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DarkFib3r

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Everything posted by DarkFib3r

  1. Thanks for tips and the link, I was able to get it to run exactly as you said: Activate and enter old CMSF1 activation code Close Activate and enter old CMSF1 bundle activation code Close Activate and enter new CMSF2 bundle activation code Play And it works!
  2. I am having the same problem - I bought the CMSF1 Big Bundle Upgrade. I activate it fine, but it shows me the activation splash screen with no visible text, but if I copy and paste it to a text editor, it says: Game Title Your trial has expired. We hope you enjoyed it! You can unlock the full version by clicking 'Activate' Instant Activation When you enter your serial this app will be fully activated instantly. No Redownloading needed! Unlimited Shelf-Life After activation this application will be yours forever. Technical Support Having issues? Contact us to get support with any technical problems you may be experiencing Exit Activate Buy Now People say you have to tell it about CMSF. Where and when do you do that? I have CMSF installed successfully on my PC already. And CMSF2 is a new install. Any tips are appreciated!
  3. Perhaps 150m or less would be a good approximation for optimal range with SMGs? Because you normally have an SMG mixed with a few rifles, you probably would engage at 200m anyways unless setting up a short-range ambush. But knowing that your SMG is going to start getting effective hits or suppression out at 150m is helpful.
  4. It's always nice when your teams do an awesome job without you having to manage them! Do you recall the range? Again, I am simply looking for a sniper range rule of thumb when using these assets. While I want the range to be 600m, based on some of the feedback so far, I am thinking that 300m or less is where you can start expecting acceptable performance from these teams. If your marksmen took out the ATG at 600m, it will get me to seriously reconsider the 300m estimate.
  5. I am interested in womble's 600m range comment as my own experience has been that snipers have trouble scoring kills at longer ranges (>200m), even when unsupressed. Your comment states that the effective range is contingent on the sniper being unsupressed and your test was at a range of 250m. Assuming that they are unsupressed, would you say that an effective sniper range - where you can start getting kills - rule of thumb is 300m or less? I need to play around with snipers some more, but at this point they are not the long range (400-600m) killers that I would have expected them to be.
  6. Excellent idea about the 50% max range - I'll take a closer look at the max ranges for the different weapons. And great point about the inaccuracies of mortars at longer ranges: I'll revise my expectations to 800-1000m for direct fire mortars.
  7. I have never found the sniper rifles effective at any significant range, certainly not at 600m. It could be the quality of my troops or the cover or concealment of my target, but I found that the sniper rifles were relatively inaccurate at any sort of long range. My "marksman" sometimes fires 12-15 times before getting a hit, if ever. Perhaps Tom Berenger has unrealistically conditioned me with a "one shot, one kill" mentality ;-) Thanks for the helpful reply!
  8. I know the answer to my question relies in part on the tactical situation as well as the specifics of each weapon, but if you were to have a rough rule of thumb, what would be the acceptable range to open up with various weapons? Here are some of my thoughts: 30m or less for grenades 100m or less for submachine guns 200m or less for rifles 200m or less for anti-tank rockets 200m or less for sniper rifles 400m or less for squad automatic weapons (e.g. BARs) 600m or less for heavy MGs As far as you can see with mortars Please let me know if you think my ranging estimates are off and what you think they should be. Ideally, you should be able to score kills at these ranges. At the very least, you should be able to supress your target at these ranges.
  9. A friend and I are wanting to try a multiplayer game of CMBS this weekend. Ideally, we would like the following: US vs. Russia Larger than platoon but smaller than reinforced company Terrain objectives Balanced for WeGo on Warrior difficulty 30 turns or less I don't have a lot of experience with the current scenarios, but I am wondering if any jump out at you as meeting our ideal? If not, we may simply run a generated battle. Any suggestions are welcomed!
  10. Good advice. The challenge, of course, is trying to spot those enemies in the woods for the mortars to soften them up. But if they are close to a treeline, dropping some high explosives on them seems prudent.
  11. How do you effectively conduct a sweep through woods that you suspect hides enemy squads? In CMSF, the Hunt command seemed effective in spotting and then engaging enemy squads under concealment, but in CMBS it seems like the enemy always gets the jump on you, inflicting significant casualties before your squads can neutralize them, even when they are initially facing the opposite direction. Normally, you would try to suppress possible enemy locations, but that is not always possible, especially if the enemy is hiding deeper in the woods and when you do not have a solid contact fix. Perhaps CMBS is simply more deadly than CMSF and this is part of it?
