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afreu

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Everything posted by afreu

  1. The campaign is pretty good except for the last mission. I just finished "Going Downtown", aka the Alamo, with 14 killed, 13 wounded and 3 armoured vehicles lost. I only succeded after repeated reloads and by remembering the enemy positions and positioning my troops in the optimal positions (which is the most frustrating way of playing CMSF). And even then it was bloody hard to not get overrun. How many missions are left after "Going Downtown"?
  2. Is it true that CMSF still doesn't use dual cores?
  3. I alson noticed that Javelins are less powerful against infantry in and on buildings compared to pre-CMSF:BF games. When impacting close to enemy infantry (as in hitting the same roof) soldiers are suppressed but few get injured. It seems that the enemies RPG is more effective than the Javelin against infantry.
  4. I just started the campaign and would like to know how other players are experiencing playing with the British forces. How is it different from the Marines or the US Army for you? To what extent are you adapting your tactics in order to efficiently use the British forces? A few things I noticed: -As already mentioned in a couple of threads, artillery seems to be much more important. There are not MBTs in the first campaign mission and the scimitars can only provide very limited direct fire support. MGs and other infantry weapons don't seem to be that effective in surpressing enemy forces especially when they are inside buildings. -British AFVs/APCs are much weaker in their armament than their US Army/Marines counterparts. -It seems that in house to house fighting team and squad leaders get cut down very quickly.
  5. Lenovo SL 500 IntelĀ® Core2 Duo CPU T5870 @ 2.00GHz NVIDIA GeForce 9300M GS 256MB 4,00 GB RAM I usually have 30-40 FPS and when a lot is happening occasionally 25 FPS. #1 is definitely a change from how things were in CMSF:Marines. I don't know how to reproduce the bug, it just happens some time.
  6. Some things I noticed while playing the game in RT. Perhaps they are deliberate game features which just happen to be annoying or they are real bugs. - When trying to directly target an enemy unit sometimes the enemy unit's icon disappears for a second or two. - When entering a particular room one or two soldiers of a squad move on into the next room or leave the house (some times accidently exposing themselves to enemy fire). This feature/bug is VERY annoying and makes CQB more frustrating than it's already is. - I noticed that during an artillery bombardment, shells fired by the challenger slowed down (like bullet time) before hitting the target.
  7. The gunners in the APCs are always the first to die. They are extremely vulnerable. Which makes them much less useful than their USMC and US Army counterparts (LAVs, AAVs, Strykers). Looking forward to the upgrades.
  8. Look like the same special effects used for that new roland emmerich movie.
  9. Can't you at least say something like 'don't hold your breath' the release is going to take another few days? Instead of letting us believe that the release is going to happen any minute now.
  10. Agreed, better AI infantry tactics should be a priority.
  11. Looks more like a CM:SF mod with retextured models than a new module with additional units.
  12. Great set of missions. I just downloaded and started playing recon battle 2. The amount of details provided in the briefing and the whole scenario setup is impressive. [RANT]Only one point, which probably doesn't even belong into this thread, because it has nothing to do with scenario design but a serious gameplay flaw. MINES SUCK A$$. Why is it so damn difficult to implement a mine-detecting ability. The way it's now as soon as you hit a mine, the ONLY thing you can do is to either avoid the general area. Or to give up all empathy you have for your little pixeltroops and send them as suicide mine detecters to clear out a path with their own lives. This tactic would work in a Iraq-Iran kind of scenario but doing it with Marines or US Army soldiers just feels stupid and destroys the game's atmosphere. Get that mess sorted out PLEASE!!! I don't care about new fancy wall jumping animations as long as such basic gameplay flaws aren't corrected.[/RANT]
  13. Thanks for your feedback Possible Spoiler # # # During playtesting I always managed to take at least 2-3 of the bunkers out with the Cobras. There is a bit of luck involved with the Cobras and they will spent most of their heavy ammo but it's possible. I decided to minimise the player's support assets to make the mission harder. Which makes the setup less realistic but - I hope - more of challenge gameplaywise. Giving the player more heavy air support earlier or more artillery/mortars would make it to easy to suppress the entrenched enemy infantry from the distance. BTW, it's possible to flank the enemy via one of the crossings to the right side of the bridge. Enabling you to attack the hill from behind. It's not a freeride, but it should be easier than taking the bridge directly. I probably won't change the enemy setup in this mission, but I'll try to get a better balance in my next scenarios. Trying to emphasize the tactical challenge more instead of relying on the enemy's numerical superiority.
  14. Anyone tried it yet? Pls be honest with your feedback! Is it too difficult, not challenging enough, too boring?
  15. Some pics to wet your appetite: Advancing towards the objective Defending the perimeter An unfortunate supply truck caught in the open Enemy advance halted The LAW had no effect on the T55 and the four guys were dead an instant later
  16. Ok, after some trouble here is finally the scenario hosted on my own ftp: http://lenny.liquid-skill.de/AFR_A_river_runs_through_it.zip
  17. Hi, I just uploaded another scenario to the repository. It's once again centered on infantry combat. The terrain was made by Pete Wenman. I'm curious about any kind of feedback. /EDIT: not cleared on the repository yet and somehow I always get an error message when I try to upload it at the new CMSF Mods Warehouse O_o
  18. I like the new layout. The usability of the respository is an absolute nightmare, that's why I'm glad that there is an alternative.
  19. ###SPOILERS### H-MINUS - Initially 60mm and 81mm mortars were used to deploy a smoke screen between the scout platoon and enemy positions. With smoke cover established, the platoon mounted their vehicles and retreated back to friendly positions. Havoc platoon moved to the west into the woods, trying to bypass the village and attack the enemy's flank. Bear and Bushwacker occupied buildings to the east of the road and, supported by the scout's 50 cals, advanced north. Bushwacker platoon moved to the group of buildings between the road and the hill, while Bear platoon attacked the enemy trenches on the hill itself. This movement turned out to be a challenge, requiring both platoons to support each other, while falcon called in mortar missions. Most of the time was spent trying to conquer the hill. The Syrian defenders, although few in numbers, put up a good fight. After I took the hill, Havoc Platoon moved in from the north-west onto the village and Bushwacker Platoon from the south-east, with direct fire support by the scout's 50cals. FINALE - Cleared the hotel in the south-east and am advancing with all three infantry platoons towards the building blocks, surrounding the German consulate. Those Syrian SF troops are pretty hardcore. Especially in the defending role. Without immense direct fire support and a numerical advantage of the assault element, any close combat with them is lethal.
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