign when the game came out, I ISTINCTIVLY put out area arcs for snipers without even knowing if that changed anything.

    Very sad to know they dont make a difference in the spotting department. Seemed pretty obvious they should.

    Im all for putting in the extra effort into employing recon forces the proper real life way. but..

    we shouldnt have to quote articles and put up youtube clips of snipers in training to emphasize that these units should have certain fieldcraft and spotting bonuses.

  5. Documentary now online.

    http://video.google.com/videoplay?docid=-2107781435288962503

    Also watch part 1 and 2 of "Hell":

    This has got to be the craziest war in modern times.

    Then check various wikipedia links for the operational details of both 1st and 2nd chechen wars:

    http://en.wikipedia.org/wiki/Kizlyar-Pervomayskoye_hostage_crisis

    " When the fighting was over, one Russian regular army soldier unintentionally fired his armored personnel carrier's cannon; the shell hit and blew up another armored vehicle, and its fragments landed on the elite Alpha Group team, killing two FSB commandos and injuring three"

    http://en.wikipedia.org/wiki/Battle_of_Hill_776

    http://en.wikipedia.org/wiki/Gimry_fighting

    "The fighting happened on a mountain between some 3,000 Russian troops, including 1,500 special forces on one side and a group of estimated up to eight armed rebels".....

    "Despite heavy artillery and aerial bombardment all the fighters managed to escape the encirclement back to the village, leaving behind only an abandoned dugout. At least three OMON and Spetznaz servicemen died and more than 10 were wounded in a three-day battle, some of them possibly by friendly fire. According to the separatist website, more than 50 Russian troops were "eliminated".

  6. Just completed "the farm".

    The key is.....

    To use your mortars to intercept the enemy forces going on to the pump house air burst style. The main road going in there gives time for your arty to take out the enemy troops.

    When your first reinforcements arrive, run your spotter up to the highest point and call in some linear airburst.

    In my game, they didnt even reach the pump house before they were destroyed.

    Loved the enemy reinforcements coming in. Had some absolutly lovely bloody carnage going on there.

    Very neat scenario.

    IMO no need to change the parameters in this one. Folks should learn how to beat it as it is! Definitly possible. Just think outside the box.

    [ May 01, 2008, 05:36 AM: Message edited by: Schmoly War ]

  7. Chelco,

    Heres how I went in:

    (Focusing my forces almost exclusivly on the right flank).

    Had the assault groups blow holes in the construction depot walls, got the M1A1 in, made a hole in the wall so I could see the rightmost road going up to the market, put smoke up with the tank, ran assault squads into the trench by the road and to the house on the right (blew a hole in the wall there too).

    (A few Javelin teams stayed behind on the ridge near the starting location to engage any snipers or whatever popped their head up)

    Drove the bradleys up to the construction depot.

    Proceeded to exchange fire with the various uncon groups now exposing themselves to the assault groups. Established safe passageway for the abrams and a few bradleys to cover the road leading to the market (Used alot of smoke for that) . Engaged a lot of uncon in the street trying to seemingly relocate to the market or to the right side of the map. Had a few close encounters with uncons sitting behind walls.

    Basically I was grinding my way down on that road, using the assaults groups on rooftops and the m1 and bradleys to blast whatever they could.

    Got to the market, spotted an AT3 in the uppermost corner, realised it couldnt shoot.

    Blasted a few rpg teams that was left, got the market cleared.

    Textbook style approach. No real surprises except maybe the few uncons hiding behind walls.

    I think I had about 8 dead and 16 other casaulties. No vehicles hit.

    Its all about the angles really... if you can surprise bluefor with akward angles, like you did with the guys behind the walls, red would do better. However those angles can be countered with dropping smoke. When the smoke is present, bluefor can angle up their armour and settle their infantry to better fight when the smoke clears.

    Realism wise its totally ok. Only thing that messed it up a bit was the large group of uncons relocating and being shot up in the process. In rl the dead bodies of their comrades would have scared them from trying the same approach again and again.... so a little AI plan problem there perhaps.

    [ March 25, 2008, 08:29 AM: Message edited by: Schmoly War ]

  8. Cool Breeze,

    You might want to check out canadian inventor Troy Hurtubise to find out what he went trough with his ideas and his journey with the media.

    Hurtubise is the inventor of amongst others:

    - Trojan Ballistics Suit of Armor

    - Firepaste

    - 1313 Paste

    - Angel Light

    Wikipedia: http://en.wikipedia.org/wiki/Troy_Hurtubise

    http://www.improb.com/news/2003/oct/troy-flamerproof.html

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