  12. The scenario I presented was a generalized one I often am confronted with, with much variation, of course. The challenge I was looking to overcome was sending people into a building when they have not yet achieved fire superiority on the other side. As such, I have stumbled into many situations where I sent a brave team into the building, hoping to get a jump on the enemy, but getting wiped out in the process. I'm a huge fan of trying to put eyes on the other side of the building from a distance before moving a team in. If I know there is an enemy on the other side, I will try to flank them from a wide angle in an attempt to suppress them out in the open. Even if they don't get suppressed by my flanking team, if I am really desperate I will send my assaulting team into the building while their target is distracted firing at the other group. If I have demo charges, I will always put them to use, either blasting a hole through a wall or creating a man-made door in a building to get that critical angle. I usually send my assaulting team in via Quick, but I have started using Hunt to play it safer. I like the smoke suggestions as well. In summary, it is always preferable to have someone with line-of-sight on possible firing positions into buildings your teams may want to occupy. This can create chicken/egg problems, as the only safe vantage point may be another building that you would optimally want to have LOS on before you occupy it. But if you send out scouts and try to identify enemy defensive positions before you commit your main forces, you can often achieve fire superiority with few casualties once the lead starts flying. You are always gambling if you send your men into buildings without scouting the other side. Thanks for the suggestions, everybody. Your ideas are helpful!
  13. An enemy squad is on the other side of a free-standing building with alleys and other buildings to either side of it. You have a squad outside the building and the only door is closest to your men. You can't see the enemy squad, but you know they are there. What is the best way to engage the enemy while minimizing your casualties? Here are a few ideas that I would like to hear opinions on: Split a team off, run quickly into the building and hope to mow the enemy squad down from within the building. My results have been variable, but if the enemy squad is on the ball, it usually can mow down the team running into the building before it gets a shot off. Run the whole squad into the building quickly, as above. My results have been variable, perhaps even greater losses or fewer options to work with if the whole squad gets pinned. Send a team through one of the alleys to draw fire while sending the rest of the squad into the building. This will likely wipe out the team but you may be able to preserve the rest of the squad. Sneak into the building. Is this a good way to infiltrate a building when an enemy is adjacent to it? Pop smoke into the building before you run your guys into it. It's probably a coin toss on who gets to fire first when the smoke clears, so it seems risky. Assault into the building. Is this a better way to infiltrate a building than using quick? Split off a team and try to get an angle on the enemy squad from a different building that is further away. Draw the enemy squad’s fire, perhaps even suppressing it (best case). Then send the remaining squad into the building quickly to try to finish the job. Of course, this presents new problems like making sure that the pinning team can find a safe vantage point to hit the enemy squad without getting hit by the enemy themselves or taking sufficient time to allow the enemy to move away. Lay suppressing fire down the alleys of the building the enemy is hiding behind and suppress areas where the enemy is not at, but where they are close to before you rush a team into the building to finish the job. Does this cause any suppression? Any additional ideas or suggestions are welcome!
  14. I completely agree with you - the video replay is an awesome feature and can make up a significant component of the fun. I can remember spending a lot of time locking to an enemy unit and watching, from a first-person perspective, as is wandered into my kill zone. I also agree that in real time you can miss a lot of action when things start happening simultaneously. When I first responded, I assumed that the original poster felt that WEGO was better because it was more realistic, while that may not have necessarily been the case. Is there a feeling that WEGO is better because it is more realistic?
  15. I'm interested in what you think makes WEGO superior to RT. Historically, I played CM (including CMBN and CMSF) exclusively WEGO, but I have recently switched to RT and I am enjoying it a lot more. Granted, it takes away from some of the realism of issuing an order and suffering through 60 seconds of agony when you realize it was a bad order. But being able to quickly give your squads on-the-fly orders in reaction to unanticipated events also has an element of realism. I'm interested in your point of view and would welcome hearing it.
  16. Thanks for the responses! I agree that popping smoke is one of the best alternatives. Short of that, laying suppressing fire on the enemy MG is always prudent, although this is sometimes hard to do as a defender with few troops. Perhaps I need to plan my defensive positions better to offer some mutual support, if the terrain gods permit it! The tip about hiding until the enemy fire becomes less effective and then slinking away seems to work. I also agree that hitting the enemy and then sprinting out before the MG starts firing is a good tactic. Thanks for your time!
  17. I am wondering how to extricate a squad from a building that happens to fall under heavy MG fire from a distance. Here is the specific scenario. I set up a squad in a building and have them hide with a short cover arc in front of the building, to zap any infiltrators who may come by. Infiltrators stumble into my ambush and are wiped out, but the squad has now revealed itself and is coming under heavy MG fire from 100m away. The fire pins my squad. There is a covered escape at the back of the house that the squad is in. The squad has no smoke with them. What is the best way to get these guys out of harms way? I have tried sneaking out, I have tried hiding, I have tried moving quickly out and I have tried moving out fast. Since the squad is pinned, it prefers to stay put and suffers casualties and none of my commands seem particularly effective. Is there a suggested way to get these guys out of the house when they come under heavy fire? Any suggestions are welcome! Cheers, Jason
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