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AkumaSD

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Everything posted by AkumaSD

  1. Thanks for responding. I've been wondering about this myself for a while now. I'd much rather have BF make money off the game than me having the opportunity to play the inevitable Star Wars mod that would come out.
  2. I've had some success with targeting just behind the trench but it's not very reliable and you could end up wasting a few missiles. If it hits then you're pretty much guaranteed your target is dead. I'll target trenches only if I have an abundance of TOW missiles sitting around.
  3. Yup, that's what happens to me when I bring them out in the open. They hit hard when they actually find something to shoot at. I find myself using them more against buildings and bunkers than tanks. Backing them up right after firing will help them survive longer. Unlike the inf AT weapons the vehicles will reload while on the move. They tend to be a AT magnet so I keep them behind the rest of my forces. I prefer the TOW Humvee since it's weapon can be dismounted with the crew.
  4. I treat them like any other IFV. Keep them in over watch position as support for dismounted inf. They're really just a bigger version of the TOW Humvee and as such can take a few more hits, but not many.
  5. Been stuck on the last map for a few days now. I'm out of arty with the exception of maybe one more light/quick 155 mission. A few of my squads are pretty beat up. I think I'm spending too much time spotting and eliminating the armor at the start of the map. Red is setup in some brutal defensive positions. Red also seems to have a decent FO and mortar section for once. I've been on the receiving end of a few perfectly placed red mortar missions. One time I had a fairly large group stationed around a building. I saw the incoming spotting rounds and assumed the building area was being targeted. I moved the entire group to the SW of their position and into a large open field only to find out I moved them directly into the mortar strike zone, lol. Excellent use of mines around the airfield. This campaign has been difficult for me but in a very satisfying way. I'm trying my best to not reload a save when something bad happens but I admit I've done it a few times. The extra attention paid to ensuring your troops are fit to carry on to the next battle is a new dimension to the campaign that I really like. I actually feel bad each time I see one of my men go down in battle. I think to myself "****, there's another letter I have to write to a family." I plan on hunkering down tonight and finishing the campaign. I already feel a sense of accomplishment at getting this far in the shape I'm in. Once this is done then it's back to finishing the Dinas campaign. I really can't say enough times how much I appreciate this campaign and everything else PT (and all scenario designers in general) have been putting out. Thanks! Um... did we really need the large picture of the monkeys that have nothing to do with this thread? At least resize that kind of thing.
  6. Mission 5: Bridges Version 5 - Played RT on veteran. Tactical Victory after I ran out of time. I had 1 KIA, 10 WIA and all equipment accounted for. I went through all of my available mortar and arty support. Most of my casualties came from crossing the bridge on the left of the map with a few others coming from Humvee gunners getting hit by MGs. The enemy had 94 KIA, 65 WIA and 15 missing. I spent most of the time clearing the enemy out of their positions on the side of the hill. I barely touched the main objective and didn't make it to the objective in the top right of the map. The battle was intense once I made it over the hill. Very fun to play. I took a peek at the next map and now I can't wait to get off work so I can go play.
  7. Mission 4: Watching the Detectives - Played RT on veteran. Tactical Victory. 375 points vs their 61. I initiated a ceasefire with 15 minutes left on the map. I had 3 KIA, 5 WIA and all equipment accounted for. The enemy had 91 KIA, 51 WIA and 10 missing. This map was a blast to play. My casualties came very late in the game. I thought I would have enough points to win the map so instead of getting a few more of my guys killed and tearing up more of the town in the process, I decided to shut the battle down. Ha! that's awesome.
  8. "The Road to Dinas" From the description: "The Human player controls the Rebel forces in a fictional Syrian Coup through 15 missions within in a 24 hour period." Get it here. Great stuff.
  9. Mission 3: CAAT Fight - Played RT on veteran. Total Victory. 400 points vs their 0. 36 seconds left on the map. 0 KIA/WIA. All equipment accounted for. Very fun. I'm having a blast playing through the next map. On mission 4, Watching the Detectives, I noticed the Children's Hospital doesn't have a landmark but the Mosque does. The hospital is shown on the tac map though. I replayed the first mission twice this morning and it feels ok to me. I tend to play a slower early game. The pressure I was feeling actually went to enhance the situation at the time. I take back what I said earlier. The rest of the missions seemed to be paced well so far. Most of the bunkers are well placed into the sides of hills or retaining walls. The TOWs work great but you need to hit the bunkers just right. Some of the bunkers have many trees in front of them that make the shot harder. I was able to take out all but 1 of the bunkers with TOW shots while only missing twice. I'm not sure about your javs. I normally have no problem hitting bunkers with them in other maps but I didn't use them in this one. That sucks about your mem error. How did the rest of the map go for you?
  10. If I remember correctly the briefing says the cobra is fitted for "ground operations" and not "AT operations". I'm pretty sure the cobra only has it's cannon and rockets on this map, neither of which will do much to a tank. Use a TOW from one of your jeeps on the first tank and then javs for any others you find on that map.
