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Ryujin

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Everything posted by Ryujin

  1. 1. With patch 1.21, they changed it so that teams doing buddy aid will not pick up heavy weapons from another team. So if your AT team dies, a rifle squad cannot pick up the AT. 2. Are any crew members dead? Are they panicked/suppressed? I believe there may be a bug where the suppression level is preserved on a vehicle, so when the hop back in they panic. 3. As e said, time delay makes no difference, unit skill/CoC/equip matter, along with calling for emergency fire. Emergency fire can e EXTREMELY accurate when using FSVs, but otherwise will generally miss.
  2. Well, if shrapnel taking out optics is modeled, then I want my AFVs to close their armored doors on the GPS and switch to the GAS. It would open a bit of a can of worms there. On a related note, I don't think I've ever seen any official reasons on why ICM isn't modeled. Anyone know anything? Because I'd love to have some of that to deal with pretty much anything short of a structure and it seems a bit strange to not have any at all (not to mention cluster munitions for aircraft).
  3. Where can I get more info/"enlist"? I have some jihad to wage! As in are there any red UNCON commander spots to be had? I like a challenge. EDIT: Nevermind, saw your signature.
  4. The trick is to find the right balance for the situation and extensive contingency planning. Stealth is good for reaching some of the objectives, firefights do take time and can be tricky if your thinly spread. But on the other hand some objectives may just be too hard/too long to reach. So the key seems to be tempo, distribution of troops, and fluid tactics, all of these need to be in a good balance. Reach what you can with stealth, but be ready to get aggressive if your spotted or run out of time, once again you need to balance the troop distribution so you don't put too many guys on an objective that can be taken with stealth and instead be able to concentrate your troops where you may need to assault.
  5. During the setup phase you should see several areas on different sides of the airfield painted blue representing your starting points. In the case of this mission you can start your guys at any of these spots and this makes a huge difference. To place them in the setup phase, select the units you want to move and give them a move order in the zone you want them to start in. They should instantly "teleport" there. I actually started on the opposite side of the airfield. When I played through I was compromised so I just shot the place up. I think we could loosely call it reconnaissance by fire, as in I shot the all guys around the objectives so we could stroll around and reconnoiter the airbase without any distractions. The syrians were pretty much helpless in the dark and my snipers had a shooting gallery. Stealth evidently isn't much of a factor in the mission success.
  6. It certainly is winnable, though it is a bit strange you didn't get credit for the occupy objective. Maybe I'll to play it and make an AAR when I get time. Anyway it sounds like you were on the right track but maybe moved the reinforcements in to hastily. Also I don't think I used the mortars either, but in hindsight some smoke might have been useful on dangerous streets.
  7. The idea would not be to remove options, but add an easy button. Two ways I could see this. 1. Like mentioned a rearm button you hit in a vehicle and it rearms them back to their basic load, anything extra would probably be manual. 2. Another variation on the rearm command, you click rearm, then click on a vehicle and a one or two man team of riflemen runs back, boards the vehicle, gets a bunch of ammo (ideally enough for the full basic load or at least what they can carry), runs/walks back, and reemerges with the team, which automates most of it. So a rearm button could have those two functions for mounted/dismounted. If you move two squads on the same square, it would be nice for the "Aquire" command to work just like in a vehicle. I don't like auto rearm on entering a vehicle as then if I say want to give the AT4s in a vehicle to another team, I can't put anyone else without AT4s in the vehicle.
  8. This is why those fire support vehicles are great. I just did a test using FOs sitting in a BFIST, first round fire for effect (emergency) on a point target (to check accuracy) and they were off by around 5 meters (and these are 155mm shells!). Had I done an area target it would have more than close enough. The BFISTs/Stryker FSVs have all the equipment to make super accurate calls for fire, they're extremely useful.
  9. That's a good point, I always assumed, but never tested, that the FO has to actually have LOS to the spotting rounds. If he can't clearly see where they are landing it makes it harder to call an accurate fire mission. Like for example with targeting a pointing terrain feature, the FO could have trouble bracketing it if some of the spotting rounds are falling out of sight. By extension range from FO to spotting round might matter, closer rounds tend to be easier to spot But then again the spotting rounds may just be "eye candy" and a waring to the receiving player, the AI FO might not actually have to see them.
