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Lethaface

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  1. Like
    Lethaface reacted to BletchleyGeek in The state of CMSF2   
    Because if you underpromise it will be hard to be elected...
  2. Like
    Lethaface reacted to A Canadian Cat in CMSF2 New Belligerent ?   
    Oh for sure - I didn't mean to imply that you did. But go a head and call me that if you want. Fair warning though Steve doesn't like it when we call each other names.
     
    LOL perhaps. I argued pretty forcefully back in the day to not allow Bazookas, Shreks and Phausts to be fired in doors. I was never convinced on the evidence. I lost that round and happily fire my rocket weapons from indoors now my self.
     
    You are too kind - I'll go and blush in the corner now.
     
    Very true - well said.
  3. Upvote
    Lethaface got a reaction from Artkin in CMSF2 New Belligerent ?   
    https://www.psychguides.com/guides/video-game-addiction-treatment-program-options/
    I don't know, but if I google 'game addiction help', this website comes up with 6 causes. Salivating isn't one of them though, perhaps that's the 7th step? 😂

     
    PS. I am also impatiently awaiting the demo of CMSF2! Have even dived back into CM:BS in anticipation (after not playing CM for quite a while).
  4. Like
    Lethaface got a reaction from Hapless in IED Mechanics?   
    From the manual page 93:
    IEDs: Improvised Explosive Devices (i.e. bombs). Three different types, in various sizes, are simulated in the game. The size determines the strength of the explosion and therefore ability to cause damage and casualties. The different types determine reliability as well as the distance at which the triggerman can be positioned.

    * Wire – shortest distance (about 100m), 10% failure chance
    * Radio – medium distance (about 300m), requires line of sight, 20% failure rate
    * Cell phone – long distance (about 600m), 10% failure chance

    IEDs typically consist of the bomb itself and the triggerman. The bomb is placed during the setup phase like any other unit. Once placed, it cannot be moved again. The triggerman, however, can be relocated.
    VBIEDs: vehicle based IEDs, or in other words, a civilian vehicle stuffed with explosive material. VBIEDs are driven by a suicide bomber with the intention to come close to an enemy unit and detonate the device. A VBIED team typically consists of one driver and one spy. The driver’s function is to drive the vehicle and trigger the explosion, while the spy is used to designate the desired target from a safe position outside of the vehicle.
    Using IEDs and VBIEDs
    In game terms there is very little difference between operating IEDs (i.e. roadside bombs) and VBIEDs (i.e. vehicle bombs). As you read this section consider everything you read about an IED applies to a VBIED unless specifically noted to the contrary.
    In order for an IED to detonate it must first be activated, otherwise it remains inert. To activate an IED, select it and choose the Target command from the Combat panel, then click on the map to arm it. If you want the IED to target the first unit that comes near it, click anywhere on the map. If you instead want to target a specific enemy unit, click on that unit and the IED will ignore other possible targets. You can re-designate the target at any time by repeating these steps.
    Activation is not just a matter of specifying a target, however. For activation to occur the triggerman, at the time the Target command is used, must be in good shape (e.g. not panicked), have an undamaged trigger device in its inventory, be within the maximum range (and/or LOS if required) of the IED, and pass a reliability check. The reliability check determines if the IED itself, or the ability to detonate it, has failed. IEDs that malfunction can’t be made to detonate no matter what. If there is a change to one of these factors, such as the triggerman being eliminated, then the IED remains activated but will not detonate until all requirements are fulfilled again.
    VBIEDs differ from IEDs mostly in terms of mobility. VBIEDs are driven by a suicide bomber with the intention to come close to an enemy unit and detonate the device. A VBIED team typically consists of one driver and one spy. The driver’s function is to drive the vehicle, select a target and trigger the explosion, while the spy is used to help the driver find possible targets from a safe position outside of the vehicle.
    The VBIED automatically detonates once in proximity to the first enemy unit that comes near it. No activation is needed like for IEDs.
    You can also select a specific target for the VBIED. In order to do this, select the VBIED, and choose the Target command. Next, click on the desired enemy unit to target. However, keep in mind that vehicles are generally viewed with suspicion so going after the first vehicle is generally the only practical thing to do. As long as the Target command remains active, the car will only detonate when the selected target unit comes into proximity. Other enemy units will cause no detonation. Targetting a specific unit allows you to let part of a column pass by and detonate the VBIED later. But keep in mind that this is increasing the chances of the enemy to spot you, as well.
     
