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DaveDash

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Everything posted by DaveDash

  1. Also, If you have read Dan Griego's (Casey Kasem) rebuttle of Generation Kill it's quite convincing. Apparently he's been putting a few videos up on youtube that pretty much go against what was written in the book.
  2. You can also area fire on rooms as you enter them with your squad. Grenades and so forth can surpress/kill whatever is in there. I know this works from the exterior, but not too sure from interior to interior. The downside to this is it can burn through a lot of ammo, but normally as blue you have tons of it to spare anyway.
  3. You can see these intervies on youtube. One of the Marines in the interview did actually critize Evan Wrights portrayal of the officers, saying it was overly harsh, and said for the most part the officers in the USMC were very good. After watching the series, one thing stuck out for me. They survived the entire campaign in thin skinned HUMMVEEs and suffered a handful of WIA. Try doing that in CMSF.
  4. Again it has NOTHING to do with tactics. In short: Point 1: When the game was released, it was released with a bug that I have proven in another thread which caused your units to get cut down in seconds. Because I was playing with Brits, I thought it may have just been an issue with them. Point 2: When things went bad (yes poor tactics) I noticed entire sections either going red or brown. I also noticed that the Brits seemed to go red or brown in a lot more circumstances compared to U.S. troops. Just to see if it was an engine tweak overall, I loaded up the U.S. and had a play and everything normal there under similar circumstances. c3k has started a thread on the matter of Pioneers who he feels are unarmored, which follow on from my impressions, and he is running up some tests. It's not about bad tactics, its not about wanting the game to be easier, its not about super hero british soldiers. I am not calling the game unrealistic. How someone can gather that from my post where I called it one of the most realistic modern war sims on the market just goes to show the lack of reading comprehension that goes on. What I DONT want however is unrealistic things slipping in the game that help ruin the suspension of disbelief. (Such as the rooftop bug where your entire squad is gone in seconds). If I wanted guys to be wiped out in seconds by super human soldiers I'd go play FPS games.
  5. It has absolutely nothing do with the lack of a challenge and everything to do with realism / the suspension of disbelief. The main reason I, and many others enjoy this game is because it is one of the most realistic modern combat simulators on the market. You get to feel like a real commander. When things happen that are contrary to what you read, see, and hear, such as body armoured soldiers being wiped out in a matter of seconds, like a FPS, then it ruins the immersion of the game. Also note, when I started this thread, I wasn't aware of the rooftop bug introduced in 1.2 that allows your men to be unrealistically wiped out in seconds. That was a valid complaint and part of the reason I felt the game to be unrealistic.
  6. I have a suspicion that lethality of small arms is a lot higher at close ranges that before. Pioneers of course probably end up at close range quite a bit compared to other types of infantry. Maybe this is the case for the perceived lack of armour. I think your testing plan would work c3k, but I'd test at various ranges as well (say 20m, 50m, 100m).
  7. I've noticed this as well and started a topic about it a while back. Not sure whether it was Pioneers or regular British infantry, but looking back now it may have been Pioneers. I lost an entire squad of Pioneers in a matter of seconds, running through rubble adjacent to a building that housed a Syrian regular infantry squad. I immediately went and did some testing with U.S. forces and it seemed business as usual there.
  8. The Marines campaign is what I'd consider "high quality". The TF Thunder campaign is not balanced and some missions are a bit weird due to the fact it was designed many many patches ago. There are some good user made campaigns as mentioned (Webwings In search of a ghost is another good one), but give the Marines ago. It was a blast.
  9. Gonna put this on hold until the issue in the below thread gets resolved. MOUT is almost unplayable until then, and my strategy relies on gaining rooftop strongpoints. http://www.battlefront.com/community/showthread.php?t=88915 Hope the next patch comes out soon.
  10. Right, sorry, should have searched first. Ive never seen infantry die that fast, even in the open. lol. Yeah the issue you reported I noticed also, from a Syrian AI sniper in the back corner of a building, shooting THROUGH his building walls (back corner, no where near the windows) and killing my guys on a roof miles away. My guys couldnt even target him, they fired 2 Javelins at his building and both hit the walls on their side leaving him unscathed.
