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Secondbrooks

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Everything posted by Secondbrooks

  1. Us has allkinds of nice optics installed to their rifles. Those things affects much on firepower of unit, surely this is modelled in CM:SF also. I'm throwing wild guess that US squad has about twice as high firepower than Syrian squad (without experience checks), because of their optics. So basically syrian platoon was facing TWO companies of US troops. Also. Experience has heavy impact. Just tried to attack with green-level troops and despite covered attackroute against small enemy force, my men didn't have much change. They took few casualities and after that i wasn't able to command them for a long time. My plan failed utterly as i expected them to act like veterans :mad: EDIT: Oh. Yopu found answer... Good. Why Syrians can't leap frog? Is it, for real (i mean in the real life) out from their combat drills? Well SF troops are be able... Or is it dependant of experience? I don't remeber (and my memory is terrible). [ August 12, 2007, 12:07 PM: Message edited by: Secondbrooks ]
  2. Well he could post every word (or even single letters) in seperate posts... That would give the man speed he needs... or ban. But WW2(grandfather)Gamer: Doesn't it feel nice to be junior some times?
  3. I find using of even IEDs somewhat cubersome (well haven't much used them)... EFPs then again have different nature of how they are to be used. I think impelnting this to game is hard or even impossible. They should be used by TacAI automaticly as they are not like IED, but need accurate timing or penetrator(s) flies past target. And then there should be clear marks for trajectories which EFP will travel, to ease the phase when they are set to their position. But then again EFPs are used in CM:SF in form of AT-mines... Well i haven't seen or used them much so maybe they are just trackmines not using EFP-method, but cheer size of exploxives...
  4. Sergei: I/99 too It was -50 celsuis at worst... Food did freeze quite fast and our CO was such an asshole that he forced us to even eat outside for most of the time. We had only few mosqitoes during following summer. Terva -99 exercise in Kainuu then again was filled with those small flies (mäkäräisiä perkele!). Musti... mmm... (drool is dripping) FDF-mod... (drool is dripping once more) [ August 07, 2007, 02:38 PM: Message edited by: Secondbrooks ]
  5. Finnish army. Had training during year -99 (whole year). One of the coldest winters of late century and i was serving in norther Finland = Very-veeeery cold. Service place was Jääkäriprikaati, in Sodankylä. NCO (lowest form, don't care to check what it is in US or Germany). Specialized in AT and most of all TOW ATGM. Right now, as a reservist, my militaryactivities are to get extratraining from voluntarily courses. Just had (sad) news that i don't have wartimeunit and -position anymore. Hard to deal with fact that i'm not in the list of defenders of my country anymore. Like my penis would have been cut off. :eek:
  6. Sorry about offtopic here: Well i don't know, but i'm backing up Sergei with his ArmA judgement. I don't get that ArmA doesn't give any combatdrills (techincues or what ever are the english terms) to AI but bounding overwatch on attack. I've been wrestling with this thing for long. It doesn't have slighthest hint of fighting in urban terrain, no anykind understandment of what is to setup a defencepositions in anykind terrain but flat un-defendable terrain (belly pressed to soil and that's it). I've been codingg AI form it's release now for it (+years with OFP), this far i managed to do few super-grappy urbanwarfight scripts (use corners of building as cover, AI doesn't know even that by default), some decend scripts for non-urban warfare (like defending in hill), and one this far best, and sadly only all-around, suppression/morale-implentation to AI, which bases guite much on CMx1s morale modelling btw Well i'm amateur scripter afterall, but this far it seems that i'm those few who actully is intrested in upgrading AI to do those basic things like defending etc... Rest just seems to be intrested in modelling new weapons and vehicles (OMG so lovable looking -insert your favorite rifle/vehicle here-!!! ... can i masturbate when looking at it?) And small ontopic to end: Nice to hear that patch in comming up. I have nothing to whine about. Had few issues with stablity at first, but no crashes anymore, so i'm quite happy. [ August 06, 2007, 06:06 AM: Message edited by: Secondbrooks ]
  7. Opponent's vehicles have been knocked put, while owns are destoyed... Nomatter was player playing as Syria or US. This is what i've gathered.
  8. You assume quite right. Almost everyone here seems to be from US so i don't wonder that you assumed me being also from US
  9. We operate on foot. Our transports (APCs SISU XA-series and tracked trucks NASU NA-series) are left about 1 km behind from fighting postions. We do have specially designed model of those same vehicles to which TOW can be attached, but it's not much used (atleast what i know of) as our terrain favors more infantry than vehicles.
  10. I'm bit suprised too. Seems that time-fuzed shells don't do as much damage (used on infantry in trenches) as i expected: few minutes of barrage on small area left about 1/3 enemy forces in fighting shape. This is mainly for 81mm mortar. Haven't used much 105mm howitzers at this point, but they seems to clear terrain well enough. Are there covered foxholes ("roof" on top of foxhole to stop fragments and even small shells) in this game? i haven't spotted, but nowdays they are pretty much must if wanting to survive from barrage because of timed/delayed fuzes.
  11. Which T-72s were they? Best or worst or somewhere in the middle? How about distances? How fast were they moving? I would suspect dust plumes and somesort of "movementpenalty" myself too. I'm TOW-squad's leader myself. We EVER fired them on move... As we were infantry-AT (you know TOW disassembled when on move and stuff)
  12. Terrain has effect, atleast by my experience. Here's bit of example: I played quick battle in that forest map with tiny infantry forces and when enemy was using woods (more like scattered trees?) they took serious amount of lead before dying... much more than in average CM:SF fight in open terrain. Also enemy (also Syrian SF) which were lying down in woods was hard to see by my blokes. Usually they opened fire at my advancing teams and caused nasty casualities to me, although my men knew what there was and in what location it was (icon in correct place, and unit's type was displayed), but they actually didn't see the enemy... Until enemy opened fire.
