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Clavicula_Nox

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Posts posted by Clavicula_Nox

  1. Thanks for the reply. I would REALLY like to give GRYPHON NVGs, but I don't know how to do that. Giving them "Excellent" equipment doesn't seem to do it.

    This was kind of a proof of concept. I was thinking of making the map larger, stretching back to the DZ and having the player infiltrate to the compound while avoiding contact with other bad guys. If I do this, the compound will be larger.

    Glad you liked it and good suggestions.

  2. I don't really care what the target is, but in my tests I have been driving Strykers in front of it. Currently, I have the Cell triggerman in a building facing a window that gives LOS to the IED 10m away. I then drive the Stryker infront of the window, literally ontop of the IED, and wait. Nothing happens.

    When I switch sides and play as Red, the IED triggers the second the guy can see the Stryker. I believe the failure rate for the Cell IED is 10%, but so far it has been 100% with the AI.

  3. I have placed a Medium Cell phone IED on the map. The triggerman is about 10m away and in full LOS, and yet, the AI simply refuses to detonate the thing. I know how to do this manually, but don't know how to get the AI to do it. I have tried activating the thing in the editor, but that doesn't seem to have any effect. Is there an AI plan or something for this, or am I SOL?

  4. I'm not necessarily talking solely about holding up a raid but an enhancing the general simulation of minefields, which the Soviets/DRA seemed to use quite liberally to prevent the Muj from having full freedom of movement around an OP/base.

    Also, in case anyone wants to read them PDF files of The Bear Went Over the Mountain, The Other Side of the Mountain, and The Soviet-Afghan War: how a superpower fought and lost are contained here: http://easterncampaign.wordpress.com/2009/11/06/a-book-that-will-be-good/

    Thanks for that. I'm reading The Bear Went Over the Mountain now, and I'm amazed at how many casualtiesthe Soviets actually took. Insane!

  5. While reading The Other Side of the Mountain Mujahideen AARs often site Russian/DRA use of mines as a major factor preventing, and holding up raids for long periods of time. Will CM:A then offer any increase in the simulation of minefields to account for this?

    Couldn't that be simulated by having reinforcements come in later in the mission, or something? I'm not sure how to simulate holding up a raid.

  6. This was just uploaded and I am interested in feedback. Everything from the briefing, to the map, to the actual mission. I'm also curious in what results people were able to get. I have not been able to play this without taking at least 2 casualties, and I have taken upwards of 9.

    Testing this mission made me see some issues. First, my 203 gunners love shooting grenades at their own feet, or at bad guys who are surrounded by other soldiers. This is really annoying, and I wonder why anyone in their right mind would be running around a small house shooting grenades. Second, the spotting issue comes into play whenever entering and clearing a house, leading to some situations where overzealous soldiers rush straight to the otherside of the building where some bad guys materialize and finish them off.

    Anyways, feedback is cool.

  7. Just played that scenario for the first time using Red and came out with some decent results. I deployed one squad into the "City Center", and deployed my other infantry in buildings behind it. The BMP I left poking out around another building and able to cover some ground. As soon as my OP spotted enemy forces, or was engaged, I would roll the BMP to the location and fire into the building, or open ground. This worked well until they took out the BMP, at which point, I pulled in my OP, waited for bad guys to appear, and hosed them with my rear security.

    When I was sure noone else was moving into the center, I moved my, now weakened, squad into it, held against another attack, and called cease fire. The AI did not use it's Bradley against me, and I think that would have seriously ruined my day if they had.

  8. Well, I spent a few minutes and put mortars on that trench line, the trench line just next to them, and the trench line next to the bunker. One survivor, a sniper, from the dozen or so guys caused one of my casualties, and a survivor in the trench line next to the bunker caused another.

    Yes, thankfully, they spawn behind the bunker. I couldn't imagine how pissed I would be if they spawned infront of it.

  9. That's exactly what I've done. I didn't want to use the 155s or Cobras I have becase, well, my guys are in Extreme Super Fatal Danger Close, and I have some T55s I have to kill.

    I eventualyl got the thing, but lost 2 guys doing it. 1 because they got too close to the front, and the other from a sniper.

  10. ****SPOILERS*****

    I'm playing through the Marines campaign again, and am on the 2nd mission. If anyone recalls, the location where your reinforcements come onto the map is guarded by a trench filled with some guys and a bunker. Now, I have had a whole platoon fire at this thing and cause some casualties. I have dropped 81mm mortars on the thing, scoring at least one direct hit, and now, my back up spawns on the map, fires every AT4 and LAW they have into the thing, launch a ton of grenades at it, and throw frags at the thing. And there's still 2 guys inside, 1 wounded, but how the hell do I reliably kill this thing?

    My entire squad has expended their frag grenades, most of their 40mm, and all AT assets, and I think the Syrians have just now decided to vacate the building. Is there a better way to do this.

    *edit*

    No, the bunker was not taken out and has killed one of my men. What am I doing wrong? My guys are literally, 20+/-meters away from the thing and doing everything but charging the view slit.

  11. I think it was a T65 of some sort if memory recalls. The battle is part of the campaign. On the subject of crews advancing, I've just seen it again in my current battle. I've knocked out some BMPs and the remaining crew have regrouped and are advancing without any evident support. It's just suicide, although it is annoying because sooner or later it means you have to expose your defensive positions to take them out as they don't disappear otherwise. They end up advancing along with the rest of the infantry. Could this be an AI exploit as such? Or is it just simply obeying the rules and trying to get to the target as quicky as possible.. I know if I was crew, and I was armed with a pistol, I would not be advancing :D

    The tank and crew are assigned to the AI plan. The crew are fulfilling the plan, that's all. It isn't realistic, but that's what's happening.

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