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tyrspawn

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Everything posted by tyrspawn

  1. Well, if they just see arty shells coming down they will stop hunting. Unless it's danger close they shouldn't stop. Mortars have a small kill radius and an extremely small kill radius while in vehicles.
  2. I have noticed this as well, very annoying. It makes sense when hunting in the most defensive sense of the word, but not when you are doing an assault.
  3. I am aware that there are often circumstances behind scenes such as that which justify the brutality - but this sort of behavior is endemic. Most of the videos show some degree of war crime or incompetence (the main issues of GK). I have watched hundreds of videos posted by soldiers in an attempt to keep myself educated as to the situation on the ground. Yes, there is probably a majority of servicemen who are honorable, but the minority is so sizable that it defeats everything we are doing over there. Again, I can't say any of this with true solid conviction, because I was never deployed, but it's just what I gleam from the best anecdotal sources available. I'm not watching some "liberal" propaganda reel, but footage from actual soldiers who post it online.
  4. Working on a sound mod... hoping that a developer would be able to answer the questions raised here at the bottom of this thread: http://www.battlefront.com/community/showthread.php?t=89006 Namely, is there an arbitrary restriction in file size or duration for sound files, namely background day combat.wav? 4:06 at 41.5 megs seems fine ,but a 9:51 file at 99.5 megs mysteriously doesn't work. NOTE: I was told by Martin to make this post here, and not in the modding section.
  5. I haven't been deployed or served in the military, but I do find a correlation between Generation Kill, the soldier's behavior, and the raw footage coming in from sites like Live Leak. I would not be so bold as to say the American soldiers in Iraq tend to be sociopaths and incompetents as depicted in GK, because i haven't done any heavy research, but it's a little disconcerting when you watch real raw footage of American tankers screaming **** YOU HAJI and running over peoples cars for "fun," or marines shooting people's dogs with M203s and laughing about it or shooting defenseless dudes which have surrendered and are laying on the ground. Seeing that stuff, it's not hard to believe the same guys are capable of hosing entire hamlets off camera (as depicted in GK). From what I have seen in raw footage from the field.. there appears to be a correlation to what was depicted in GK. Namely, there appears to be a sizable minority of American soldiers who have brutalized and taken advantage of the people they have been tasked with occupying, to say nothing of their crudeness and incompetence in counterinsurgency. This is just what I gleam from watching raw footage taken by the soldiers themselves.
  6. Negative. There are 4 variants of the Patton tank: M46 Patton · M47 Patton · M48 Patton · M60 Patton
  7. Can you use demo charges to assault HMG bunkers?
  8. Was impossible to suppress, I am talking about huge buildings where the enemy is in the interior, safe from suppression fires. Although the demo charges would work there... never really did that. And trust me, I would love to avoid these buildings, clearing them is extremely annoying, but they were objectives...
  9. The reason I made this thread is because I have run into these issues before (the first real giant building you have to clear is on the airfield, the SF HQ, in one of the first missions), but it was really pronounced in the final mission of the British module. Attacking the telecom center was extremely costly.. I lost about 20 men with x2 or 3 wounded. FLaming: are you saying that you can make your own breach anywhere in a building and attack from there?
  10. I have basically mastered this game, but the only thing I do extremely poorly... and i'm starting to think its a game fault, and not mine, is clearing the inside of buildings. Most of the buildings in the game can be suppressed, but the missions where you have to secure large buildings are so frustrating. One reduced section of commandos can kill 10x their number, as I have to watch my idiot pixeltruppen run in and get mowed down 1 by 1 (as 3 syrians 5 floors above them shoot them in the helmets and my guys apparently don't have LOS). I'm not sure what i'm doing wrong? I have tried doing linear fire missions on the buildings and bombarding them for 20-30 minutes, wasting most of my ordnance, and when I move in, the guys in the inner building are still untouched and dealing massive casualties to my assault teams. I notice that I don't use demo charges... am I supposed to? I thought they were used for blowing up walls and stuff, how do you use them in MOUT? I suppose I am supposed to, because i realize that all MOUT teams have them. What exactly is the advantage of MOUT teams, do the M4 scopes actually do anything for room clearing? In real life the main advantage is training.
  11. I always wondered: what's up with the foreign language directories in the CMSF directory and can I delete them?
  12. I noticed that this was a major issue in CMSF... but not in the British module.
  13. Not sure if i'm going to record - it takes 3+ hours to make these vids on average and I'm not sure it's worth the effort, considering the amount of feedback recently.