  11. Used starting troops to take over the hill just beyond the one that troops start on. Setup spotters, mgs and javs in the now cleared out trenches that overlook the town. I then used the remaining squads to hit the buildings on the other side of the hill but not the town itself yet. All troops at this point are setup in over watch. Reinforcements arrive in their AAVs on the road that goes into the town. These are the troops I used to attack the town. I moved them into the buildings in the town that are closest to their starting point. Donl't go in the front door. Use enginiers to blow open one of the compound walls so you can slip in from the back. There are some 3 story buildings that provide great over watch. I split my squads so they could cover more area. Don't rush to the roofs right away. Have guys hang out in the buildings first to take out some enemy. When they don't have anyone left to shoot at then move them to the roofs. It quickly turned into me chasing the enemy out of one building and into another across the whole town. They would fire a burst, I'd return with tons of firepower, they would run out the back door and I would chase. This repeated until they finally gave up. Once I got my squads into the town itself things became real easy. Just don't rush it and you'll have them running for their lives in no time. If I remember right the ROE said there were civs in the town only. You're free to drop arty on the other buildings around it. I didn't use much arty at all on this map. Really only on the small complex at the top NW of the map. The javs were the best way to take out most of the tanks except for the one that's closest to you. I used a TOW on him. I had a fun time playing this map and it's one that stuck out. I'll be going back to it again for sure.
  12. Mission 2: The High Chaparral Played RT on veteran. 3 KIA, 1 WIA, lost 1 LAV and have 75% of my support left. I initiated a ceasefire with 3 minutes left on the clock and won a tactical victory. 357 points vs their 96. Had a great time playing this map. Letting loose with arty and air power is always great fun. I really liked how Red Wolf made an appearance while not having to be at the front of the fight at the start of the map. I didn't use them at all during the map but it was nice to see the same guys I had worried so much about on the previous map make it through the next fight.
  13. The first map is great. I liked it in Dinas and it works well in this campaign. I forced a tactical victory with only a few minutes left on the clock. 2 KIA, 3 WIA and all other equipment in working order. I feel I could do better and am thinking about starting over. I'll see how the next map goes before I throw in the towel. It might be my slower play style to blame but I felt like another 30 mins on the clock would have relieved some of the pressure I was feeling. It never gets old watching a burst of small arms fire bring the wrath of a USMC squad. Watching them return fire makes me smile each time I see it. I'm looking forward to the rest of the campaign.
  14. Thanks for the link. I can't wait for the game to come out.
  15. Good to know. I'll up the difficulty next time I play. I'm always happy to get my ass kicked.
  16. Thanks for the reply MeatEtr. Right, what I'm saying is like and use this feature and it's also the main reason I play on vet difficulty. What I'd like to see is the option to click on an open space of empty ground and have units able to hit that point be highlighted, just like they would be if there was an enemy there. Deleting save games from within the game would great as would the mouse wheel support.
  17. Requests and Ramblings I LOVE CM:SF. I'm an avid gamer, both PC and console. I have thousands of dollars worth of games and a beast of a PC. I have varied tastes and play games of all kinds. This all changed when I found CM:SF. I've spent a ridiculous amount of time moving my guys through various parts of Syria. I've bought the expansions and have been trying to push the game on anyone who will listen to me talk about it. I've been playing CM:SF steadily since the base game was released. I'm eagerly awaiting the NATO module and am most excited for CM:Afg. I've written down some thoughts and requests about/for the game. I want to say that if the game stays exactly the way it is I will continue to neglect my girlfriend and other responsibility's to play. BF could break the game and remove features and I would still play. The points I bring up are all minor but I thought since the community here is pretty open and nice to each other I would at least put out there what I'm thinking about the game. If any of these are covered in other threads please feel free to call me out. I've been lurking on the forums for a long time but have rarely posted and I'm sure I've missed some of these topics being discussed before. Arrow Keys & Battle/Scenario Selection I'd like to be able to scroll down the map list with the arrow keys, hitting enter to select and start the map load. Scalable Menus? The font in the briefings is pretty small for me at the higher resolution I play at and can't be read without me putting my nose to the screen. Who Can See This Point? I like being able to select an enemy unit and having my own units highlighted that can currently see the enemy. What I'd like to be able to do is put my cursor somewhere on the ground and have my own units highlighted that can target that piece of ground. Killed By AAR/Review Map I would LOVE to have the option of seeing who was killed by what once the mission is over. Either show the information when dead bodies are selected or even have a log that can be viewed that shows something like "Team 1, Sgt. James kills Team 2, Pvt. Smith with HMG at 20:21". I'm a RT player and sometimes it's hard to catch what just took out my AAV. I wouldn't want to see any of this information during the actual game play as that would feel cheap. Knowing if I took out that ATGM squad with my area fire tank shells or my artillery strikes would be nice. This is my main request. Stop RT Sounds With Game Pause Pretty much sums it up. Pause all sounds when the game pauses. Currently if a sound plays like an incoming helicopter and the game is paused, the helicopter flyby sounds continues to play out. Map information/author info I'd like to see more information displayed about the different maps like the author, play time and weather conditions. Currently that info is displayed via icons next to the map picture and the other information is only there if the author has included it in the text. The icons look nice but I'd rather have some easy to read text. Thanks for reading this far and thanks in advance for any replies. I really love this forum. While I haven't talked directly to anyone here I still feel like I'm part of a group who is able to openly discuss in a civil manner the game(s) we all share in common. The forum regulars have consistently made me laugh and I've also learned LOTS. Thanks, Dustin
  18. Thanks Normal Dude. I'd love to see more of these.
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