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MOS:96B2P

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Everything posted by MOS:96B2P

  1. I know @TJT answered your question for you. There are hotkey and mouse control features that I often forget about so I thought I would mention this. At the bottom right of the user interface click on menu, then click Hotkeys ........... all kinds of cool option in there.
  2. Hmmm ...... I did not know a team could start the fire mission outside the vehicle and then go back to the vehicle and get the time boost. I will have to put that on my list of things to check out. And by adjusting rounds you mean the initial spotting rounds .......... and then of course later if you adjust the mission onto a new target? Sounds kind of cool. Have to ask. Why don't you use drones for target acquisition? When I play PBEM as the US I seldom use drones but that is because the Russian Tunguskas usually just blow them out of the sky. (Except for the most expensive US drone and that one is to expensive in most PBEM Quick Battles). I do use them when I play as the Russians against the US.
  3. In addition to the three camera modes there are two viewing modes, regular and war movie. The zoom in key is X, zoom out Z and wide angle C. In the user interface if you hit Menus and then click Hotkeys you will see the choices including one to lock onto a unit. There are so many ways to set things up and view the battle you will probably find one to your liking. Check out the screenshot thread below. http://community.battlefront.com/topic/113260-rt-unofficial-screenshot-thread/
  4. The LLDR / laser warning information is interesting. I may have to revisit my TACSOPs on this one. Below are notes from an old test I did. There is a slight benefit to using command vehicles. This benefit does not apply to the WWII titles. The test was conducted with veteran teams. When the experience level is green or conscript the FFE is longer. In CM Black Sea v1.00 Engine 3 I had the following teams request fire support from the same 105mm howitzer battery both in and out of the command track. All teams had the same soft factors, Experience: veteran / Motivation: normal / Leadership 0 / Fitness: fit. The following are the results. Radio /PDA Stryker Cmd. Veh. US BN. HQ 10 minutes 9 minutes US Co. HQ 10 minutes 9 minutes US Plt. HQ 10 minutes 9 minutes US FO 6 minutes 5 minutes
  5. I just noticed this post. Nice job. LOL I can tell from your posts over the years you specialize in MOUT. Sending the second team in with the breach team was an interesting tactic.
  6. I have also noticed a marked difference between Regular and Green (Not saying it's bad just that it is there). Some of the most obvious are the time difference in calling in mortars/arty and setting off demo charges. I think it adds interest to the game. As a player if you have any green or conscript troops in your battle group it is something to make note of and handle them accordingly.
  7. I don't know how you find the time to do all these tests but thank you for doing them. Excellent job. I just used this vertical suppression on a diagonal placed building in a PBEM and it seems to be working. Another cool TACSOP in the tool box.
  8. I think yes to a certain extent. Two windows on a given wall are probably better than four because of the lower suppression while still allowing you to shoot out of the building. However a completely blank wall (on the ground floor or against another building) is an invitation for an attacker to approach and use demo charges.
  9. I don't know if BFC can or ever will attempt to refine the LOS / LOF issue however the following are two useful posts. The first describes the mechanics of what is happening and the second describes the tactics you can use when in the situation.
  10. Same here. I can sometimes see the shadows of the forks on the M4 Sherman Rhinos but not the forks themselves.
  11. Yes. For me this is the interesting part that I stumbled across about a month ago. I remember threads on the forum dedicated to what was the best use of the XO (2ic) teams. Off the top of my head, some players deleted them and used the points on other units, some issued the XO unit an AT weapon and sent them tank hunting and others, including myself, used them as medics and of course to assume command if the CO buys the farm. I have now started to use the XO team to follow the lead platoon(s) and call indirect fire when a high value target (HVT) is spotted. This allows the platoon HQs to continue to move with their fire teams and keep the fire teams in C2 while the XO team stays stationary (in the second floor of a building or whatever) and handles the mortar/arty coordination. Every time I think I have the game more or less figured out I learn something new. Cool game.
  12. No, I don't think so. I just did a quick check and could not find it anyways. The wired field telephone abstraction also applies to F/Os in addition to HQs and XOs and is discussed every once in a while on the forum. Below is a link to another thread talking about it. I experienced this situation every few months during PBEMs. Below are screenshots of one of the field telephone abstractions. The thing that is new to me is the XO calling in fire missions while the CO is still alive. http://community.battlefront.com/topic/115582-engineer-hq-artillery/#comment-1540117
  13. If both the Bn. HQ and the Company HQ go firm for a few minutes radio contact should be established between the two. Just a thought: Is the commanding officer of the company still alive? And is the company HQ showing heavy suppression?
  14. A simulated wire connection. This also surprised me when I first discovered it. I had mostly used my XO units for Medic work until/unless their boss became KIA. I have started to use them more often to call in supporting fires now. HQ and XO units (if the XO unit takes over) need a radio for chain of command purposes but not for calling in arty.
  15. Very cool. I may try to tag my training / testing maps with this. Should help to better understand what is going on when testing something.
  16. Interesting information. Thanks for once again taking the time to test and share.
  17. Depends. Trucks can sometimes, to some degree block a choke point. I have used them, dismounted, in urban areas to block streets. In some cases an OpFor tank will slow down and twist around a bit and then slowly drive through the truck (simulating pushing it out of the way I guess). Other times the tank's AI will try to find a different street or alley without the player being able to intervene until the minute turn is completed. Sometimes the tank will just stop in front of the truck. It creates a dangerous situation for the tank and creates opportunities for zooks, schrecks, fausts and close assaults. Edit: Never tried this tactic at a ford but It would probably have similar results.
  18. @Jorge MC Very nice screenshots. What mod are you using? I think the one I use is from Aris.
  19. I know you said scenario but just a suggestion. I do PBEM and also use QB maps in addition to scenarios. Both have advantages but with a QB map you can customize the fight to what you are looking for. Select your own forces, size of battle, urban, rural, woods, attack, defend ......... Might be quicker than trying to find the perfect scenario.
  20. This would be a nice feature to have. The game has the ability for exit objectives now so maybe this would be a reasonable thing to code. I would suggest just using one of the four map edges in this manner (the broken unit's friendly map edge). So something like: If a broken unit came within two action squares of the broken unit's friendly map edge and remained there for three turns in a broken condition the broken unit would disappear (simulating the units retreat off the map) and be listed as MIA on the AAR screen. This may also lead to more immersion and realistic game play. First it would demonstrate another reason for trying to keep units in C2 as much as possible (so they are less likely to become broken and run off the friendly map edge). Also players may send HQ units to the friendly map edge to intercept and rally broken troops before they become MIA and cost points. Yes this. A complication to this might be in a delay / withdraw type scenario where one side has an objective to exit troops off the friendly map edge. I'm sure this exception to the general rule could be worked out.
  21. Thanks for all the replies on this thread. I am going to make some experimental adjustments to my BMP picks in the next few PBEM games and see how they work out.
  22. I don't think BF can "upgrade" Shock Force since it is such an old game. They would basically start over and create a new Shock Force that would be up-gradable as the newer CM games are. There are some forum threads discussing this. Shock Force is a great setting and with mods can portray many of the real world current events. AIUI since this would have to be a new game (not just an-upgrade) I would happily pay $75 for it. CMSF is set in 2008 and that is a good starting point since BF already started there. Now I know I'm dreaming a bit but .......... If BF could make a "new engine" 2008 Shock Force and then, over time, expand a new family of Middle Eastern games to include the Abrab / Israeli wars and also bring them forward to the present with ISIS etc., this would be really cool. Also with the continuing conflicts in that region mod builders will probably always have new RL material for scenarios etc.
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