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JP76er

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Posts posted by JP76er

  1. There should be a sticky "Don Quixote" thread on the forum of games people keep asking for but Battlefront has said they have no plans of ever doing. :)

    These games are:

    Viet Nam

    IDF module for CMSF

    Any other Arab-Israeli War game.

    NATO vs Warsaw PAct in the 1980's.

    WWI (a recent addition to the club)

    WWII in the Pacific

    Now it is not impossible that a game on any of these subjects would happen but it would take something like a third party to come along and do it such as the Soviets in Afghanistan game.

    This is a good idea because I have wondered about many of these modules/games myself.

  2. Dear Battlefront:

    I really have enjoyed CMSF as well as the modules, and the game has steadily improved with each patch. Keep up the good work, I am looking forward to Normandy, NATO, et al.

    Could you please add the following to the next CMSF module?

    -MRAPs (with all variants)

    -M1117s

    -Miniguns (on Humvees and MRAPs)

    -M14 rifles for designated marksmen

    -American special forces infantry formations (Rangers, SF, SEALS)

    -"Little Bird" air support

    -Support formations (MPs etc)

    -Active protection systems for vehicles

    -Casualties caused by explosives are dismembered

    -UAVs (these assets are now organic at the BN level)

    Thank you for your consideration

    I would like the Miniguns, MRAPS & the active protection for vehicles. I don't know how hard it would be to code that last one. I consider I'm using an UAV when I search out entrenchments with my mouse. I'm not sure but wouldn't a true use of an UAV in game play upset the balance of play?

  3. I did a Sniper test yesterday with veteran Army, Marine and British Snipers, engaging a steadily advancing Syrian squad from a start line of 1200m

    The British sniper did that too - fired a bunch of shots, caused a few casualties, but then switched to his L85 eventually. I thought "fair enough, he's probably out of ammo" but lo and behold, a few minutes later hes back on the L115, caused two more casualties with it.

    The stats for the British were:

    Enemy Spotted - 1180m

    First Shot - 1134m

    First Casualty - 1083m

    Casualties:

    - 578m

    - 563m (with next shot)

    - 558m (with next shot)

    - 421m (enemy brown)

    - 436m (brown, enemy were prone and crawling about at this point)

    - 380m

    ***at 395m, both men decide to fire L85s at prone enemy for several minutes***

    - 394m (with L115)

    - 394m

    ***brew is put on at this point***

    So basically, they got a lucky shot at over 1000m, but the most damage was done at <600m. His spotter only fired his L85 at the 395m mark, when for some reason they both decided it was a good idea.

    Oh, and for the record, in this test the British eliminated the enemy squad about 5 minutes before the Army managed it, and about 10 before the Marines ;)

    Both my sniper teams were wreaking havoc on some enemy squads in the ville. I was pleased with their accurate fire & the appropriate suppression it caused the red team. I'll try your test & see what results I can see. I like the sniper teams & I love it when they are a pain in the a$$ for the enemy. :)

  4. What might be happening is confusion due to ammo type. The L96A1 uses 7.62 ammo and will use re-fills of this type. The L115a3 fires .338 Lapua of which there is none to be had in CMSF.

    So if you grabbed some 7.62 out of the back for the team equipped with the latter, the second ammo bar does go up, but it won't help you fire that rifle.

    Makes you wish for a "don't ask, don't tell" policy in regards to large rifle bullets. It goes through life as 7.62 but can sneakily be .338 if it is called for.

    I bet that is the answer. I'm still trying to get used to the British equipment & I'm still a bit loose on the ammo for each.

  5. Experienced in the mission: "UK Edge of Darkness"

    Not sure what is up but both of my sniper teams were engaging targets & their sniper rifle disappeared & the marksman was now firing a L85A2. On one team, the marksman was a yellow wounded, the other team was fine. Both teams had plenty of rounds left for both weapons. Anyone experience this? Thanks for any help in advance.

    I also had two oddball bomb drops using the Tornados. One missed the target by a block and 1/2 & then came around & did take it it out on it's return run. It was a BMP with a solid view & I was using a leader with a radio. I had another strange one trying to take out a bunker with my final bomb run from the Tornado. You heard the usual chatter & then the pilot announced the ordinance was released, but nothing happened. No boom, no streak, no damage, nothing. Anyone experience this one too? Once again, thanks in advance.

    Paper Tiger - Thanks for some great scenarios!

  6. Ok split your squads and scout ahead, that way the T-90s have less chance of noticing you (or wiping out an entire squad if they do).

