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Chainsaw

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Posts posted by Chainsaw

  1. When it comes to RPG, PzFausts, M3s, SMAWs etc they all got one thing in common: Iron sights (or sometimes optics as well) but no assistance in distance, lead calculating and stabilizing. Well except from the SMAW who have a spotting rifle (cant see anyone actually use that nowadays...)

    That means that the success is much depended on the crews skill, fatigue and suppression. Ideally you want a crew who haven't been fired at and haven't been running for longer periods of time with good experience to take out targets far out.

    Still you have to accept that they are not 100% hit accuracy guns, I am trained on the swedish M3 Carl Gustav and all you need to do to miss a target is to have a high pulse, breath or just jerk a bit when pressing the trigger.

    This is also recognized in real life so even if a gun has a range of 800m it doesn't mean you actually engage targets at that range.

    Here is the Swedish armys list for the M3 to give you an idea of the ranges you are expected to hit a target at:

    Static armor: 200m

    Moving armor: 150m

    Static vehicle: 400m

    moving vehicle: 300m

    HE against troops: 700m

    SMOKE round: 1000m

    Googling the SMAW you get ranges of around 250m effective to 500m max so you can pretty much assume that tubes in CSMF that isn't a missile have an "usable" range of around 200m.

    And that pretty much how I use them in the game as well, never expect much over 200m and only engage if I can afford to re-engage (like firing at trucks, buildings etc instead of BMP, Tanks etc that will start shooting back at you).

    Boy, this is getting a bit off topic from your original question though :D

  2. Try the Scottish Corridor in 2.01 with the weak firepowering brits. Have fun...

    With the MG42s (mostly) being more brutal it affects the way you play. And as the time limit was short pre 2.01 its hard as hell to sharpen up and use correct tactic as it takes more time. Which you has none of...

    I'm like halfway through The Scottish Corridor playing on 2.01 and I have been ending up with scenarios where I either have terrible casualtys because time is short or I end up with "draws" and "minor victorys" because times runs out if I try to preserve casualtys.

    So if there is one campaign that needs re-justing after 2.01 its Scottish corrider. Either with more time on hand or more support at hand.

    But it's still a good campaign :)

    /Thompa

  3. well, we do have some kind of "surrender all" function. When a scenario ends early because you beat the living **** out of the AI. That's when you have beaten them so good so they realize there is no point in continue fighting.

    Funny enough, most people complains over that and most scenario creators adds hidden reinforcements to prevent that from happening so the player gets to clean up the enemy before scenario ends. (Im one of them who prefer to clean up instead of early surrender)

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