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Zipuli

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Everything posted by Zipuli

  1. Shilka + something to breach lanes with Zip
  2. Tried another one in MP... had a Stryker Coy. OK, during deploy phase I mounted the units. When game begins and strykers move out the inf is left behind floating in the air like they were sitting in strykers. They were unable to do anything. I had to hit dismount on the strykers one by one and then the inf was freed from the spell... and ran full speed into random direction ignoring all orders. Nice! A lot of trouble in TCP/IP games in general... Out of 8 games I was able to finish 1. And with different players and different hosts etc. Seems like the MP code is not "there" yet. Zip
  3. Just tried multiplay... aside from the fact that in our first match we had the same deploy zones (WTF!?) that caused a 10 second slaughter of Syrians, the lack of "buying" (or choosing or whatever) is a huge step backwards. Why you ask? because with same settings I had in one match 2 Rechoilles, 2 AT-3 and 2 BMP-2 + few riflemen and FO with nothing to shoot and in next match 3 T-72s and the FO with no ammo. Combine that with the maps that are not random, no WEGO in bigger battles and deploy zone bugs and voila, you really need to try hard to like it AS IT IS NOW. For me the campaign is OK and fun (even with no knowledge of bigger picture etc.) but Quick Battles in any form are simply awful. It gets fixed... It gets fixed... I hope! Too much potential in this game to just throw away (and I know BF will not). Zip
  4. "Lesson: for accurate depiction of close quarters combat... play an FPS or Full Spectrum Warrior." LOL!!! "Do you think the current engine can portray this accurately. I'd rather have an abstraction like in CMx1." Well it is trying to and that's why some funny things happen. As an example the unit that enters enemy occupied building (floor) NEVER suffers any casualties if there is not a 2nd enemy unit firing at them from somewhere else. If it was abstraction I would think that the calculations would be against the entry squad, not the one in good positions inside the houes? Zip
  5. "When doing close quarters, entering via windows is extremely dangerous as it makes you less capable of firing back when ambushed." Of course depends on the window... a 10 x 10 inch window is difficult. With a slightly bigger window that is broken (already or by the squad - takes some 1-2 seconds) the first guy goes prone and the rest run over him in to the building like they were using stairs and I don't find that any more dangerous than going in the door - the only place in the building every gun is pointing at if you think someone is outside and wants in. "Going into windows should be done only when it is safe." Going into doors should also be done only when it is safe. (But as it is now in the game the infantry does not fire at troops that are moving in the same floor as they are. The firing begins once both squads are stopped - and then it is always the one that got in last who wins, always! Because the other squad is looking out the windows etc. and not interested in the squad that just ran in and is now behind their backs.) If it's not safe, the grunts should trhow in a grenade or 2 and then do the entry - from windows and doors. Zip
  6. "Staying in place while you are under fire from an unseen enemy is the absolute worst you can do." No it's not. The worst thing you can do is to continue "sneaking" ahead like you were not under fire and do it in the open and yell to your squad to look at the flanks! Have you seen this in game? Try it and you'll get it. If they would sprint to cover it would be different. But now they still go on in their "duck-walk" like nothing happened, while the whole squad is killed 1 by 1. "To solve this: have you tried a bounding overwatch?" Of course I have. But my problem is not bounding overwatch but the way the squad on point trying to get in contact with the enemy has no way of doing it in a clever way. Even if I had the whole platoon in good overwatch positions and the squad advancing on point takes fire and then does nothing to preserve their lives I end up with a dead squad - of course few seconds later the platoon mows down the enemy, but too late for the squad that could not A) return fire and take cover in the terrain (meaning not only to go belly-down on the ground, but perhaps sprint the 2 meters to take pos behind that wall...) Zip PS. Never said anything about CM1 hunt command, did I?
  7. Please please make a Syrian campaign in the game. Assaulting endless trenches and pwning Syrian companies with single Bradleys is not as intense as trying to survive as the Syrians and kill off some Abrams in the process. Republican Guard campaign... mmmm... Zip
  8. I got over the fact that hunt meant that whenever a unit sees something, they cancel the order. OK, fine, but if a unit on hunt command is fired at, it won't care if it doesn't see the enemy firing at it. Because of this I lost a lot of troops in my last mission as 4 Syrians opened up on my platoon on hunt orders moving ahead. The guys kept dropping like flies and they just "sneaked" on shouting about keeping an eye on those flanks. When the enemy was spotted by the remaining few the guys stopped, canceled orders and hit the dirt and some even returned fire. This is really a problem for me, as now it seems there really is no order (especially for inf in MOUT) to scout ahead and take cover if fired upon. Yeah yeah I know about "move" order but spotting is not great on move and they also try to keep on going even if under fire. Either have the original "hunt" - better spotting + return fire and keep moving or then have sort of "move to contact" order which causes the troops to move slow and scout and if fired upon stop movement, take cover and return fire. Zip
  9. Play the one with 3 towns (meeting engagement) and play as Syria. See if your BMPs last longer than 1 sec after contact. Zip