    Once you have identified one, clear the surrounding infantry and then move your AT guys around behind it, I took out most of the T-90s this way.

    I also used my M1's to breach the walls and was able to get some shots off at some of the T-90s without having to use my infantry, but there WILL be some hidden in keyholed positions.

    Don't move your M1's into the town unless you want to lose them.

    Hi DaveDash,

    I haven't had much success with my AT crews or fire teams in taking out the T-90s. I do work to get a rear shot but my AT-4s just seem to wake the tank crew up & they light up my infantry fairly quickly. Any thoughts on what I might be doing wrong? Breaching the walls has really helped but the squirreled away T-90s in their hidey holes is a tough nut (No pun intended) to crack.

  7. I don't know why you guys torture yourselves this way. A week after its release you'll be crying about your favorite feature wish that didn't make it or some supposed bug and crying "why didn't they just hold it another week or two and test it properly, or maybe they would have had the time to add your wish if they had not rushed the thing to market for the money." I've seen all this self-generated hype a thousand times and it always comes out the same. Whether it's two days to two months it's always the same wawa.

    -Pv-

    Hi Pv,

    I won't be. It's fun everytime I get a new toy. I cried once & I was very stupid about it. Not anymore. I am honestly looking forward to it & I'll read the experienced (A whole lot more than me) people's posts on the nuances & thoughts on the module. I learn a lot from that. I really don't feel they have rushed things from the posts I have read. I'm ready to play! :)

  8. Glad you enjoyed it. I does demonstrate the power available to the Syrians pretty well.

    When Lord Nelson said "Never mind tactics, go straight at 'em..." he didn't mean The Streets of Hama. Perhaps you should seek guidance in the Bible...Gabriel made the walls go tumbling down....or was that just lyrics from a 60's rock song?...

    Ah, sneaky! I never thought or looked in that direction. Excellent design & a real well thought out scenario. With your different AI set ups, this one is fun to play again & again.

    Kudos!

    My favorite rock song & one that goes well with CM-SF is Ted Nugent's classic "Stranglehold" from 1975. Sometimes I feel I have the enemy that way, a lot of times they have me.

  9. Glad you enjoyed it. I does demonstrate the power available to the Syrians pretty well.

    When Lord Nelson said "Never mind tactics, go straight at 'em..." he didn't mean The Streets of Hama. Perhaps you should seek guidance in the Bible...Gabriel made the walls go tumbling down....or was that just lyrics from a 60's rock song?...

    Thanks! I was just contemplating your biblical reference & I read down to Cuirassier's comment. It clicks! Off to try it.

    Thanks again!

  10. I think there is a limit to how many shooters / window, but if there is, I don't know how many and who has priority fires. It *should* be SAWs, DMRs/snipers, and grenadiers with AT switching out as needed, but if that doesn't happen, I would personally chalk it up to a "bad" team or squad leader rather than call it a game fault.

    I know this has been brought up several times, but the one thing that always bugged me about buildings is just how unsafe the roof is. One of the things that we would do after taking down a building is hang out on the roof and control the high ground; sure, vulnerable to higher buildings (that's why you take them down and not the short ones); but, life is imperfect and that's okay.

    Yeah, I don't blame anything on the game since i have no idea of the amount of coding Battlefront has done & is doing. I'm sure it's enormous. I don't know if having priorities like we are thinking about are feasible to the the scope of Shock Force. It would just be neat to know.

    I hear you on the roof thing. I know, I'm not military & I have seen it on You Tube & Live Leak, but I have seen lots of video where they always have men on the roof & their firepower is intense. It takes a lot of courage to stand up there & pour the fire on the bad guys when natural instinct is to duck & do it quickly.

    You earned your Ranger tab, PM me if you want to see some great pics of what Ted Nugent did with me & 4 of the Rangers from Somalia. It was the coolest thing anyone has ever done. It was fun too.

  11. Does anyone know if the amount of windows affects a squad's firepower if they are all in a single story or multi-story building? I know to split them if they are in a multi-story for defensive purposes & LOS, but I was wondering if the game engine adjusts your squad's firepower per amount of windows on a floor & amount of troopers occupying the floor. If your squad has a SAW or two, do they get priority to shoot out the available window(s)? Are their priorities for MG squads, snipers etc., recreated by the game engine?

    Thanks for any input & help!