  14. Why do you need to get rid of them? Do either of those things even work with CMSF, or a myriad of other games?
  15. This scenario was intense, the closest I have come to having my force encircled and eradicated. So far the british campaign has been many times more challenging than the vanilla campaign.
  16. I'm not sure of the era, I don't have a particular preference, but I would love to play a sim in which REDFOR has a comparable strength to BLUFOR, or at least, poses a major threat, having comparable air support, artillery assets and maneuver forces. I don't think a war in China is really realistic... mainly because it would be impossible to invade and hold (think of Sino-Japanese war all over again, except this time china is modern and unified). A defense of Taiwan might be cool/plausible. I also think its pretty ahistorical for World War III to happen over Georgia, unless there is another George Bush for a US president. The Georgia action was a classical example of a localized war, and as we might recall, was initiated by the Georgians themselves - the russians were not the aggressors. A North/South Korea war is also remotely plausible - the player can play the expeditionary force.
  17. That was quite an interesting mission. When the T72s arrived I hull downed my warrior within LOS in an IED crater after popping smoke, put the infantry sections off the road by about 100 meters in ambush positions after grabbing extra AT-4s from the vic. Hid until air support arrived, then called in the apache to take out the tanks. I was VERY surprised when the tanks showed up (and before I even clicked on them to check I assumed they were T-62s, which would have been manageable, NOPE).
  18. I made a walkthrough of mission 3 here: Briefly: suppress the ATGM firing line with HEAT rounds from the tanks after bounding to the gas station, then attack with a mechanized wave against it.
  19. This is a good point.... these are called "pathfinders" in the US/UK military. They are ALWAYS inserted for major operations, they are like forward observers except they call in air drops, not artillery. They are trained to be SF badasses like the SEALS or SAS as well. They were first used in WW 2 to call in safe drop zones preceding the Normandy Invasion. The pathfinding aspect of the assualt could happen off map during the briefing, although I think you could make a preceding scenario for full realism.
  20. Funny to see that many of the uniforms and vehicles of the German military still have that distinct Heer-look. LOL at the modern MG42 too.
  21. Yeah, thats why I said its most useful for mechanized attacks, because your dismounts are safe in their AFVs, it's very hard for a danger close BLU-on-BLU to happen, especially if you use personnel ordnance. At my current skill level I like to use creeping barrages on a frequent basis, especially for urban clearing. Nothing like blowing up a line of buildings in a row that I am approaching with a heavy intensity, medium duration, general purpose linear fire mission. Back the OP: Something that I probably should have added is important for a beginning to know about another real military concept is DANGER CLOSE fire missions. Danger close occurs when you have a possibility of hitting friendly forces with your own shells. This can happen during the spotting phase of a fire mission (in which spotting rounds are fired to zero in on the target plot in conjunction with corrections from a forward observer) or during the main effect. You want to avoid danger close missions. Do not use 155mm howitzers within 300 meters of a friendly position. A misplaced shell of this caliber, even one, can cause massive damage to friendly forces, especially if you have sections nearby in the open. If a 155mm shell lands within 50 meters of friendly troops, they will die, and they will PROBABLY-MIGHT die with varying probability up to 300 meters. Scale down minimum ranges for lighter pieces (61mm mortars have the smallest lethal effect and can be used 50 meters or so from a friendly position with reasonable chance of not killing your own troops). AT ordnance has the lowest splash radius. You will have to experience calling in many fire missions to get a handle on the effect of artillery, but the biggest thing to be careful about is the 155mm howitzers due to their lethality. Note that the British AS-90 155mm is the most accurate artillery system in the game, with the lowest chance of friendly fire events.
  22. Read the other thread you made, I made a huge post in there with some pointers. I will read this AAR when I wake up tomorrow. Good job!
