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weasel75

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Posts posted by weasel75

  1. So one question remains:

    Why do the soldiers keep trying to shoot on windy or cold conditions in excess of 200-300m?

    The rounds often hit the ground at half the distance they would need to travel to remotely land in the target-zone :(

    That way one can be sure, that there are no 203 grenades left when the soldiers finally close in into a more suitable range *dang*

  2. I also play RT only, but I found myself a problem: one can react much faster, resulting in mini-micro-management.

    Imagine a RPG is flying towards your Strykers, so one can pause the game and react before the impact (one can not avoid the impact, but react before the actual event happened!).

    While one can improve battle-results with detailed management (after all, a 60 second command-window leaves not much room for ultra-fast reactions), it becomes less tactical and with adjusted (increased) difficulty in the level-design eventually more difficult for WEGO and a slow-tactical-play.

    ... just thoughts...

    Salute!

  3. I dont mind the size, just gimme the damn thing ;)

    Still downloading ... hope its the correct one and not screwed up again. Weird though: that big and then just 1.02 -> 1.03? Since the training-Campaign, etc should already be in 1.02...

  4. About things, which *could* be done, but are not done in reality all too often:

    Ask why, and find a way to simulate it - or opt the feature out smile.gif

    a) Fire:

    * fire can cause major damage to civil structures or growings... result: penalty, because it is bad for the "image"/PR

    * fire limits infantry (always exhausted/tired due to lag of oxygen?) and LOS by thick smoke, so the player pays a price for the neat gimmick

    * .. etc. - more to come?

    B) walls

    With the chance of loosing the tracks, the player might think twice.

    And maybe the assault or hunt-command might be used for tanks/vehicles to make them take the shortest possible way ... even over/thrue walls?

    Salute!

    PS: Damn, where is that Paradox-Patch ... *argh* ;)

  5. Originally posted by Battlefront.com:

    So far so good with the latest. Should be available Thursday US EST. At least the Battlefront version will be. The Paradox one is outside of our control once we hand it off to them.

    So will there always those two versions for all eternity: Battlefront & Paradox - versions?

    First, I hate to wait for patches .. ;)

    And second - with the 1.02-patch Paradox was hanging behind (same will be for 1.03), they even released a "broken" patch first :-(

    Don't know, but couldnt that lead to two branches of CMSF (maybe even incompatible in regards of Online-gaming (PBEM-problems??))??

    Just thoughts...

    Salute!

  6. Originally posted by Bradley Dick:

    Childress,

    That's not true at all. Even in a major invasion, the gloves are never off for US forces...

    And for any other force "playing" the blue side ;)

    But to be honest -> there are certain limits for all sides. Hospitals, schools and "kindergarten" are off limits, at least if you care about the rest of the world just a tiny bit.

    Destroying buildings with a big value to large religious groups (e.g. churches for christians, mosques for moslems, etc.) can cause a chain-reaction - and not just local, but world-wide.... if you (as a side in a war) are a global player, you might consider that.

    Salute!

    PS: If someone feels like reading: Hague Conventions (and Geneva Conventions).

  7. Originally posted by stikkypixie:

    ... Oh and that line barrage artillery thing. Used it on that trench in the demo, the poor bastards in the trench never knew what hit them.

    Same here smile.gif

    1st mission in the campaign, after calling in artillery on the trenches:

    a) wow, it works

    B) man, it works frightening great

    B) dang, I am mean and unfair to them

    c) WOOOW, I just called them "them" ... Neo, wake up, it is just math wrapped in a simulation!

  8. Well, agreed, reality is (most of the time) way too boring to be considered "entertaining" in a game ("It's about endless hours of boredom punctuated by eternal moments of sheer terror.").

    So yes, it's unrealistic, and sure, while the airfield (with no airforce) might not be worth it, the SpecOps-HQ alone should ring some bells ....

    .. but man, without that deviation it would not be the challenge it is ...

    Salute!

  9. IIRC I saw some infantry with smoke. The inf. smoke is more white and has a smaller radius, compared to the smoke thrown by the vehicles.

    Art-rounds are determined by the target-type (Anti-armor, Anti-Personal, mixed).

    Aircrafts seems to attack with whatever they got, if someone could give more specifics and hints, I would be happy to read more about it.

    So far observed:

    * A-10s are great vs. tanks, using AT-missiles (AGM65?) first, then the GAU-8 (30mm, nice effects)

    * Apaches do not work well for area-targets, using MG and unguided rockets -> with bad results

  10. Same here ...

    Or I try to plan extra-carefully and run out of time way too easily.

    The entrance to the 2nd mission was really the bottle-neck .. much smoke helped there, getting my guys into the first buildings fast helped too.

    Smoke should be able when you click a waypoint and add smoke. However, while this works for Area-Fire and "face direction", my guys do seem to forget about the smoke all the time ... guess because of the health-risks :(

    Salute!

  11. -- SPOILER --

    As said before - artillery might help.

    Use anti-personal rounds lined up over the most populated trenches, use the rest of the rounds for the buildings (lines again).

    Javelines help vs. the bunkers and remaining buildings.

    The Stryker MGS can be deployed vs. buildings too.

    In the target-area it is safe to assume that there are enemies in *every* building.

    Remaining ground-troops: keep firing from safe distance at any RPG-soldier until they are down. Then close in with the M1 and the 40mm-Stryker...

    If done properly, you win without your troops even entering the compound.

    ... oh, and if you play it in RealTime, press ESC often ;)

    GL & Salute!

  12. Another possibility: unit B can be much closer and still see nothing - esp. if unit A is well equipped and can see/identify much better. For unit B: the Stryker MGS seem to have a very reduced awareness.

    However, if you see a "?" and you right-click it (and thereby select it), it becomes only "resolved" when another unit on your side has identified the "?". No bug I guess ;)

    Salute!

    PS: Blown up tanks seem to keep their "?"-mark forever? Or is it just me?

  13. Originally posted by Sivodsi:

    Its tiresome to do this. You would think that selecting the ammunition would automatically choose the launcher. After all you cannot use the ammo without the CLU, right? Can anybody think of a reason why they are separated like this?

    Maybe you don't want them to pick *all* the ammo for the Javelin?

    Imagine that your soldiers take only 1 or 2 missiles and leave the Stryker for a tank-hunt. If the carrier/gunner dies, those 1 or 2 missiles would be lost (one can not pick up dropped weapons, AFAIK) - but yet you have at least one missile left in the stryker for a different team (already equipped with a CLU)..... thats a micro-resource-management ;)

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