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Ryujin

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Posts posted by Ryujin

  1. Here's a work in progress quick teaser, there's not a lot of great reference so I'm doing a lot of tweaking to get the camo right:

    http://i117.photobucket.com/albums/o62/Ryujin_bucket/CMShockForce2010-02-1714-46-21-95.jpg

    -I think the pattern is too big at the moment, easy fix.

    -However, I think the colors/brightness is about right, what do you guys think?

    -It certainly seems to blend in well with the arid, yet vegetated maps.

  2. No, you can "walk" rounds from a M203/AG36, e.g. you fire a shot, it's short, you adjust up a bit to try to get the next one on target. You just can't do it as fast as with a GMG obviously. But UGLs are pretty accurate in skilled hands, they're "fudged" to be a bit more inaccurate than real accuracy as are almost all the weapons in CMSF (abstraction of statistical values in ther CMSF environment).

    I don't think having to set up each shot individually really has anything to do with the accuracy of the shots. The fact that GMGs may have optics and fire a high velocity 40mm round from a supported and stabilized mount might have something to do with it. The high rate of fire just allows for quick adjustment and more rounds on target, not accuracy of the individual shots.

    EDIT: I type slow :D

    Sure he would, but he can't walk the next round closer like a GMG gunner could. He has to lower the rifle to reload...and when he raises it again, who knows where exactly it's pointing :).

    Well, not exactly, but you do have a leaf sight and you should have a good idea of what you were aiming at and what your sight picture was when you fired. Not as quick and easy as a GMG, but not that hard either.

  3. I've heard from many people who have used them that they're fairly easy to aim and have decent accuracy, not to mention it's pretty easy to bracket or walk the rounds onto a target (much like a mortar). I'm pretty sure this is modeled in CMSF, my grenadiers seem to hit far targets on the second or third grenade.

    The 40mm grenades are also great for suppression even if they don't cause casualties.

  4. Much like how hit percentages aren't shown, you don't get exact data about visibility beyond LOS/no LOS (personally I like it this way, less of a board game feel). You don't get anything beyond the common sense "the darker it is, the worse visibility is" (yes, it seems to progress). Your vehicles with thermal optics retain much of thier ability to spot the enemy, infantry with NVGs however take a pretty big hit, maybe 50% harder to spot things. But it's difficult to lay down an exact rule of thumb, as there are a ton of factors. Movement seems to play a large role, spotting hidden targets with NVGs seems to be much harder at night, but they seem to pick up on movement easily enough. Also muzzle flash means that the difference between spotting a firing unit and not firing unit seems to be much greater than during the day.

    If your playing as the US Army, hand out all those javelin CLUs, the thermal optics will help a lot at night.

  5. Well, I try to play somewhat realistically to keep things challenging as BLUFOR, so I don't send out guys as bait.

    There isn't really one approach I use all the time, tons of factors go into the choice of tactics. However, as far as avoiding being RPGed, if you have two teams covering, put them in different "rooms"/floors/buildings if possible. Also try to make sure your covering team(s) is only as exposed as they need to be to cover the maneuver team(s). Don't put them on the top floor if you can avoid it and they can still cover what they need to.

  6. Many of the vehicles like the AAVPs, trucks, jackals, etc have primarily non-combat roles. However, they of course can end up in combat and you have to use them to their strengths.

    Keep the jackals at long range and use them to put down high volumes of suppressive fire to support dismounted recon or other elements. I've had plenty of success with them in this role, dismounts spot contacts and I plaster the enemy with area fire from the jackals to allow freedom of maneuver for those elements. When kept out of the enemies' effective range the jackals make an excellent fire-support element. 4 or 5 jackals laying down fire at 700m or even 1km is something to be reckoned with.

    Obviously their primary roles are mobility and carrying extra gear for the dismounts. You should not however do recon from the vehicle, it's too easily spotted at the ranges necessary to reliably spot infantry. It gets the dismounts to where they need to be to start sneaking forward/setting up an OP and other jackals provide support by fire.

    Recon is generally not about driving towards the enemy till you get shot.

  7. Another point of interest I remember hearing about the Enfield (and applies to the Bren too) is that the .303 was not only popular for it's reach, but also for it's ability to pierce Soviet body armor, even at a distance. I'm sure early in the war there probably was little else available, so the muj probably initially built up a large collection.