  23. The most important military concepts to apply to the game are: * fire and maneuver by base of fire (how to paralyze and destroy the enemy) - First establish a "Base of fire", this is a group of elements whose job is to remain in a defensive position and actively suppress the enemy position while a maneuver element moves in to destroy it. This manuver is also called "bounding over watch" or "bounding" * suppressive fires (how to stop the enemy from shooting at you) - When coming within 300 meters (The EFFECTIVE range of assault rifles and rocket propelled grenades) of a suspected enemy position, hose all buildings and suspected strongpoints with high explosive weapons and machine guns. This will paralyze the enemy, force him to put his head down, and will allow you to deploy for an assault. * proper use of artillery (what type of fire mission to call in, and when) Quick tips: - Medium-heavy intensity (Depending on the power of the artillery piece in question), short duration, armor for stationary vehicles. Consider taking out stationary vehicles with howitzers rather than risking your own vehicles in a firefight. - Linear fire missions with medium, medium, personnel to clear trenches of infantry - Heavy, medium, general point fire mission to level buildings - Don't use area fire missions unless the area is HIGHLY saturated. If there are only a few elements in a 400 meter radius, you will likely only suppress, not destroy them, with an area fire mission. - Creeping barrage: requires some skill to do properly, but you can use artillery as a shield in linear fire mode to "walk" toward an enemy position. Very useful with personell fire missions used to cover mechanized wave attacks. - Thoughtfully consider the tactical situation BEFORE you begin, and imagine where you will call in fire missions from. You will need to establish safe observation points (OPs) for forward observers. If you use forward observers, fire missions will be processed and effect on target will arrive MUCH sooner. When forward observers aren't available, use C2 command elements with a radio operator. * line of sight (no matter how large your force is, if you bring it into a killing sack, a place where the enemy has superior LOS, it will fail) - "sight in" all possible enemy positions before you advanced by pressing T with your base of fire and seeing if it can fire there. If no, move your base of fire or consider FLANKING. IF your base of fire cant support your manuever element, and it comes under fire, it will take high casualties and possibly be repelled. * The morale and behavior of human soldiers versus "Fake" hollywood soldiers - In real life (And good simulators) soldiers don't insanely charge enemy trenches filled with gunners firing at them, they will hit the dirt and probably get shot up. If you can scare the enemy, you can destroy them. Keep your troops in contact with command and support them properly, and you will not get KIA. * effective engagement ranges - BLUFOR's small arms are HIGHLY effective at 300 meters, and somewhat effective at up to 500 meters, REDFOR's are about half. - It is better to engage enemy tanks at extreme range rather than close range. BLUFOR has a huge advantage in this regard, as the rifling and target systems are much more advanced. T-55s-T-72s will rarely hit your tank if it is over 2000 meters away. This is especially true of BMPs, which are sitting ducks against your challengers/abrams at range, and are extremely dangerous in ranges of 500 meters or less, due to the short range rocket systems they have. - Don't use handheld AT weapons at ranges beyond 150 meters if you want a reasonable chance of hitting the target. 300 meters max. - On night missions the REDFOR is at an extreme disadvantage, unable to see your forces until they are right on top of them, due to a lack of good optics and NVG systems. Accordingly, you can maneuver more recklessly. - Establish "OPs" (observation points) at advantageous over watch positions with an extensive fan of line of sight, preferably with forward observers or snipers, so you can see the enemy before they can see you. Whoever sees first wins. *Learn how to use the javelin - My biggest mistake when I first started playing was not knowing how to acquire stuff from the vehicles, and also not taking advantage of the javelin. The javelin is basically a "I win" button against enemy armored vehicles and tanks. It is able to engage vehicles at any distance (realistically) and has an extremely low miss and malfunction chance. It shoots up into the air, tracks and finds its target, even if its moving. There is virtually no chance of escaping a javelin once it is fired. It hits the soft top turret armor of vehicles, where the armor is the thinnest and usually results in the death of any REDFOR armored vehicle in one shot. - It is also invaluable as a room clearing weapon. Is there a platoon of enemy infantry in that skyscraper, and you have not been able to suppress them, but they are occasionally taking pot shot at your forces? No problem. Fire a javelin in the window. - The javelin can be fired from inside a building, you don't HAVE to be on top of a roof, although you will be able to see more from there. - Almost all armored fighting vehicles (AFVS; Bradleys, Strykers) have generous stores of the weapon. If you think you are going to roll into an area where your tanks are at risk, and you suspect enemy vehicles or heavy infantry presence in fortified positions, equip 1 or 2 of your sections with javelins BEFORE you dismount them. - A line of interlocking dismounted infantry sections, in contact with command and supported by spotters, in decent cover, armed with javelins, can reasonably defeat an attack by an armored force. If you can get these topics down, you will do well.
  24. I really hated that mission because I got a defeat as well (probably from engaging three syrian infantry sections). I spotted all the BTRs rolling around. SURPRISE SURPRISE, next mission briefing I an informed that we have no idea whats on the airfield. Do you get AFVs if you pass the mission?
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