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Dim

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Posts posted by Dim

  1. Thought it might be wise to include some sort of examples of what I am proposing to fix this "problem". I have no idea what implementing this would involve, or if it would indeed alter the formations pixeltruppen adopt when given a move order, so any feedback is appreciated.

    To be clear, im not implying this is a bug, just something that could perhaps be a simple fix for a bit more realism in the way our troops move.

    Please excuse my sloppy editing skills, and the use of paint in the first place ha.

    G2iLZVp.jpg

  2. This is related to CMSF, but for some reason any attempt to visit that area of the forum logs me out, and logging back in just redirects me back to the log in page. This should be applicable here too though.

    Ive seen that others have noticed that squad and team leaders seem to get fragged a lot more than other members of the squad. Ive lost count of how many times I end a mission with no casualties apart from every single squad leader. I think this is due to the way the game handles the formations. when units are given a move order, they generally form a single file in the order to which they're listed in the UI.

    Is it possible to change the order the units are arranged in the UI, so that squad and team leaders are no longer on point all the time. Im not very schooled on RL tactics, but it doesnt seem wise to have your officers taking point anyway. as far as I know, its usually the automatic rifleman on point.

    Sorry if this has been covered before, I did try searching.

    -James.

  3. Ive heard talk that Russia is considering selling off its stock of AK-74's when the AK-12 comes into service, if it ever does. No way we'll ever see any in New Zealand, but you American guys might see a few coming your way. Sad to see such a patriot pass away, definitely the end of an era in small arms, for Russia and the world.

  4. http://osimint.com/2013/11/24/assads-late-summer-damascus-counter-offensive/

    This popped up on the Reddit combat footage sub a while ago, and I thought I would share it here. Looks like it could be extremely useful for someone interested in creating scenarios or even building a campaign based around this offensive.

    For anyone who hasn't seen ANNA's coverage of the action in Syria, I highly recommend checking it out. Its very interesting to see how the equipment is performing over extended periods of time in these brutal urban warfare conditions. Their T72's haven't seen a depot service in over two years, including any serious barrel maintenance. These guys have to be some of the best tankers in the world.

    -James.

  5. Thanks for the information Chainsaw, appreciate it. Its nice to know that my issues arent purely because of my poor command skills lol. Must be a lot of fun playing with toys with like that, when you arent getting shot at that is! I had wondered whether fatigue etc affected accuracy much, I'll be a bit more cautious about running my AT teams too much in the future. Time to go and re-read the manual I think!

  6. Hi,

    Sorry if this has been covered before, I tried searching but couldnt really find a definitive answer.

    I'm wondering if there's any way to use a different helmet model on the Syrian infantry without switching out the entire model. Im interested in trying my hand on a few scenarios based around battles fought by the republican guard in Damascus recently, as documented by ANNA news. The republican guard seems to have adopted a Serbian m97 style helmet, and I feel that the special forces helmet model resembles this much closer. Is there any way I can use this helmet model on the base infantry model?

    Thanks.

    -James.

  7. I can see how that would make sense, supply would be a lot easier to handle with equipment built in your own country. Ive been rather underwhelmed by the performance of the smaaw in-game, although I have no idea what they perform like in real world situations, nor really how to use them properly. It seems to miss 50% of the time out past 200m or so, rather like the at4. Ive taken to pretty much only using them for ambushes and pre-assault barrages. I have yet to try the carl gustav. Thanks for being patient with me, theres a pretty steep learning curve but its really fascinating stuff to discover.

  8. Just looking to start a friendly discussion on the pros and cons of the TO & E of each. I am still learning and by no means an expert so please don't hesitate to correct me if I use the wrong terms or you can see obvious holes in my arguments.

    At first I was really excited with the prospect of having the 25mm cannon on the LAV's with the marines. It really gives them that nice little bit of extra firepower to fight through any CSOP they might stumble across and not lose their momentum, as you don't have the time or room to find a way around or through in your typical combat mission game.

    When there's a lot of ATGM's present though, and you cant use the LAV's to support the scouts properly, I really really miss the MG's that the army teams have. I find it a lot harder to get the marine teams out of danger once the lead starts flying, especially at longer ranges where the GL's cant put down enough accurate fire fast enough to suppress the enemy.

    Another thing I really miss with the marines is any kind of medium to long range AT capabilities, which does seem to be a recurring problem with the marines. They could really benefit from having a panzerfaust or something similar in the LAV's instead of the AT4's and LAW's. This goes for the army too in my opinion, while it is nice to be swimming in Javelins, the panzerfaust would be a far more economical and practical solution to the problem. Especially when combined with a vehicle mounted ATGM for longer range engagements.

    Sorry for the wall of text everyone, and may I just say that ive never played such an infuriatingly good game before. Best couple bucks ive ever spent.

    -James

  9. Hi,

    Just wondering if someone could help me to understand what I have to do in the 3rd mission of the marines campaign, where the Syrians counter-attack the MEU. I was defeated the first time I played through the campaign which is okay, but im going through again and this time, with a huge amount of luck, I managed to scrape through the mission without a single casualty and force a surrender. Which gave me a tactical defeat. It seems the Syrians achieved both their breakthrough objectives even though I stopped them what seems like well short of my edge of the map. Does anybody know the exact distance that they need to achieve this? Im also guessing that its a touch objective for them? As anything they got over the ridge and into my reverse slope defense was cut to pieces rather quickly.

    Thanks for any advice and sorry if this is in the wrong section!

    -James

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