  5. Like
    Lethaface got a reaction from The_MonkeyKing in IED Mechanics?   
    Yes, just like normal vehicles iirc. Give them a target and than hit the gas with a fast move. Ive posted info from manual above.
  6. Like
    Lethaface reacted to A Canadian Cat in CMSF2 New Belligerent ?   
    Yeah, see that I don't agree with. I suppose it is a matter of definition. As someone who has been called a fanboi a bunch of times I find it really weird since I think my post record shows I *do* have a realistic idea of what the game does well and not so well and poorly. I suppose that's part of why being called that doesn't really bother me since it is so clearly unwarranted :D .
    On the flip side: Very often I hear things like that "why are you being so mean they just want to make the game better". Yeah, not so sure about that sometimes . There are posts every now and then asking things like "when are all these bugs going to be fixed", "the game is broken I cannot play it" and then they list all their 10 issues and only one might be a bug and is worth looking at and the majority of the others are behaviours that are intended that have been explained repeatedly or limitations that also have been discussed frequently. Clearly I'm expressing frustration with long time forum members that don't seem to actually read the forum and not new posters - although attitude is important too. Surely it is not unreasonable to expect if people are being critical of game behaviours they should at least be open to being wrong or at least be open to the possibility that others disagree.
     
    Well that is certainly true. One more reason to work hard at refraining form being snarky at people doing either of those above things. Sorry I fail from time to time
  7. Like
    Lethaface reacted to MikeyD in Turkish Leopard 2A4 mod preview   
    Progress to date: Camou applied. Plus the tanker was given Turkish pattern fatigues and a CVC helmet. Very different indeed from the default German vehicle.
     

  8. Like
    Lethaface reacted to Sgt.Squarehead in Turkish Leopard 2A4 mod preview   
    If you can do matching YPRs I've already largely written a scenario (one AI scripted, no briefings) and it doesn't use crew-swapping so it should be portable.   
    BTW - The picture you chose doesn't make it obvious, but that example and many other Turkish Leos actually have three colour camo.....Four black corners and four green stripes (these may be the legacy of over-painted NATO camo):



    Don't worry though, plain is fine too:

    I believe the camoed examples are replacements/reinforcements after the first lot got trashed.....What's that saying about repeating a plan and expecting a different outcome? 
     
     
     
  9. Like
    Lethaface reacted to MikeyD in Turkish Leopard 2A4 mod preview   
    Turkey crossing the Syrian border last January brought Leopard 2A4 onto the front page. I'm quickly whipping up a Turkish mod for the German vehicle for CMSF2.
    I haven't uploaded a mod since before Repository went away. I'll have to pick a spot to upload to after CMSF2 comes out. It might possibly fit the CMSF1 model too, though I haven't tried.
     


  10. Like
    Lethaface reacted to mjkerner in The state of CMSF2   
    No need to insult the man, Mannschaft. He gave you an honest answer with no sarcasm or other effrontery. Come back next year (personally, I’d come back sooner) and you’ll have new, enjoyable products to buy. 
  11. Like
    Lethaface reacted to Erwin in CMSF2 New Belligerent ?   
    +1 
    Also was very disappointed/shocked at CMSF early version(s).  But, became increasingly impressed that BF stuck with it and kept working to improve CMSF till it became an xnt game - perhaps my favorite.   It's the main reason am not impatient for new timely releases as one can be confident that BF will do a great job and get it "right" rather than be a slave to release schedules and the horrible compromises that creates.
  12. Like
    Lethaface reacted to LongLeftFlank in CMSF2 New Belligerent ?   
    No worries, BG. Every participant in this discussion has made great contributions and is worthy of respect. And we know nobody is working harder right now than the beta testers.
    "I have a lot of faults, Brad, but ingratitude isn't one of them."
  13. Like
    Lethaface got a reaction from A Canadian Cat in CMSF2 New Belligerent ?   
    Don't worry too much about it. It might spoil your party, while neither your parents nor the visitors will remember this instance of the somewhat regularly recurring parties after a couple of months. Just worry about the drinks. 🙂
  14. Like
    Lethaface reacted to MOS:96B2P in CMSF2 New Belligerent ?   
    To be fair, CMSF1 is an excellent game.  To have it brought up to Engine 4.0 standard with almost all the features of the other CM games is great.  CMSF also has it's own unique features: Uncons, spies, IEDs, VBIEDs, the different nationalities etc.  CMSF2 will rock and we will be able to create a lot of cool scenarios with it.  After CMSF is at the 4.0 standard it would hopefully be possible/easier to add packs to it.  Maybe BFC will consider adding more content.  Maybe some of this content will include independent buildings and other items that don't make it into the CMSF2 initial release.  In any case CMSF2 will be great and maybe the best of the CMx2 titles.     
    @sburke there are way more cans of beer than coasters..........  
  15. Like
    Lethaface reacted to Combatintman in CMSF2 New Belligerent ?   
    Pretty much this …. combined with the fact that we have a pretty good idea of what we're getting. So why not see what is possible in the editor when the title is released before making judgements?
  16. Like
    Lethaface reacted to MikeyD in The state of CMSF2   
    To quote Dick Cheney:  "First we'll field it, then we'll fix it." At least CMSF2 isn't meant to shoot down incoming ballistic missiles.
  17. Like
    Lethaface got a reaction from zinzan in The state of CMSF2   
    That all depends on the precise definition of the function 'completed' and requires a declaration of 'the game' 😜
  18. Like
    Lethaface reacted to markus544 in The state of CMSF2   
    Think this kinda sums it up...

