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slug88

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Posts posted by slug88

  1. snake_eye, I find, and I think that many here will agree with me, that one of the key features of the Combat Mission games that makes them so appealing is painstaking attention to historic detail. Furthermore, the uniform inaccuracies could be taken by some as a worrying sign that other, more critical aspects of the game could also be affected by historical inaccuracies. Personally, I'm not too worried; I have trust in BFC, and uniforms are readily modded.

  2. Hey Slug,

    In our ongoing PBEM I have unfortunately encountered it two times IIRC :(

    Speaking of which, don't you owe me a turn? :D

    On a related note, though as I said I haven't encountered this bug in quite some time, I have had a strange encounter with another ancient bug in our PBEM. Remember the one where you'd plot a movement order for a squad, and all of the men would follow it normally, except for one guy who would bizarrely run in the opposite direction for hundreds of meters? And if the squad ever ended up regrouping, it wouldn't be until many turns later and they had become exhausted from all the running the one guy was doing. I recall this was patched many months ago, and yet I saw it for the first time in as many months in a recent turn of ours. I wonder if there's something amiss with this scenario, like part of it was built with an older version and thus it inherited some of the older version's bugs. The scenario in question is the excellent "UK Outmanuevered: TURBOCHARGED", btw.

  3. Furthermore, regarding the ATGM vehicle issue in the OP, I believe this has also been fixed as of 1.21 or an earlier patch. At least, it is definately not an issue with blue ATGM vehicles, though I haven't tested the BRDM launcher for a while. I'm referring to the bug-out behavior, and I am certain that blue ATGM vehicles won't bug out before launching their weapon, even at relatively close ranges, and even facing enemy MBT's. Ever since the LOS issue with ATGM vehicles was fixed, I have killed a very large number of T-72's, T-90's, etc, with Stryker and LAV ATGM's. Of course, I am always very careful to ensure that the vehicles are fully hull down when they engage enemy armor, and perhaps that's why I haven't seen this premature bug-out behavior any time recently.

  4. Right now I tend not to like scenarios with ATGM vehicles at all in CMSF, primarily for 2 reasons. First, LOS cannot be drawn from the optics suite at the top of the ATGM launcher, thus taking away the vehicle's biggest advantage which is to have only the launcher exposed to the enemy. LOS is always drawn from the center of vehicles in CMSF.

    I would have agreed with you until a few patches ago, but as of v1.21 I completely disagree. At least as far as LAV-AT's, TOW Humvees, and TOW Strykers go, LOS most definitely *can* be drawn from the optics suite. I haven't had a chance to test this with any red vehicles. With blue vehicles however, if you take great care, you can successfully engage enemy armor by exposing just the ATGM launcher. I am completely sure of this as I do it on a regular basis.

    In fact I recently played a quick battle in which my only anti-armor assets were a few TOW Humvees from a Marine recon platoon, and I used them to destroy an entire company of BMP-2's, taking shots mostly at ranges of .8-1.2km. Through the course of the battle the Humvees took fire from several of the BMP's, but due to their hull down position the only damage was the loss of a few of the TOW launchers, however Humvees and all crewmen were still functional.

  5. How do you know what type of munitions a strikes carries?

    Generally, heavy = ATGMS & LGBs/JDAMs, medium = FFARs, and light = cannon. If an aircraft isn't equipped with any weapons in the heavy category, then it will fire weapons form the medium category when you give it a heavy strike order. You can tell what kind of ordinance is carried by the unlabeled ammo bars displayed when you're plotting the target; iirc the leftmost bar represents cannon ammo, followed by rockets, followed by bombs, followed by missiles on the rightmost ammo bar.

  6. Too bad the syrians have a love affair with reverse slope new generation ATGMs in the USMC campaign.

    It's all a question of tactics. Many people, myself included, got to that point of the campaign with most or all of their M1's still functional, so it most definitely can be done.

  7. Yes they can. Bulldog, Warrior, Bradley and TUSK Abrams, and the various Russian types all lose side (and turret) ERA blocks as they're hit. Forward (bow) blocks not so much - possibly because those forward blocks may not be ERA? I think it shows up in all graphics levels, though I rare visit 'fastest' setting.

    Actually I've noticed that seemingly all ERA blocks can be blown off now. I think this may have been introduced with 1.21, as I don't ever recall seeing bow ERA and K5 turret ERA (on T-90 and T-72 2001 and above) get blown off before, and I certainly looked.

    I usually play on balanced/balanced as well, and I can see the ERA effects. One thing you should see when ERA is activated is a much larger explosion on the surface of the tank than you would expect from the incident ordinance alone. For example, get an M2 to open up with it's 25mm on a T-72 with light ERA, and you'll see lots of the little 25mm impacts, punctuated by very large occasional explosions that resemble a Javelin impact more than the Brad's cannon.

    One possible reason that you're not seeing the effect is that you may be firing older gen AT warheads at tanks with heavy Kontakt 5 ERA (T-72M1V and above, T-90). The heavy ERA won't get set off by lighter ordinance, as it's designed to defeat KE penetrators and tandem warheads.

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