Jump to content

PeterLorre86

Members
  • Posts

    138
  • Joined

  • Last visited

    Never

Posts posted by PeterLorre86

  1. That explanation makes sense to me. It's not that I find lack of crushing walls a game breaker, the game is fine without it and you are right, it would be undoubtedly used more then in any real situation.

    And i understand your point about having to limit what you can allow the player to do. You could add tens of thousands of abilities and still only scratch what is really possible in combat, and as you say, each of those things would be used without the limiting factors a real life situation would create, and thus exploited.

    My gripe is only with claiming it was left out because it would knock the treads off the AFV. To me that sounded like an excuse. (rather then this honest explanation)

    I appreciate the expanded explanation, and am enjoying 1.3, especially like the new, more detailed looking terrian.

  2. I also spend much more time in the editor then in the game. My only complaint is the Flavor Object placement system is a real pain. A drag drop system would be ideal, even if it snaps to the grid after placement. Nudging hundreds of flavor opjects around is time consuming and frustrating.

    Anyway, the editor is a great tool.

  3. Thanks for the imput Louch. Lol, i just got done playing and commenting on your scenario!

    The flanking was meant as operational. (an excuse for my rather narrow map) And the Terrain to the west was intended as passable. (perhaps it makes for too good and overwatch point?)

    And i didn't intend the "assualt through the fields" bit to be literal, lol but it worked, so there we go.

    I agree, blue should be made harder. I wasnt sure if i should take out the command Bradleys or not, but i think i will now. I am thinking of putting the acceptable blue casualty level at 10% also.

    Thanks for the tip on trenchs too.

    I will definatly take into consideration your comments when i go back to revise the map.

    And thanks everyone else, who is playing my scenario!

  4. Hi everyone

    Here is my first map for CMSF. It is a fictional attack by a US mech. inf. company on a group of resurgent Taliban fortified in the farm village of Waja in Helmand Province, Afghanistan.

    It is intended as multiplayer, but each side has one rudementery AI plan. I have found Blue attacks sometimes. Sometimes they do that crawl thing. Red defends.

    It is important to understand that this scenario is intended as an example of assymetrical warfare. The scoreing is set up so that 10% casualties for US will result in mission failure, even if the town is taken.

    I would apreciate any feedback regarding the scenario, especially with regard to balance, mistakes, point value, casualty %, however keep in mind what i am going for with the assymetrical aspect.

    I hope my scenario is enjoyable.

    Edit:

    Ok, I have finished an updated version of my scenario. The download link has been changed to the new version. Please let me know what you think.

    Changes:

    -Increased size of Waja (about twice as many buildings, also added walls)

    -added about 30 insurgents to red force, including 2 more rpgs

    -US casualty limit changed to 10%

    -Removed 3 command Bradleys and Company CO, XO, etc.

    -Minor map changes

    These changes should make it much more of a challenge to play as US, and much more viable as played by red. This is likely the final version, as i am working on new scenarios, unless someone finds a bug/mistake.

    Let me know what you all think.

    Thanks.

    Download Link: Battle For Waja

    Edit to add some Pictures:

    PoppyPic2A.jpg

    PoppyPic1A.jpg

    PoppyPic4A.jpg

    [ August 20, 2007, 09:17 AM: Message edited by: PeterLorre86 ]

  5. From Wikipedia on the ZSU

    "The turret is fully stabilised and capable of firing on the move. It has a range of elevation from -4° to +85°"

    Also

    "HEI-T (High Explosive Incendiary-Tracer), and API-T (Armour-Piercing Incendiary-Tracer) rounds are fired. They can be fired to a maximum horizontal range of 7 km (4.3 mi), and a vertical range of 5.1 km (3.2 mi). The effective anti-aircraft range is around 2 to 2.5 km (1.3 to 1.6 mi). In attacking targets on the ground, its effective range is 2 km (1.3 mi)."

    So yes it could be used in a direct fire ground role, probably effectivly against infantry and light armour, such as the stryker. And since it is stated above that the effective AA range is 2-2.5km, they would not be beyond the scope of the battles in CMSF.

    It would be nice to see them, but i would rather some bugs get worked out first.

×
×
  • Create New...