  11. See my edited post. Easier to "spot" also has translated to "wiped out in seconds with no regard to actual cover".
  12. I was doing an AAR for Following the Euphrates but I got completely owned by the AI when I moved men onto the roof. Now, they were rooftops with the small walls, looking DOWN on the enemy, who had guys in the BACK corners of buildings riping my guys to shreds through multiple walls. Like honestly half my squad would die as soon as going on the roof. I would have done better to run them out in the open. I remember I think c3k starting a thread where one his guys shot through 3 walls killing the AI on the roof, well, this seems to happen both ways. It's almost as if there is a LOS/LOE bug with being on a roof. I also remember when I started playing the Brits module at being surprised by an entire squad being wiped out on the roof the objective building in mission 1, which overlooks all other buildings in that mission. Ive also subsiquently noticed playing some older missions where I remember there being a lot of resistance, the AI's troops are all wiped out. They're either on rooftops or balconies. Something has definitely changed here. I dont have any saves sorry, since I quit in frustration, but Im sure I could whip up a quick test if need be. However im sure other people MUST have noticed this? EDIT So I just did a test. Blank map, with one building 1 story and the other 3 stories. US squad on the roof, Syrian squad in the building. The entire US squad was cut down in SECONDS except for one scared sh1tless dude.
  13. Hi all, This is one of my favorite little missions, and quite a challenging one, so I thought I'd do an AAR for it. The mission description is rather brief, but it appears you are up against a Syrian mechanised company. You have two Stryker platoons and a platoon of tanks at your disposal at the beginning. Quite a lot of fire power at your disposal, but the terrain is heavily in favour of the defender. The only route into town is a narrow road flanked on either side by trees, a clear kill zone. This fight is going to be centred around infantry, and bringing all your firepower to the table is going to be difficult. Firstly, lets look at the map and my basic plan of attack (you will have to mind my awesome paintbrush skills): My primary objective is the intersection on the opposite side of the town. There is an enemy strongpoint behind the town, and dug in enemy positions along the road next to the town. The plan is as follows: Moving vehicles up the road is going to spell disaster, the only real option is an infantry fight in town. I'm a big fan of massing infantry and attacking at a single point, so I'm going to send my infantry right up the middle through the forest, create a breach in the wall, and attack the town from the forest. This gives my attacking infantry good cover, and once inside the town I can break the defenders down in piecemeal from a direction they won't expect. 1st Platoon will be in charge of creating a strong point in the town, 2nd Platoon will sweep through 1st Platoons position and create a strong point overlooking the intersection. 1st Platoon will then mop up any enemy left in the town and the ditches over the road, so I can then move my vehicles up in support. During the assault, two tanks will provide overwatch down the road, and the other two will provide overwatch on the left hand flank, facing the enemy strong point. The conditions say "damp" so its a bit risky moving tanks across fields, but I figure the forest floor is suitable to move tanks through without getting them bogged. Note, I am placing my fire support and company HQ elements on the building that overlooks the town closest to my start position. Against a human opponent, this might be a bad idea given the fact the will bring artillery down on such a obvious position, however against the AI it doesnt matter so much. I will use artillery to create breaches in the walls, then smoke to cover 1st Platoons advance into the town. I have 1 hour 20 minutes to complete my mission. The breakdown of time is the following: 1:00:00 All units in position and ready to attack. Phase Line Alpha. 40:00 Strong point created in town, Objective A. 20:00 Strong point created around the intersection, Objective B. 0:00 Opposition mopped up in & around the town, and vehicles up in a position to support infantry guarding the intersection. There are other secondary objectives in this mission by the looks, but I am chosing to ignore them and instead focus primarily on the intersection objective. More to follow soon.
  14. Yeah, especially with the Marines and more so with the Brits, where you need to bound from cover to cover more and co-ordinate movement with smoke, WEGO just doesn't cut it for me anymore.
  15. I am the same way. I started playing on WEGO for a long time. RT took a while to get used to, but once I am used to it now I never look back. For example, on Mission 2 of TF Thunder (The Airport mission) I think I suffered around 10 KIA 20 WIA on WEGO. Last time I did it on RT 0 KIA and 4 WIA. I tend to run out of time MORE often in RT though, because I tend to focus on one company at a time rather than simultaneous action from multiple units.
