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Spitzenhund

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Posts posted by Spitzenhund

  1. Well after looking at this thread, I started saving before every turn and I can honestly say that it's kind of nice to be able to replay the turn if it ended poorly. The main reason is that I usually have a couple ways of going about a turn, say for instance a turn I reloaded. I was attacking a position that I knew enemies were and I was thinking about how to do it. I ended up sending the BMP's in first and then the infantry. This ended up being a poor decision and my BMP's got shot with RPG's (note this wasn't exactly cqb). 2nd Time I sent in my infantry first and they just got blown apart. 3rd Time I simply moved my troops around the little ridge line that the enemy platoon was holding and I didn't have a problem with them for the rest of the game. If it wasn't for the reload then I wouldn't have figured out that it really is possible to just cordon off an area and move around it.

  2. I don't notice much difference. I just notice more or less frustration. If I am playing We-go and something suprising happens. I have to sit there for a minute watching my tank be shot at by RPG's as they don't react, just hoping that they all miss. While in real time the frustration comes from too much micro. It depends on whether you see reacting to things that weren't accounted for as cheap or not.

  3. Spitzenhund Come on. You do understand what a reserve is for don't you? Ideally a mobile force held in a position such that it can be moved rapidlyto the point of crisis. If the briefing indicates the enemy will be ooming from a specific direction I might position a UAV if available or a security force (perhaps recon units in hide positions in order to overwach what I believe wll b the area the eneemy will arrive at. This shuld give me as much warning as possible enabling me to redeploy the reserve in a timely way.

     

    It seems to me that you committed all your forces to your attackand perhaps did not carefully read the briefing. That would explain why you were caught by surprise and tok the heacvy losses you are so upset about.

     

    What I am saying is that, rather than blaming the scenario for being "unfair" you take responsibility for yourself. Maybe your plan was badly flawed as I suggest. Sometimes we all make mistakes as I freely admit I did in my las game in that I neglected air defence. I am realistic enough to admit my mistakes. Only by admitting mistakes to yourself can you hope to learn from them. So I suggest you take an honest look at the way you fough your battle taking into account what I am saying to you. Then you improve your chance of avoiding the same mistake in the future, thus increasing the chances of future victories. That is all I am going to say because I really don't have much more time to spend on trying to help you.

    No where in the briefing does it state reinforcements are near. A distant reserve would not be use because as you may have forgotten, they spawn on top of you. Not miles out where you get time to 'redeploy the reserve'. And unless that Highway at the top of the map seperates past that point and turns into the thickest jungle that not even modern optics can see into then there is no way they should of been ontop of me without being spotted first. You not having air defence is a great deal different than me not watching the borders of the map with 2 MBT's and 6 IFV. But whatever, I hope you don't drive if you can justify units not being able to see tanks down a MSR.

  4. I'm finding attacking known positions is not possible really. It's best to just blow it all up, and if that can't be done then its best to just sit from a distance and attrition out the enemies in the houses (attrition them as in put all your ammo into a room they are in, wait for another contact then shoot at that room, eventually they will be most part gone and the mission will be won). If i dare get into CQB it always leads to at least one person dieing if not 6.

  5. Why cant we just have a patch that slightly changes the first mission of the UKR campaign? The game is 2 weeks out, maximum, and there will be plenty of patches over the next year. It wont be much of a problem for BFC to just throw in a slightly moddified UKR campaign that has no first mission magic reinforcements. The OP is not the only one who has been complaining about this particular mission.

    This is the 2nd Mission of the UKR campaign for clarification. I don't think there are reinforcements in the first mission are there?

  6. Teleporting units in is problematic as you have to make some assumptions about where the player is possibly going to have positioned units.  Just making maps bigger or positioning the units on map in defilade doesn't quite work as well anymore due to UAVs etc which allow the player to spot well beyond where they might actually have units.

     

    So unfortunately in this case you moved into an area the designer did not expect you to.  Bummer.

     

    However before folks go on a tirade about the designer, perhaps you can design a few on your own and show them the "correct" way to design.  As it is the designer was trying to put together something interesting and create a challenge for you.  You can chalk it up to you doing something unexpected or you can make still another designer irked that his work is so ill received as to make him reconsider doing any more.

     

    And no this does not mean do not critique the design.  Most designers crave feedback.  It is simply how one approaches it. Showing the situation and suggesting to the designer that the reinforcement location was problematic is definitely good feedback.  The OP was pretty close to that, I'd have simply left off the "what the hell" comment and simply said bummer. The designer will get the picture and may actually ask for more info on your attack plan.  win-win for everyone.

