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LukeFF

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Posts posted by LukeFF

  1. The Syrian problem was found. Similar one to the Marines. It's fixed for the v1.31 patch. Thanks for pointing it out!

    Cool! Thing is, I noticed this issue a while ago, but I never brought it up, because I figured that the Syrians just commanded their squads differently. Better late than never. :D

  2. Ah! Believe it or not, two completely unrelated bugs :D Both will be fixed for v1.31. Thanks!

    Steve

    While we're on the subject...

    I've noticed that squad leaders for Syrian infantry units display no rank insignia, either. Is this a bug, or do Privates in the Syrian Army really lead infantry squads?

  3. Curiously is your WASR a Century build or a Cugir build? Century builds have the reputation of being put together by monkeys.

    WASR-10s are initially built by Cugir and imported into the US by Century. The latter then modifies them with U.S.-made parts in order to comply with 922®.

  4. Here on the Left Coast, we have various laws governing what you can, or can NOT, own. Mostly cosmetic and anything that holds more than 10 rounds of ammo with the capability of a detachable magazine. But, of course, the wily citizens of the People's Republic of Kalifornia have found ways to still own AKs, ARs and the like.

    Tell me about it. I sigh every time I see that weeny 10-round mag and magazine lock on my Romanian AK.

  5. Some things I'd like to see:

    -More animations when a unit is stationary but not necessarily in contact with the enemy.

    -Better animations for the soldiers manning ATGMs. Right now it looks like they use the stock machine gun animation, which doesn't fit well.

    -Forward observers/air controllers, etc., using their binoculars when stationary and/or calling in air/artillery support.

    -A little more fluid grenade throwing animation.

    -As written above: pistol-firing animations.

    -More "cowering" animations than the one "roll to one side" animation we have now. One where the soldier stays prone and puts his head down with both hands on his helmet would be good.

    -Secondary weapons (i.e., RPGs, AT4s, etc.) slung on one shoulder.

    -The main gun on Soviet tanks and the Challenger elevating after firing a round.

  6. Another bug mentioned in the thread linked below is the lack of damage to surrounding troops by exploding vehicles. It also seems that secondary explosions from cooking off ammo do not cause casualties or suppression anymore, except for the troops still on or in the vehicle cooking off.

    I've seen that particular behavior with destroyed BMP-3s. The things are spewing explosives everywhere, yet troops that are 20 meters or less away from them just sit there unharmed.

  7. Alright, much better. Got a surrender from the AI with 29 minutes left on the clock. Glad to finally have some success with this mission.

    --SPOILERS--

    One thing I did better this time was to sight my GPMG and GMGs better, so they were able to interdict BMPs attempting to reinforce the village. That, and I learned Apaches are very good at taking out troops inside buildings with their 30mm cannon. Pushing with two platoons from one side of the village, with one on the other providing cover, worked fairly well, though that #$#^$%%! PKM in the building near the 'Margaret' river crossing caused me no little grief. I don't know how much indirect fire it took to finally silence him.

  8. The 'pincer' is my favoured approach to this mission but you certainly can go via Malcolm. As I said, it will give you a very different playing experience indeed, usually because you will have to fight very hard in the town as there will be quite a substantial number of Syrian forces stationed outside the town to prevent a surrender. However, you do benefit from having your units all on the same 'front'.

    Hmm, I'll have to keep that in mind. What I could possibly do is use the first platoon as sort of a 'cordon' on the far side of town, to catch any units attempting to flee and to provide supporting fire where the opportunity arises. In turn, I could use, as you say, the other two platoons in a combined thrust at the other end of town, opposite the Malcolm crossing. It would certainly make for more firepower, that's for sure.

  9. Oh and about the scenario, dismount your crews from their vehicles. They will take their MGs or grenade launchers with them. Put them up on the hill for overwatch. May have to run back to refill ammo at some point, but much better survivability.

    Yep, I already do that. Works pretty well, aside from the ammo resupply issues.

  10. I suggest that you take your time for the first 30 minutes or so, and don't attempt anything too ambitious. The first half of the mission is just prep. I take it you're going over 'Margaret', right? The game plays out very differently if you go via 'Malcolm'.

    Typically what I do is move the first platoon across 'Margaret' to take the St. Giles objective and clear out any infantry on hills overlooking the objective. So long as I don't do anything stupid this objective isn't too hard to achieve.

    After that, I'll move the second platoon across 'Margaret' as well and have them take up a position to the east (?) of the town. Once the third platoon shows up I move them across the left edge of the map, to set up a sort of pincer maneuver with the second platoon. Of course, this is where things usually go bad for me, as it's a chore coordinating the movement of so many units.

    Should I possibly be moving other infantry platoons across Malcolm?

  11. I really like this scenario, but it seems that I start to lose my way once more friendly reinforcements show up on the map (I play in real time). Trying to coordinate the movement of three different platoons, making sure supporting MGs have enough ammo, calling in arty and mortar strikes...it seems like I end up pausing the game more than letting it play out, or I end up moving a unit into a bad situation. Any particular advice for getting the most out of this scenario?

  12. Working fine here across various browsers. Sounds more like a browser cache issue on your end to me.

    I've been observing this issue now for several weeks, across different browsers and different computers, cache and cookies cleared to make sure nothing funky is going on at my end. The issue is there no matter what, and, as far as I can tell, the issue crops up in the following circumstance:

    If a thread with new messages in it does not advance to a new page, then the forum software will not automatically mark the message as read when returning to the listing of threads in the given forum.

    Put another way: if, for example, I open a one-page message that has one new reply in it, the message will not be automatically marked as read. However, if a thread has new replies in it that causes a new page to be created, then the forum software will mark the message as read.

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