  12. As far as civilian use of a shotgun for protection, it's normally recommended to use 7 1/2 shot low brass shells. This will & can kill but the main thing is next to no penetration through walls where you can hit loved ones. It also gets the attention of the intruder & hopefully they exit quickly wounded instead of slowly in a body bag. I have heard several different round combinations being used for protection. In Illinois, to hunt, you can only use a shotgun with a plug limiting you to a three round capacity. I'm not sure what the law is for protecting your home. I'm assuming it's the same as hunting in case the police ever have/need the opportunity to check your firearms. I've heard using 7 1/2 first round, same second round & Double 00 buck for the final. I've also heard of using a deer slug in there but that is pretty insane. You don't need it & it will penetrate a lot of house hold items including your neighbor's. I use a 9mm myself & pray I never have to use it in this type of situation. We're lucky to live in an upper middle class neighborhood & have had few problems. We also have an alarm system. Doesn't mean it won't or can't happen in my neighborhood though. Nothing is promised. As far as military, I don't know. I would prefer an automatic weapon.

  13. JP76er,

    Forgive me if I'm mistaken, but it sounds like you're experiencing the misunderstanding I had when I first started playing CMSF.

    You see, the M249 fires 5.56x45mm NATO rounds just like the M4 and M16, whereas the M240 fires 7.62x51mm NATO.

    Not realizing that the M249 and the M4/M16 fire the same ammunition, I would always load up my rifle squads from 7.62mm ammo from the accompanying Strykers or Bradleys before dismounting them. Later, though, I realized my mistake after reading more about the M249, and now my M240-armed teams suffer no dearth of ammo on account of misinformed rifle squads. :P

    EDIT: Doh! Yair Iny beat me to it. :)

    Thanks to you & Yair Iny both! What I dope I am. Totally my goof. I appreciate the link too. I'm heading there to read it & to get educated. I did think it fired the 7.62. I'm not military so I still have a lot to learn. Thanks again for the input, it's most appreciated it.

  14. Sorry about that. An example:

    Mark Ezra's excellent battle "Viper Pass". I will use the 1st rifle squad, 3rd Platoon, A Company, 1st Battalion from the 1st ICV M1126 Stryker. It should be M249 instead of M240. My goof. They start off with no ammo & I acquire 1000 rounds. The squad breaks down as this - 9 men, 4 with M4's, 1 with an M4 with scope, 2 with M4/m203s & 2 with M249s. It shows the full ammo for the 7.62 rounds after acquisition. I split the squad into teams. I come up wit a 5 man team consisting of 3 M4s, 1 M4/m203 & 1 M249 showinf full ammo. The 2nd team is a 4 man team with 1 M4, ! with M4 with a scope, 1 M4/M203 & 1 M249 showing no ammo. What does this actually represent for the M249s. Does one M249 gunner have the full 1000 rounds & the other M249 has none? What if the battle has squads but no vehicles to supply them ammo. The rifle squads or assault squads have no 7.62 ammo showing. Do they really have no ammo thus you have 2 to 3 M249 gunners running around (actually they run around with the rest of the squad or team) with no ammo? Is this true, a bug, or the coding is incorrect?

    I don't mean a bunch of people running around with M240s, that was an error on my part. Thanks LT Mike on the M240 teams. Thanks Wengart on the scout teams. I was not using them though, I was using a rifle squad or an assault squads with troops manning the M249s as my examples.

    Thanks for any input on this.

  15. I'm sure it has been addressed but how is the ammo handled for the squads inherent M240s. They initially show no ammo on set up or designing a battle. Do they actually have a load of ammo at that time? When I have ammo acquired for the M240s, when you split squads in different ways, sometimes the team will show no ammo for it's M240 out of the split. Any help will be greatly appreciated.

    Thanks.

  16. I just tried setting the RunService.exe to run as administrator and that didn't fix the problem either. I upgraded to 1.10 and tried and then upgraded to 1.11 and tried again. Neither of those resolved the issue and I'm still getting the same error message as above.

    When I run the exe I don't get anything. The UAC shows up and I click Allow and then nothing happens. When I look in the even viewer I see the error above with the time I tried to run CM:SF at listed as the corresponding time.

    I went back in the logs to be certain this wasn't a pre-existing condition and it only started after I installed CM:SF tonight.

    Try this:

    "eLicense software. If this program bugs you, here's what you can do to disable it: First go to your Services (Start Run services.msc) and look for "LicCtrl Service." Double click on it, Stop it and change it from Automatic to Disable. Done. If certain programs won't run all of a sudden, you may want to enable it to Manual instead."

    The game might not install at disable so you might have to make it manual.

    Try that & report back. I'm awake for awhile with a new wireless router & our Vista PCs sync up fine, one XP won't find the IP address & a laptop with Vista is doing the same thing. I'm puttering with that now.

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