  19. Like
    Lethaface reacted to LongLeftFlank in The state of CMSF2   
    No worries, Steve.

  20. Like
    Lethaface reacted to A Canadian Cat in Canadian Defense - CMSF 2 BETA AAR #2 (Quick Battle)   
    Minute 1:54-1:53:
    Over at Rutsey tanks are driving through the field.

     
    Our tank over on KT3 takes the shot...

     
    ... and makes the kill.

     
    The the other tank in the section spots that fast moving BMP and tries to get it on the move, hitting a tree instead.

     
    Then the action switches back and more infantry appear at the edge of the hill and the turn ends with bullets flying for one tank and the main gun being reloaded for the other.

     
    The BMP in the scrub.

     
  21. Like
    Lethaface reacted to LongLeftFlank in CMSF2 New Belligerent ?   
    It's nobody's business but the Turks.... 
    (well that'll bring the Greek gamers out of the woodwork. Or the They Might Be Giants fans)
  22. Like
    Lethaface reacted to A Canadian Cat in Canadian Defense - CMSF 2 BETA AAR #2 (Quick Battle)   
    Minute 155: Orders
    No new orders are being given. I thought that it would be interesting to see the information flow so the following are some screen shots to show that.
    Starting with the scouts of 15 Platoon. They can see enemy vehicles in their assembly area and they have contacts just outside the ambush zone.

     
    15 Platoon HQ has a pretty good representation of the scouts information.

     
    The company CO has a bit less but still the basic picture.

     
    The tanks in 18 troop have nothing yet. I see, however that there is a break in the comms because they have no contact with E squadron (not on the map). I did not check the HQ tank when I took these screen shots.

     
  23. Like
    Lethaface reacted to Bil Hardenberger in CMSF 2 BETA AAR #2 – Syrian Probe (Quick Battle)   
    Doug, thanks for the post, I always love talking tactics.   
    I understand how the Russian system works, but I am not commanding a Regimental attack here, this is a Company (+) Probe.  Even they use Recon Pull (see the NTC OPFOR, Soviet Forward Detachments, Russian Reconnaissance, etc.)... I believe, regardless of the force commanded, that it is always a good idea to know your enemy's positions, strength, and intent prior to committing to any option for attack.  By the way Doug, I have conducted Command Push in a couple of my AARs, (see Wittmann's Demise and the CMRT BETA AAR for a couple examples).  In both of those actions though, I had good covered terrain within which to operate, in the terrain this fight is occurring on any avenue is potentially deadly to me from anywhere if I move out into unscouted terrain.  
    Echelon tactics do not apply to this situation, I am facing a formation with a potentially similar sized force and far superior equipment... also I know the T-72 is capable, but is it comparable to a Western tank?  I think not, they need to be committed with care and at the right moment to be effective.
  24. Like
    Lethaface reacted to DougPhresh in CMSF 2 BETA AAR #2 – Syrian Probe (Quick Battle)   
    The smallest combat unit that carries out independent action is the Regiment. In the Combat Mission scale, I wouldn't use anything less than a Battalion for an attack.
    Now, if we take that into consideration and look back at the briefing for this scenario:
    And the fact that the scenario is a probe, we might re-evaluate the appropriate doctrine. I would suggest that we treat Mike's force as either an ad-hoc formation acting as the Regimental recon screen, or a first echelon force. In either case, there is doctrine for this kind of engagement with roughly the forces Mike has.
     



     
  25. Like
    Lethaface got a reaction from Bil Hardenberger in CMSF 2 BETA AAR #2 – Syrian Probe (Quick Battle)   
    Sharp analysis. Another thing that supports your position is 'why bother with a TRP for a position already easily observed?'.  

    Anyway, one of the things I have learned (the hard way) while playing CM is to generally stay away from the best positions, unless one has the capability to directly dominate with superior firepower (and apart from sneaky hiding etc). Not that I'm trying to school the master here 😉
    I have 'appreciated' that lesson especially as the RED forces in CMSF, one of my favorites in CMx2. FWIW my RED vs BLUE doctrine basically had evolved to:
    * You have been seen; Assume you have been observed and or are currently under observation if not hard blocked by terrain or hiding with good concealment.
    * You will die; Assume any forces in (virtually) any contact will stop existing as an effective force after said contact, even if the engagement is successful (i.e. significant casualties are caused)
    * So, always be ambushing; hide troops and only open fire (relative) close. If possible let the enemy move between your lines before opening fire. Locally overwhelm, maximum risk and maximum result.
    --
    I also do like your ambush there with 2nd platoon, especially with the BMP-2s in overwatch. While their observation is poor and have virtually no armor, the 30mm provides quite some firepower. If they manage to actually get a ATGM off on target, it's a big bonus.

    I'm rooting for RED, keep it up!
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