    Another interesting bit from "The firearm blog"

    "According to the book Charlie Wilson’s War, supplying .303 ammunition was initially a priority of the CIA during the 1980s. The Afghans were already armed with Lee-Enfield rifles of WWI and WWI vintage and there was greater deniability supplying then obsolete ammunition. Once the CIA gained more funding and political support they shifted thier startergy to supplying AK-47, heavy weapons and ultimately the Singer surface-to-air missile system."

  8. But even they add cows, how do we know if they will model all the important tactical considerations. I certainly won't be buying the game if the herd grazing path-finding does not properly correlate to the relative grass density of the terrain tiles and historical grazing tendencies of french cows....

    Not to mention will the proper armor and damage model be incorporated on the cows to facilitate their use as cover? Do we have any word on the structural stability modeling of cows vs sustained MG fire? If it's not done right it'll break the immersion when my squad gets pinned down in a field full of dead cows.

    Will my soldiers assume the proper bovine supported firing posture?!?!

    at_war_infantry_28.jpg

    How long until this degenerates into another 'cowbell' thread...

    And yes, can my soldiers detect nearby cows by audio?

  9. Yeah, the optimistic way to look at the AAVP is that it isn't a bad APC, it's a well armed and armored truck. A lot of vehicles people complain about in CMSF have more "strategic" use than "tactical". The AAVP's main role is to get troops from A to B, even if point A is a ship. Not so much to go around playing tank like the M2/M3, so it's main role within the scope of CMSF is to hide, haul ammo, and provide fire support from "safe" positions.

  10. Ah, I just thought. With few exceptions CMSF aircraft are dropping nothing but precision weapons (gravity bombs were stripped out around patch v1.06?). Also, only dedicated mudfighters were given the ability to straff (Brit Harrier lacks cannons entirely!). That means old Soviet ground attack aircraft will be a whole different experience for us! What's available for the Soviets? (opening Google in a seperate window as I type) SU-24, SU-25, SU-22, MiG-23(?). Not quite the same as an F15 dropping JDAM from 15 thousand feet.

    Well, you'll have lots of unguided rockets and bombs (they really need to add cluster bombs to CM one of these days).

    It'll be very very different from the usual BLUFOR CAS. For example Hinds aren't really standoff AT choppers like the Apaches/cobras. They carry more ordinance, gun pods, rockets, bomb, fuel air explosives (got quiet a reputation in Afghanistan), 4 ATGMs on the wing tips (I think more can be mounted on the inner pylons too), and a .50 cal minigun nose turret or fixed twin 30mm (long, not Apache style 30mm short) depending on the model. Lots of strafing at relativly short range with raw firepower. Plus they can carry additional ammo in the cargo area, land away from the fighting when safe, self rearm, and get back in the fight. Not to mention they're quite hard to kill with ground fire short of RPGs or stingers and ever harder to kill when they started getting flare launchers. Very much up close and messy compared to the CMSF CAS. In general I think Soviet CAS will often be more of an area weapon than surgical removal of offending units/buildings.

  11. The AAV's primary role is as a boat/truck on treads. Pretty much always dismount and keep it far away and hidden until you need to use it to cover an area. It's Mk19 is quite useful in a fire support role, but you should keep it 300+m away from the enemy when possible to avoid RPG fire (it's a big easy target too).

  12. I'm pretty sure it was confirmed there will be no Brits/SS/FJ in the CM:N base game. They'll get in there eventually so I don't see what the big deal is, everything is a tradeoff. More detail, better graphics, and so on means it takes longer to make content. The module system seems to work better for delivery of this kind of content than the massive package everyone seems to want. You get base CM:N much quicker, it has more time to be tested and patched.

  13. Mind you, I never use 'fast' at all in any conditions; I've never yet noticed a situation where the speed benefit over 'quick' is worth the extra fatigue.

    The speed difference is a bit larger with the latest (I think) patch. It's pretty useful for darting from cover to cover, but I only really use it to cross short distances in urban fighting. It's saved a few troopers from getting hit crossing streets and such, if the distance is short enough (or the enemy far enough away) you can get from A to B before any taking any effective fire or sometimes even before they can get a shot off. Not to mention units moving "fast" are much more resistant to suppression, it's also good for hauling butt out of a bad situation to nearby cover.

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