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Roter Stern

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Roter Stern last won the day on May 31 2021

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  1. Good direction! My only comment is that it's maybe a little bit too much green, especially on the C7s - the green features are fairly dark to start with and only get more brown and tan in the desert. Case in point - that's clearly an A2, but you can hardly tell those grips and the sight are green:
  2. Notice that so far the only "official" casualty report came from the Armed Forces (albeit very optimistic) and none from Rosgvardiya, MVD, FSB, and whoever else undoubtedly got thrown in. Genuine question here - how much use would those MiGs really be, given the current situation? Seems to me, that personnel-portable AA and AT weapons and UAVs stand to produce a much greater effect than a limited number of light fighters.
  3. Irregulars/UNCONs and Special Forces for both sides would stand to add the most to the game. Speaking from my experience in CMSF 1 & 2 - asymmetry in opposing forces is where the vast majority of the replay value comes from. Thoroughly enjoyed the Marines and NATO modules when they came out, sure, but in the grand scheme of things those were nothing more than set dressings and insignificantly contributed to longevity of CMSF for me.
  4. That's right - the second floor is off the ground ... well, was, until the building collapsed I just love how most of the rounds go thought the building. If positioned well, in a built up setting a Shilka burst ends up hitting 2-3 buildings at once.
  5. Da, tovarish! Always keep a Shilka in your back pocket for a village assault:
  6. Yeah that was a bust - no trace of anything CMSF related. Spanish website lead sounds intriguing - sounds like a present-day version of "i got a new BBS phone number from a friend-of-a-friend"
  7. Yeah that was a bust - no trace of anything CMSF related. Spanish website lead sounds intriguing - sounds like a present-day version of "i got a new BBS phone number from a friend-of-a-friend"
  8. Well, there's a pretty exhaustive discussion on this very topic happening here - have a read:
  9. An easy solution to that, which also looks good visually, is to paint that berm with terrain impassible to vehicles (heavy rocks, heavy forest, deep marsh*) *well, i guess a deep marsh berm doesn't actually look good
  10. I mean, I'm not going to be that jerk to throw a "RTFM" at anyone ... but that has been a feature for some time (since Engine 2 or 3?) - see CM Engine Manual v4.00 (page 91) or A Scen Design AAR PDF Book (page 32). The manuals are really worth the read for anyone making scenarios - some kind soul put a good effort into those works. Here's what a "Ditch locked" tank position looks like on flat ground:
  11. I have to say, I do like me a "story driven" scenario - certainly makes me care about my pixeltroopen a lot more! Are these positions supposed to be prepared tank firing positions? Not going to lie, they don't work all that well, and I think there is a better way to make what you must've been trying to accomplish: Here's how it looks like in the editor: Hold CTRL when you do a direct elevation set to create those "blue" markers - those produce a "Ditch Lock", a much steeper elevation change. Normally you'd want a 2-meter high berm for a good hull-down tank trench, but since these are on a significant elevation to the expected enemy, a gentle down-slope away from the berm will allow the tanks to inch front and back to find the perfect hull-down position.
  12. And then you get these Chads: Considering they only get 40 rounds for that SVD, that's quite the kill count.
  13. I don't see what you're trying to prove here. You're also making a rather huge assumption that calculations pause when the RT is paused. There's plenty of reasons why that would not be the case. Point is, the more units are on the field, the slower RT runs - where as turn based is hardly effected.
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