    Ok, I'm sorry for the curse. A suggestion for reinforcements on this map would to have them come out of the woods at the top left of the map. That way it can be seen as unexpected (Why would I expect attack from the woodline), And I couldn't expect to see it coming any earlier (It's a pretty dense treeline). I think all reinforcements should be kept from coming from clear LOS angles, as the first reinforcement group came down the MSR which shouldn't be possible as I always had a combat vehicle watching it (too see if people were crossing the highway). Another advantage of having them come out of the treeline is that it slows them down, giving me time to re-position. The only complaints I could see are 1. "Why didn't my Helicopter/UAV spot them?" (once again its a pretty thick treeline), 2. "Why would they move tanks thru a treeline" (That way they can sneak up on your forces instead of getting shot down the MSR miles out).

  7. Spitzenhund, I could only count 3 Oplots remaining in your screenshot, if thats true I would start this mission all over,

    you are going to need those Tanks in the last mission, which is total mayhem (and fun).

    I quit the campaign entirely, I will come back to it later, but I don't feel like playing the mission in a linear way just so i dont get spawned on top of. But yea, I figured the tanks are important (I got 2 of thems main guns knocked out in the first mission.) 

  8. This is why you need something called a RESERVE.  If something unexpected happens you need fresh troops to deal with the unexpected. If you did not keep a reserve you are in trouble and you may have to redeploy units in contact already.

     

    Spitzenhund, you might consider it "unfair" but in reality war. like life, is not fair. If you encounter a sitution you did not expect then,, unfortunately, war is hell. You are going to have to use your tactical skills to deal with the challenge as best you can. As this is only a simulation game, not the real thing, you get to live to fight anotherday and you hopefully learned from your mistake and will apply the lesson to future battles.

    Yea, it's a simulation... And a proper Simulation wouldn't include enemy units appearing out of no where 10m from my main units, and if you look at the map I do have a weapons and rifle platoon in reserve. The campaign had to be scrapped however because no matter how much reserve you have losing 8 tanks and 8 BTR's due to teleportation is not acceptable from something that is yes, very unfair and yes using real life as a analogy does not work, because as a game it is supposed to be fair and if it wants to display the abstraction of fairness then having armored platoons spawn out of no where is not the way to do it.

  9. Well if a victim complex isn't allowed, how about a suggestion. There should be reinforcement conditions. For instance (and im willing to diagram if i can't articulate it comprehensively enough). For instance you have your 'Reinforcement zone(RZ)' (the area the reinforcements appear at) around that zone are 'reinforcement condition zones (RCZ)', these 'RCZ's' auræ around the 'RC' in increasing distances. The Scenario Designer can create and pick a 'RCZ' and apply settings such as "If 50% of player 1's force worth is within RCZ1 then Reinforcements do not arrive", (you could also set other parameter such as a time condition or amount of enemy left on map condition.) But then you have a second RCZ that is closer to the RZ and you can set it so "If 30% of player 1's force worth is within RCZ2 then reinforcements do not arrive". Up to as many zones as the Scenario Designer feels appropriate. 

    That way if you get close to the RZ with a large enough of a force then the Reinforcements do not arrive. (As there are no reason for them to arrive, as they are either going to be destroyed instantly, or destroy a large portion of the players forces unfairly. 

  10. I was just about to wrap up the 2nd Ukrainian Campaign Mission, and then out of no where 8 BMP's and 2 tanks come from behind/side and kill 6 vehicles and 6 MBT's. Why is this allowed to happen? It makes me feel like the mission was built to be completed only one way, to direct the attack fully to the front because as what I just did (Won the open ground and the tree line and began flanking and surrounding the enemy built up in the town) get's punished due to vehicles spawning out of no where 30 minutes into the game which is super late for reinforcements seeing as they only had 2 platoons at most left on the map before the reinforcements. 90% of those burning wrecks at the top of the map are my vehicles... What the hell.

    ZRrUIPo.jpg

  11. I know everyone is going to say 'Just go around it, or mortar it, or put all your ammo into it'. But say you already did that and you want to clear it out and you dont have ammo from supporting forces to suppress the building as you move in. What do you do? I'm talking about each command you do, because using the quick command from room to room isn't working and its just getting my men killed.

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