  10. In campaign the scoring seems a bit odd. For example the mission where you secure the left flank with 2 AT Strykers and Inf Platoon and cross phaselines doesn't seem to work right (also the vehicle needs to be on the green area for X seconds before it's noticed - I was sitting and waiting for the tanks at PL C when I noticed that PL B was not yet "located" even if my whole force had crossed it!). I killed all the enemy vehicles (5 BMPs, 10-11 T-62s and 3 BTRs) while losing 2 men and 1 ATGM vehicle and when the Syrians surrendered the score says Syria 8000+ USA 4000+. Hmmm... Is it the score or the victory level (total victory when Syria surrendered) that is taken into account when moving into next mission in the campaign? Because the next mission's briefing was a bit odd, saying the contact to last mission's unit "Chaser" was lost and last radio call said "contact tanks". I know contact gets lost sometimes but it sounds a bit like the next mission was from a point where the previous one was lost - even when the Syrians surrendered and USA got total victory. ??? Zip
  11. Go to the airport HQ, get the intel and get out of town. With MGS's and other troops breach the wall near the barracks and storm them. By the time the first platoon arrives the barracks are empty and you're good to go to SF HQ. Now, don't do like I did and assault the HQ with inf... Just flatten the place with arty, MGS and Apaches. Besides they got RPG-29s there - many of them! Zip
  12. Mission in campaign called "Highs and Lows" had 3 Brads with 4 man squads inside + Stryker Plt+ arriving later on. I drove to the trenches with Brads with AC firing HE, dismounted the troops and cleared the trenches with them. Worked like magic. I was too quick with the Brads and by the time the Strykers came the mission was almost over. Strykers did the same thing on the last trench as the enemies showed no interest in firing back, and the inf was dismounted into the trenches. My losses were 1 wounded... But in MOUT missions I tend to get to the houses, dismount and keep rolling the buildings with the inf. Then remount when area is cleared and withdraw with strykers smoking. Did this in second campaign mission and took the airfield HQ and barracks easily. But the buggers had RPG-29s in the SF HQ and that was bloodier battle. With Syria I tend to dismount earlier as the BMPs cannot go head on with Brads. But when the Brads show their ugly faces and I have dismounted mech platoon with lots of RPGs and 73mm/30mm I usually leave a trail of burning Americans behind. That's what I like in the game - the sides are realistic, not equally strong, but both can be deadly if used right! Zip
  13. Jaguar, I bet you wouldn't be walking around outside the building... And what I've seen of building clearing the speed is a key to not get bogged down. But of course this requires use of grenades etc. Yes, it can be done in the game by adding quick-command to the door, then target inside the house (with luck they throw a nade) and move inside. The problem is if you want to do it this way you need to mucromanage a LOT and that is really something you don't want to do in a platoon+ scenario when forced to play RT. For me this is as irritating as trying to get my Syrian armour into hull-down (as I don't want to go head to head with Abrams'). You have to micromanage one vehicle and while at it the other vehicles, left on their own, will usually get busted big time. Zip
  14. So move is the only one that really works and using that one causes the infantry to walk in slowly... d'oh! How about "storm" command etc. that causes the inf to use speed, but also engage enemies, especially in buildings. Like you see them doing in Iraq on TV almost everyday... Never seen them walk into buildings they think enemies are in, nor bypass the enemies when they run in... Zip
  15. They do this alot. If I order my guys to storm a building (straight to 2nd floor) and they run in the door they ignore everyone in 1st floor. They just bypass the enemy - which is not too keen in engaging either. When the grunts get to 2nd floor they start dropping grenades down to 1st floor etc. So it seems close combat is no longer simulated (knife, bayonet, shovel whatever) or? This leads to some funny (in a sad way) situations... Zip
  16. Yesss! Very good idea - I want it! Zip
  17. I second that. Steel Beasts has a nice way of doing it for AI - they search for hull-down pos whenever they stop, then if no enemy visible they go to turret-down. When enemy is spotted, they go to hull-down, BLAM, reverse back to safety. And if that can be done in SB, it sure can be done with CM:SF! SB afterall has next to no AI at all Zip
  18. R & F and R Mouse button pressed down allows you to get into that 45 degree view quite easily. Zip
  19. Hi, Played unpatched Paradox version (1.0) and it ran OK, suffered only one crash when finished 1st campaign mission. And after 2 hours of play and no saves I was not too happy with that. So the patch was a nice surprise... ...but after installing it whenever I try to load a mission (no matter if battle or campaign) the loading bar goes as far as 92% and the game crashes. Every single time. Guess it's back to unpatched for me? Zip
  20. Hi, Played unpatched Paradox version (1.0) and it ran OK, suffered only one crash when finished 1st campaign mission. And after 2 hours of play and no saves I was not too happy with that. So the patch was a nice surprise... ...but after installing it whenever I try to load a mission (no matter if battle or campaign) the loading bar goes as far as 92% and the game crashes. Every single time. Guess it's back to unpatched for me? Zip
  21. BMP-2 and Leopard 2 for me. I really learned to appreciate the heat inside BMP-2 after my time in the infantry - minus 40 and we used bicycles to move around. Of course we were packed with APILAS and AT-mines, so when you moved you got all swetty and when you stopped you quickly looked like santa claus. Zip
  22. The tank is crossing an old airstrip. Around it it's all forest (from which the camo is taken from). When you park that tank in the forest, it's pretty hard to see. At least when you're not moving the tank.
  23. Few questions about smoke: 1) How far do the smoke dischargers fire the grens? In reality they are fired approximately 300 metres away and generate smoke screen quite slowly (and in case of me I always managed to fire the grenades into small puddles of water so I had no screen 2) Are they manually loaded as they should be after fired? 3) Can you use the exhaust smoke generator? Screens of this? Thanks!
  24. http://www.armyrecognition.com/europe/Finlande/vehicules_lourds/T_72/T72_8.jpg Like this... it would be cool. And that gives good cover against thermal imagers too, especially during winter, when there's some snow on the vegetation.
  25. http://armor.kiev.ua/fofanov/Tanks/index.html See there... Some facts about the "T-95"... Also something about the Black Eagle.
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