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hcrof

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Posts posted by hcrof

  1. 2 Battlefront.com team

    If you are going to make East vs West modern warfare game don't do it in near future. Instead just make it in near past. You know: 1980's, NATO vs Warsaw Pact total war, plenty of nations from both sides (plenty of modules ;)). This solution would be money-wise too, I think.

    If you do CMSF2 in 2010's there'll be mostly the same hardware as CMSF1 has. Same Abramses and Challies 2 vs same T-90's and T-72's. Oh yeah, there'll be T-80, it's very big addition of course:) but it was in 80's too and moreover the tank was on its peak during the era (T-80U vs M1A1 is a good match to my opinion).

    In Fulda Gap scenario would be much more other hardware - M60's, Challengers, Leo's 1 etc. There won't be super-accurate thermal sights with 5+ km range and tanks would have a good survival rate versus contemporary APDS and HEAT ammo. There would be most balanced conflict the modern history could have. I don't think Russia or China will present in 2010's such adversaries to NATO as Sovier Union did.

    So please, make CMSF2 in 1980's. I'm sure I'm definitely not alone in my wishes.

    Oh, another point. Since the game would be about war never took place nobody's feeling would be hurt.:)

    +100

    Well I think I have made my feelings clear on this before :)

    Besides the fascinating and balenced gameplay, you also have the attraction that much (all?) of your potential audience lived through the cold war and we all wondered what it would be like had it gone hot! In the '80s there was a chance of a conventional phase for the first few weeks so the game could be modeled without pesky tac nukes :)

  2. Spoilers!!!!

    Yeah, me neither! I was half expecting ATGM's though so I kept my Warriors out of sight for the most part. I found that I could use smoke to mask the tanks while shooting up the Jeeps etc with the warriors. The helicopters helped a bit but it was the Challengers that helped the most for me. My biggest surprise I would say was the forces that turned up behind me! Luckily I had posted spotters with mobile reserve by the Cafe which made short work of them. No WIA/KIA

  3. If you are on a campaign mission, just set up a defensive perimeter at the 'road blocks'. Civilian traffic is abstracted and you will only spot hostile vehicles. If you want to simulate proper ROE, only open fire on civilian looking vehicles at less than a few hundred meters.

    A piece of advice on this mission. Keep a mobile reserve and keep your eyes open!

  4. Surely the heat would affect the Syrians less as they are carrying much less gear than western forces. Just a Rifle, webbing and a helmet for most of them. I havn't tested this out though.

    The only infantry that I make run for long distances are my pixelBrits and they can jog for about 500m before tiring. At over 1km of jogging they are pretty exhausted. They arn't carrying javelins or anything though!

  5. I can pound the fortifications and houses all I like but they soon run low on ammunition.

    7.62 from a TARGET LIGHT command is actually quite good at supressing a building, even if it won't kill everyone inside. Just advance a squad up (using smoke if necessary) while hosing down every building that could hurt them with 7.62, toss in a few grenades (TARGET LIGHT, pause just outside for 5 seconds) and rush in. Immediately do the same again to the next 'room' and you should rush through the structure with few casualties. You will however run out of grenades very quickly.

    When using machine gun fire I get the feeling that the enemy gets used to getting shot at and after a few minutes of supression they may start to shoot back again. I always hold fire until just before the assault to maximise shock value and to save ammo. The 30mm is best kept as a reserve IMO for RPG teams or other nasty suprises. Another way to use it is to not fire for a full minute. Just pump a couple of rounds into a building and move forward slightly, switching to TARGET LIGHT to keep the survivors heads down.

    Also in mission 1 you have engineers. Use them!

    When they blast a hole in a wall they will seriously suppress anyone on the other side and there are plenty of walls without windows in this map. This allows them some protection as they set their charges. I just worked my way down the lines of buildings, blasting as I went and had little problem with enemy resistence. My only problem was a lone insurgent RPG team which managed to damage a Scimitar, killing its commander before hosing down one of my fireteams, killing or wounding 3 more. They got plenty of 30mm after that!

    SPOILERS

    The info cache is found in a small house on the left. I believe it has a garden and may be labled as the commanders house. As it is a single structure, I used my scout teams to capture it while my engineers where dealing with the main compound. They then called down arty fire on the barracks. I wasn't going anywhere near that!

  6. Plasticity is the ability to be shaped or formed. The rubber ball analogy is perhaps a bit unclear but imagine a coathanger. You can bend it a bit and it will spring back to shape (elastic deformation) or you could bend it a lot and it will stay in the new shape (plastic deformation).