  10. Here it is, filefront link, repository shortly. http://www.filefront.com/14970965/RYU_GTracer.brz
  11. Does that work with stuff like tanks and weapons? EDIT: VDV in firefight in the mountains, just a quick shot
  12. Yes, I know there will be a Combat Mission Afghanistan eventually, but I thought I'd throw something together to go with some scenarios. For starters, Soviet VDV, I got them ragtaged property. Too bad I can't model hats though. Anyway I gave them a mix of the tan uniforms, vests, and KMLK. Also a few helmet types. I made multiple copies of certain uniforms to influence the mix, so plain tan uniforms and plain helmets are more common than a helmet with camo netting or a full set of KMLK. The VDV would be the core forces of any minicampaign, with the syrian reserves acting as regular Russian units.
  13. Very nice! And now, for something completely different! I know there will be a combat mission afghanistan, but I did a quick 5 minute mod again for some mid '80s Soviet troops. I was thinking of making a couple scenarios or maybe a short campaign covering a company (maybe VDV) out patrol in the mountains taking, holding, and leaving high ground. The Syrians have pretty much the perfect equipment, but the combatant models make odd Mujahideen. Should be fine though. Here a quick pic: By the way, isn't there a way to add in other textures that the game will randomly pick from for one model, like the uncons?
  14. It's a great tactic for those tight spots when you need to get right on top of the enemy, especially since smoke will drift through buildings like they're not there. You drop tons of smoke, run in and calmly set up your platoon on top of them, and when the smoke lifts the US forces are usually faster on the draw. I don't use that tactic too much as it feels like a bit of an exploit.
  15. I use smoke a bunch, though it does seem a bit gamely to smoke a position, walk right through the enemy 5 feet away, and then shoot them all when the smoke lifts (especially in buildings). I'd think the Syrians might at least notice you stepping on them... some times it just seems to go to extremes of effectiveness. I guess it's something of a fine line, but occasionally it gets ridiculous.
  16. Yeah, I've noticed somewhat poor performance against BMPs, but I never thought to check ammo type. They shouldn't be using HE on a BMP, KE would shred it.
  17. Are there any green tracer mods out there for red vs red? So far I didn't see any... If there aren't any I think I might just go make one.
  18. Here it is fixed on the repository. http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=545
  19. There are quite a few possible approaches, I'll avoid spoilers, so far now just some suggestions. First off there needs to be a good plan to defend the police station until help arrives, remember you just need to buy time and preserve your force, not destroy the enemy with the troops at the police station. Try to establish short range kill zones on the approaches to the station and use positions that are ideally not exposed to anyone outside the kill zone. You then need to figure out just how fast you need to get the QRF to the station and how you can best help them. For example warriors are good at covering down long streets. So you could create supporting kill zones down the streets to keep the enemy from closing with the station and you don't have drive all the way to the station, just secure part of the street. From there you can use the other warriors and infantry to move down to the station if need be. The militia have some uses, use them to cover their starting area and watch roads/intersections. If you start to secure an area you can bring them out to support the brits.
  20. The JTAC or whoever does also give heading from the IP/designate the BP. So we certainly should be able to set up the heading when calling for CAS.
  21. Yeah, I think I did it all sorts of wrong, I'll have to go fix it up. I think I used the wrong file format for the images. EDIT: well, I submitted fixed files, but still no luck, maybe it'll just take more time to update. I guess in the mean time filefront still works.
  22. I never used the repository before, but my file doesn't seem to be showing up. Anyway, in the mean time here they are on filefront http://www.filefront.com/14958063/ryu_sf.rar
  23. Wiggum, it's your lucky day! I agree there needs to be some non-russian camouflaged SF, so I went a quickly whipped up a 5 minute reskin. Enjoy and let me know if you guys have any suggestions (these tiny textures are sooo easy to work with). Should be on the repository shortly.
  24. Slug is completely right. The game does NOT know the chance to hit. It probably couldn't provide you with any better information then you could guess. In CM:N the entire game was "fudged" with "dice and charts" in sort of a super boardgame style. When you start actually aiming and firing hundreds of small arms projectiles at the enemy, the game can't go peek at some accuracy chart and tell you you have a 50% chance of hitting the enemy. How would you even do the hit percentage for a squad of guys with an array of weapons,in different stances, some of who might not even be able to see the enemy? Then firing at guys in woods at 300m where some of trees might block rounds based on their ballistic path? The game has no clue how likely one of those rounds are to hit or even a good way to display that information.
  25. Your guys must just suck. I've have pretty good experiences with the M136, in the case of that scenario, a couple of tanks were killed with 1 to 2 hits from almost directly above using the buildings. In another scenario I also got a 175m 1 shot side kill on a T-72. With T-72s it seemed I only had any real trouble from the front (though overall I don't use too many M136s, but they seem to work alright if there isn't ERA).
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