  16. I've actually noticed 81mm and below Mortars are pretty ineffective against U.S. infantry (and vise versa). I've had my squads pounded by Brits airburst munitions, and while I will suffer a lot of "yellows", not many "reds" or worse. The smaller calibre Mortars are pretty ineffective over all at clearing out Western infantry (minus surpression). Body armour perhaps? Western airburst vs Syrian forces is another matter entirely.
  17. Yep, after running out of artillery it took the combined effort and mass of 2.5 companies of Marines to take a reverse slope defence position off 1.5 companies of British defenders. 120 KIA 150 WIA later...
  18. Just fire up the scenario editor, load some of the quick maps, make one guy the defender and off you go. A lot of fun! I think there is one scenario in the official Brits release by George MC also. Indeed. I also find the Brits make better attackers than defenders, given their wide range of mobility options etc. When they remain static they tend to get chewed up pretty bad by U.S. forces.
  19. I am having a blast at the moment playing Battalion sized engagements of ether US Army or Marines vs the Brits. Just fiddling around in the scenario editor using the quickmaps, and adding in units. It really has a different feel to the game, you don't feel so bad losing guys going up against a respectable foe, and has a more "total war" type feel to the game as you don't have to limit yourself as much. I find casualty numbers are quite high, around 50-100KIA and similiar WIA against a competent foe in these engagements (going up against Western artillery is not nice). It also "feels" somewhat more "realistic" than US vs US engagements. I do find the Brits tend to lack overall firepower, especially going up against the Marines, but they're tenacious foes and even a small number of them can ruin your day. It is A LOT of fun, especially light infantry battles only, especially now that HUMVEES etc seem to work properly. The new AI is great too in these battles, I must say. I highly recommend it.
  20. I find on these kinds of missions smoke or recon by fire/artillery are your friends.
  21. When I did this mission, I sent the helo's in with large 400m kill zones so I think they cleared up a lot of BMP's and ATGM's for me. Arty might have done the rest. I never sent my tanks up the road, but rather zipped them around the right. One bogged but what are you gonna do?
  22. ATGMs, oh how I hate them. They are a tricky problem. I find it's very much a game of cat and mouse, with the cat switching sides quite often This is not exactly scientific, but I find from the FRONT, an Abrams at least can survive enough hits from ATGM's in order to bring death upon them. Just make sure you don't advance your armour across lanes that expose their flanks. Generally though, such in the case of Pooh, you have a lot of cover from buildings. I'd rather a bogged tank than a destroyed tank, so you can use cover to your advantage. Milk Run was a very ATGM friendly map, it's blatantly obvious that if you move your tanks down the obvious routes in those missions they're going to get slammed by ATGMs. I have them overwatching from covered/hull down positions. On certain maps like Milk Run, my tanks are generally regulated to overwatch. So the very threat of ATGM's reduces their effectiveness. However even overwatching they can still be a devastating force multiplier, since they're not exactly range limited in CMSF AND you don't nessesarily NEED them to see what they're shooting at for them to be effective. E.G. That building up there that has a great field of view over your forces? Destroy it. I get more worried about ATGM's vs an IFV/APC packed full of troops. I tend to trade a few empty IFV's for ATGMs in the games I play, as per Cuirassier's tactics, but I'd rather that than my tanks.
  23. Reloading. For me, it's probably a combination of laziness and the fact that no one else seems to be doing it. I might get the ball rolling at some point, but putting together an AAR can take more time than the scenario! The positive side is though doing AAR's means I might use better thought out tactics.
  24. Ah.. might be the version with the RWS actually, and the loader is popping up to load it under fire and dying. He seems to pop up and button while being fired upon, and keeps doing it while trying and reload the RWS. Noticed it on Mission three of the Brits campaign, where my tanks are bullet magnets for suicidal BDRMs. =P
  25. I had a look around/search and didnt see this mentioned. Im noticing my Challenger 2 TC's unbuttoning under fire to use their machine guns.This is leading to a lot of dead TCs. Anyone else noticed this?
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