  13. To my understandment RPG-7s has quite flat trajectory, if your thinking about top hits. And RPG-7 won't detonate in about less than 20 degrees impact, so it mostlikely would just deflect from top armor. Then again RPG-7s effectivity isn't optimal from close distances. Might have something to do with grenade's fast speed: fuze doesn't manage to work in optimal distance of armor because of grenades speed. It shouldn't affect much: few inches is taken away from penetration if i remeber right. But maybe it's enough with slatarmor... Infact i've noticed the same thing in CM:SF conserning this close/long range. My BMPs are bad from close ranges with their missiles and HEAT shells. Maybe slatarmor just breaks fuzing system better as grenade/missile is moving faster? Then again AT-grenades of RPG-7 (heard only once about them) aren't affected by slatarmor... Are they using those in some special circumstances? I could think that those are used in closer distances (if they need speed to gain better penetration)
  14. This is best tactic that i managed to use as Syria. BMPs to hill. Their job is to watch & destory enemy on smaller hill (usually that is 2 M1A2s it seems). I place them so that they can't (or shouldn't!) be spotted/destoryed from anywhere else but from that hill. AT-4s somewhat behind that smaller hill... terrain is issue there, so i also have out them to rooftops (which works better). rest of the infantry is located in buildings which doesn't have ATGMs (or they will die for nothing). I usully leave the trench unoccupied and put those guys behind buildings to safe spots. Idea of this is that weakest weapons (BMPs and AT-4 that is) killzones cross each of other. M1A2s are exposed to side hits. Infact in my "tactic" weakest AT-weapons have main role in destorying M1A2s. This comes with fact that AT-4s will most likely be killed, and some BMP might make it alive. T-72s just wait behind hill. They can fire to small hill, but they most likely have to pull back, as they don't see well to that hill but enemy tanks sees them well. One M1A2 will toast several of them with luck. So mainly at start their role is to destory enemies which closes in the town. T-72s steps in assault when M1A2s are killed: They are the big boys who poke only smaller guys At this point additional BMP platoon will join the assault as well. I was quite stunned to see 3 BMPs destroy 2 M1A2s as M1A2 were having fun with my T-72s (2 of them were destoryed). I was sure that BMPs wouldn't see a thing (bad NVGs) so they would be the decoy while T-72s would then destroy M1A2s. Another time with bit different tactic (T-72s had more aggressive role, which was bad choise) gave same results. [ August 01, 2007, 09:47 AM: Message edited by: Secondbrooks ]
  15. To me CMSF continues journey from point to which ArmA stops. Also CMSF is more "complete" product as ArmA just leaves too many things out, as it's scale is too wide (infantry,tanks,cars,planes etc...), so it doesn't model great deal of important things (to me) properly. I've played more ArmA/OFP than CMs, but still i love more CMs. ArmA/OFP are more like modding projects (filling it's flaws) to me... Usually driving me nuts.
  16. Or then too low power supply, as card requires 350 watts and i have below that. Well as long as i don't have bigger problems with overheating/power supply, i don't worry about it. Happens only sometimes and result is most likely only couple seconds freezing (as VPU recoverer fixes situation) and after that things keep working without problems.
  17. I've found reason for crashing... I'm stupid! have to admit that. Simply turning my 3D settings to optimal and not balanced or custom as i generly do (Of course i tried that as a last resort!) and now there haven't been crashes in two days. AntiAliasing seems to be poison for game's stability and having catalyst control center so i can't turn it manualy off, But optimal setting can do it (seems like so). After turning AA to 2 or higher for other games, VPU recoverer started to "shut-down" my card. Well! Thanks to you REDWOLF as i started to think those AA and AF things after you said about them. After turning down hardware acceleration i noticed that VPU recoverer tried to "shut-down" my ATIcard for a moment to keep system up in combat mission, but seems that it didn't work so result was total freezing.
  18. I'm sorry if you get tired (why did you feel so great urge to reply then?). My hardware and software is compelitely same, only ATI card has changed. Oblivion, Operation flashpoint, CIV4, T-72 Balkan on fire and 1848 runs fine, although severe lag might be present if i make missions with battalion level fights (OFP). Why does ATI card affect to fact that mission doesn't hang-up in beginning but in middle of mission. And after that first freezing, hang-ups happen between 1-2 turns during both plan-, and actionphase if i open autoload of that mission. If i start new mission same pattern goes on: no problem in begin, but after some 10 turn freezing starts again? Or in debriefingscreen if i'm very lucky to get that far. I've read those replys and i'm doing them. I'm not hardware or software wizard, so please my stupidness: but i don't think it has anything to do with overheating (as i've strained my computer with heavier stuff that CM and never this kind of thing has happened.) i'll figure out this myself, so no need to reply if no-one haven't faced same issues. I ment that as a guestion if anybody have that kind of experience, so that i don't need to waste days in finding source of problem . As conditions for freezing are somewhat intresting (don't you think?). In progress... Right now i'm testing CM3 with decreased hardware acceleration...
  19. I've ATI X800 and both CM2 and CM3 crashes (totaly: needs to reset)... My two previous ATI cards (9200 and 9500 series) worked just fine. Intresting point is that crashing happens in middle of mission. If i open autosave it can work 1 turn or less and then it crashes again! Never happens at start of the mission, but when more than 10 turns have bypassed. I've taken all graphical details and ambient sounds off, but it still crashes. Sound more like game's than ATI card's problem. But as i said no problem with previous cards.
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