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Sgt.Squarehead

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Everything posted by Sgt.Squarehead

  1. Actually, so did I, but I'd assumed the TOEs would be re-written to the same format as the other games.....I'm at a loss now.
  2. I suspect the tunnels would be a factor, they're certainly meant to put the player under a bit of pressure. I should probably have emphasized in the briefing that your 155mm artillery is US crewed, they are very, very good.....Pick a building, any building! So long as your spotter has good LOS (Mosque) you will pulverise it with surprisingly little collateral (when the SEALs turn up use their spotter for V+ extra deadly & fast too, just don't FFS get him killed). There will always be some collateral damage of course, but the way the game allocates points in a 'Preserve/Destroy Objective' is quite forgiving of anything other than wanton devastation. Your 82mm mortars are CTS crewed, but they are pretty handy too and unless you go mental with them they won't take down structures unless they are already damaged, they are roof sweepers (& tall brick wall removers) par-excellence. Also the HMMWVs & MRAPs can engage targets in buildings without needing to fire through the windows, their bullets rip straight through the walls and will actually punch them out completely with sufficient sustained fire (& you have virtually limitless .50 ammo between all those vehicles). If it helps, from what I can make out it actually took CTS something like a month to totally secure the ground you are advancing over (scenario two, 'Al Hutumah', is set a month later), but without persistent map damage it would be impossible to model the fight at a more realistic density/timescale.....I was asked to make Mosul for CM:SF, I did my best.
  3. Thanks for the heads up.....Would that be a T-54A? As I've said before tanks post 1945 are a mystery to me, it's actually only the CM games that really sparked my interest in them at all, but I'm always interested to learn more. I'm trying to build the T-55/KMT-5 mine-roller that was 'First To Deir Ez Zor' in 1/72 scale, gathering information and the correct parts is proving quite challenging.
  4. So long as none of the units in question are subject to Destroy Objectives it should work well.
  5. It ain't just the Pentagon, do you seriously think that Russia wants headchoppers using Kornets & Iglas? Nevertheless it happens. I'm certain the Pentagon never envisaged the Kurds using Javelin against the Turks, but once that genie is out of its bottle..... Anybody throwing weapons into Syria (or Yemen) right now is just making a rod for their own (& everyone elses) back in the future.....I do wish people could get their head around the fact that I don't take a partisan position, I speak as I see, don't much care who I offend. PS - I view the situation in Ukraine slightly differently, supplying that mob with Javelin is the quickest way to transfer the technology to Russia that I can possibly imagine.
  6. So no Specialist Teams & Individual Vehicles for anyone? If that really is the case I'm deeply disappointed. The current Uncon TOEs are very clumsy, using Specialist Teams & Individual Vehicles would be a much, much, much better way to implement them.
  7. Perhaps because your unwillingness to use the editor leaves you with little or no perspective as to what is actually involved in creating one of your pet ideas? Seriously, if you think the idea is good enough, open the editor, build a basic scenario demonstrating your concept and ask for advice from one of the guys. You'll surely get it and then, with a little (or a lot) of effort on your part we can all enjoy a scenario based on your brilliant idea (and you will know a great deal more about how the game actually works).
  8. Oorah! I think my favourite bit is at 3:00.....Clown Car to the rescue, smiting fear into the black hearts of the fascist invader, love it!
  9. Has to be, or it's not Engine 4 is it? Plus Steve's repeatedly made reference to BF correcting changes/compromises in the original CM:SF TOE for the new game. They'll be the same basic units but the structure will be different. Presumably Specialist Teams and Single Vehicles will be added as they are in all the other games, so why not add them for the Uncons while you are at it?
  10. They certainly had a decent number of examples to study.
  11. ROFL.....This one's so funny we should keep it as a pet! @Mord This looks like just the thing for you fella, keep those unruly whiskers in check!
  12. You ever heard it being used for sound-checks in a big stadium? It's fekkin horrendous, feels like the sky's falling in!
  13. I did (as you know all too well).....Oddly I've not seen an AAR from certain quarters. TBH though Erwin (& @LongLeftFlank & Yourself) did me a favour.....I'm now utterly fascinated with CTS and what I've learned from reading about them has given me an insight into the wider Iraq war that I'd never have acquired via the mainstream media or Hollywood route.
  14. So essentially you are saying then that Uncons are going into the game completely unchanged, despite the fact that the rest of the TOE has to be re-written? The Specialist Teams & Single Vehicles that the BF team will have to create anyway won't be given Uncon skins.....Just because? What exactly?
  15. Can't speak for anyone else, but I go for looks first, otherwise it's all too easy to wind up with all the AI's defensive buildings like mini-fortresses and the ones in the player's hands festooned with balconies and windows pointing the wrong way.....Put simply, the AI's a moron and it's very easy to overcompensate.
  16. Frankly that makes no sense whatsoever. IEDS etc. do not currently exist in engine 4, so precisely how they are implemented is presumably still open to some degree of change? ECM exists on British vehicles but not the other nationalities (even the Americans).....Surely you can't let that one pass? If 'Specialist Teams' (Breach/Scout/MANPAD etc.) are to be added to the TOE lists anyway (remember they do not currently exist) why shouldn't the UnCons have them too.....They surely use them and have done so for decades. Then why did they include not one, but two varieties of UnCon in the game from the very start (& expand their capabilities in later modules).....Sorry fella your comments are rather nonsensical tonight.
  17. Sure, I know that one was pushing it, but I thought it was a pretty decent idea so worth putting out there. OTOH the questions regarding Triggermen, spotting IEDs, ECM, Breach Teams & MANPADS all seem perfectly reasonable given the Engine & TOE changes.
  18. I'd use CM:SF @Combatintman, @borg & I worked out a good composition for a SF team....The problem with such a small unit is it's fragility, one tank round or even an accurate burst from a HMG can ruin your whole campaign. This was the problem I faced when trying to balance the early 'Abdul Gul's War' scenarios.
  19. Or to put it another way, the power output of a couple of moderate sized black-holes would probably be enough to create a decent sized peanut.
  20. Well in a manner of speaking yes, but given the reorganisation of the TOE that is going to be necessary (presumably at any rate) they don't seem to be unreasonable questions? With regard to the suicide bomber, if the exploding attribute of a VBIED could be transferred to the driver rather than the vehicle (perhaps at a reduced level if he dismounts, say a Medium rather than Huge IED effect), he could be used as a suicide bomber by deleting the car in the editor, while the car could be used as civilian traffic by deleting the bomber/driver and leaving the spy.
  21. Do the Triggermen still take potshots at passers by (rather than blowing them to smithereens)? Is there any plan to make it possible to spot IEDs? Has any consideration been given to VBIEDs more substantial than the taxi? Is ECM now a factor for a wider variety of US/NATO vehicles when approaching IEDs, or is it still restricted to just one or two mostly UK types? Do any Uncons get demolitions charges now (Uncon Breach Teams I guess)? Do Uncons get access to MANPADS?
  22. My CM games are all on my D: drive, no hassles of any kind, but I use Win7. Have you tried running the game with your AV disabled (it may be monitoring active processes and not like something it sees rather than taking the game out during a virus check)? If that solves the issue, create an exception in the AV settings for the folder the game .exe resides in and you should be sorted to run the game with AV active in future.
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