    The steel is plastic because you can cause lots of plastic deformation without damaging it, indeed you can simply bend it back to its orginal shape should you wish (with some work hardening etc that isnt very relevent here). It is not very maleable because it is not that easy to bend it.

    The steel is slightly elastic because it will take a little elastic deformation before going plastic.

    The opposite of plastic is brittle. You can't stretch or bend glass!

    As mentioned above, malleablity is how easy it is to cause plastic deformation, bluetack is very malleable, steel is not but both exibit plastic properties.

    Ductility is slightly different because it relates to how easily atoms slide over each other within the metal but I am not such an expert at wires etc so I am sure someone else could give a better answer :)

  7. More issues that I, for example, would really like to see fixed in the next patch/module.

    - When the company is armed with AKM, they don't need so much 5.45 ammo in BTRs

    - When company is armed with АК-74, they need not 7.62х39, but 7.62х54R ammo

    - Airborne company on BMPs doesn't need 7.62 ammo at all, because they don't have AKMs nor PKs

    - Also, BRDMs of recce platoons has PG-7V shots, altough nobody in such platoon has RPG-7 or even AT skill.. What gives?

    I think that there is certainly room for tweaking with the ammo types stored in the Syrian carriers. Maybe include all 3 types of ammo (7.62x39, 7.62x54 and 5.45x39) or have a generic 'assault rifle' ammo type that serves both calibres.

    About the BRDMs, I believe the Soviets put an RPG into at least one of the vehicles in a platoon. I don't know aboout the Syrians though. To be honest, the russians have a habit of stuffing everything they can get their hands on into thier carriers so I wouldn't be suprised if a Syrian recce platoon could 'aquire' an RPG from somewhere. Maybe with good equipment settings? :)

  8. Try the battle 'king copper mines' (not the riots version), preferably as a PBEM. It has a very CMx1 feel as you creep around with your tanks. Seeing as the tanks mentioned are from 1955 they are not too different to what you would find in CMx1. Red v Red in general will feel more tactical than rolling through as blue.

    The key to CMSF is that weapons are much longer ranged and more lethal than in CMx1. If you can be seen, you can be destroyed so you need to quickly gain a firepower advantage over your opponent - not difficult with american troops who can just blast thier way through but much more difficult as the Syrians. Real world tactics work in CMSF so reading field manuals etc will improve your play and one of the joys for me is the research and discovery I do around the game.

    I think that you also need to lose the CMx1 mindset too. The games are superficially similar but try not to think 'CMx1 had this feature so I want it in CMSF'. As the game is so much more complex, you will never see those firepower % again for example - the game is too 'fuzzy' for that. If you approach CMSF as a 'new' experience you will gain more enjoyment for that.

    Its a steep learning curve but all the more rewarding when you eventually get it!

  9. Yep, the GMG crew was killed and I used a spare scimitar crew to pick up the GMG using buddy aid.

    They can't use it - they won't deploy it after several attempt on the rooftop and open ground.

    I am having no problems with my dismounted GMG crews. Thanks for looking into it, I have savegames if you want one.

  10. Hcrof, could a BMP-1's main gun really penetrate the armor on a Tiger? After seeing how well those guns do against Strykers I have my doubts.

    The BMP's main gun was actually very good for its time and could penetrate the front of all tanks from the period. Remember, back in the 60's they didn't have composite armour or ERA so HEAT rounds where devistatingly effective. At the time they were predicting the death of the MBT!

    You can test it out yourself - put T-55s verses BMP-1. The BMP-1 has no problem knocking out the tanks.

    I'm pretty sure the designers of the Stryker had the BMP-1 in mind when they came up with its armour :)

  11. A question. Not being an expert in planes it seems to me that the the problem is that the IL-76 was running out of runway. Arn't military planes (especially Russian military planes) designed to work with less than ideal conditions?

    Given that the plane is about to take off it would not be exerting a huge force on the ground so it wouldn't sink in, especially given that Australia is not known for its boggy ground.

    Therefore, although it wasn't a great takeoff, the plane is in no real danger.

    Am I missing something obvious?

  12. I am not sure about this but I think that a squad with good leadership will respond better under fire. (they won't get bad morale hits from casualties and they will recover faster from supression). In addition I think they will share information faster amongst different units. If a squad loses its leadership it becomes much less effective. While a western squad may still be able to fight, a syrian squad would probably break then and there.

    Platoon leadership is less obvious in morale effects but still, if you knock out a Syrian platoon HQ, the whole platoon will be much less combat effective. (poor quality reservists would probably take that opportunity to run off).

    In game terms, a western platoon HQ is probably the just the way to share information up and down the chain of command, a Syrian platoon HQ is the 'heart' of the platoon and therefore arguably more important.

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