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Hev

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Everything posted by Hev

  1. 3 then 1 then 2, in that order please
  2. Hehehehe, that was my bigest problem, balencing between things to shoot and things that can kill strykers ( which at that range is everything )
  3. Agreed, also, you need some sort of indicator as to what sort of guidance the weapon is using. If you dont know the guidance system how do you make sure you are out of the CEP.
  4. Personaly, tho im talking from no military experience at all, i would think the troops "in contact" would throw what ever they had at the enemy. Two minutes plus(?) for an arty strike versus straight away with a javalin.
  5. Is there any way to find out exactly what ordinance your air support is carrying? I understand if its not possable in the game whilst playing but in the editor i could do with being able to find that out. Any clues much appreciated
  6. Howdy All, I made this small scenario to just have some fun and to see how things work in the editor, i enjoy playing it so i thought id let you guys lose on it. Im happy to hear any constructive criticism and advice, anything to make me a better map builder will be welcomed. You can find it over at http://www.cmmods.com uner the name TAW_Hevron. Hope you all enjoy
  7. Ive seen syrian atgm units (unkown type sry) target and hit a stryker through its smoke screen. The stryker couldnt see through its own smoke. The manual says the stryker may have a thermal sight but wiki says that the rws HAS a day/night camara and thermal imaging. So which is it? The spotting for the Blue vehicles is awfull considering the kit they should have.
  8. I would agree dude, in my experience the guys spot far to much info when they spot, yet at times have trouble seeing an armoured vehicle shooting them. On elite you get alot of the ? icons, so maybe you should try that, report back what youve found.
  9. So how far can the nade actually go, its max range in no winds.
  10. To Statisoris and John Catsack, Are you asking me that question or splinty?
  11. Whats the deal with the us m203 grenadiers? all the time my grenadiers are opening up at ranges in excess of 300 meters. ie: In the ATGM scenario, i had loaded my squads with javalins and got them onto the left hill in a defilade. I then manouvered them into a possition to engage the enemy atgms with my own missiles and told them to fire. practicly everytime my grenadier will open up on the target, and that can be at 350 meters, is this a targeting bug or what?
  12. Smoke doesnt do it either, although more grenades are launched from the bradly (compared to the stryker) the pattern is more random and results in less cover. and due to the raised firing possitions Red occupy the smoke is useless.
  13. negative, i fire from the moment i have all targets, usually under a minute in. When my first salvo goes off im under no fire at all.
  14. Then why in the scenario we are talking about do i get different results using the red atgm's then the ai gets using the same weapons. And this isnt a once in a blue moon thing, EVERY time i play that scenario its the same, the AI's missiles always hit and i get between 50-75% hits and a hit doesnt even garuntee a kill
  15. I dont mind porly designed scenarios (ie being observed from the get go, i do mind the game making the AI's job easier! This is a war game and should be about the clash of opposing weapon systems and docterine, it should not be a contest of who the computer gives an advantage to.
  16. Has anyone tried it from the other side? Ive tried both loads of times and im starting to notice some behaviour that i would not expect from this type of game. When playing from the Blue side, if i leave my bradleys exposed the Kornets engage and hit with no misses and kills first shot. When playing from the Red side, i can have up to three misses and ive even had a bradley shrug off a hit! To me it seems the game is giving the TacAI for the opp force a hit percentage boost/buff. This isnt what Combat Mission games have been about and im seriously hoping its a bug that gets squashed fast!
  17. On the issue of the guy carrying the CLU dying, i think ive seen a squad member pick up the launcher from a dead team mate. I had a squad on a roof during a hectic battle (they were waiting to ambush some tanks), after one launch ive gone back to the squad to hide them and noticed that the launcher guy had been hit. About 10 minutes later ive scaned back over the unit and although the original casualty was still there it seemes another guy had picked up the CLU.
  18. OK, upon further play it seems to me that they missiles hit most of the time (100%). However, if you have a failure they seem to come in pairs. Ive also had one case (when firing two javalins from two squads at two targets) where the second missile left the tube and locked on to the first of the tanks. (they were about 100 meters apart) And in replay to goody, ive had one missile fall short, it was beeing aimed at a building at about 30 meters needless to say it hit the floor just as its motor started
  19. Yeah, i get that the MISSILE needs LOS. So now the question is can a tank get close enough to a one or two story building to deny the missile (on top down attack mode) LOS? Im guessing no with a one story building but a two story could do it providing the missile is still far enough away. Hmmmmm, me smells some testing coming on
  20. Howdy all, I am curious to see what sort of failure rate people are getting from javalins? ive set up a mission where a sbct company is holding ground against infantry supported by 10 t72s (M's i think) In all play throughs so far ive had upto 20 percent failures one way or another. These failures have come in one of two types: 1: The missile leaves the tube and begins its climb but never dives down to hit the target = Miss 2: The firing unit launches the missile but after it has left the tube visual gets lost = Miss Now, i understood that the missile was fire and forget, with its own guidance system so loosing sight of the target AFTER launch shouldnt result in a miss. Id love to hear everyone elses findings and if Battlefront could coment im sure we would all appreciate some clarification on this. Thanks All
  21. Eye strain at 60hz, me thinks your problem may be something else!!!
  22. Im running a XFX 8800gtx, qx6600 (the 2.4), 2ghz Corsair 8500c5, Asus p5b Deluxe. Im getting between 30fps (looking at the whole map with all friendly forces moving) to 120fps (looking at one unit blazing away at some bads) So far i havent noticed any bad textures but i have noticed units dissapear for a second then reapear (only noticed at twice in two battles) Im running windows xp 32bit and the 162.18 nvidia drivers. Hope it helps
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