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The_MonkeyKing

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Posts posted by The_MonkeyKing

  1. 11 hours ago, IICptMillerII said:

    I dream of a world in which people are literate. 

    As has been stated many times now by Steve and beta testers, the US Army campaign called Task Force Thunder, and the US Marines Campaign called Smper Fi Syria are fully 100% updated and ready to go. They do not require any additional work or patches in order to be enjoyed to their fullest extent. 

    The rest of the campaigns, (the Canadian campaign, the German campaign, the Dutch campaign and the British campaign) are all still being fully updated, thus in their current form do not benefit from all of the engine improvements. However, they can still be played and enjoyed in their current state.

     

    There was the 2.01 patch after those statements and there are posts like this: 

    I know these two campaigns are "ready" but I am in no rush so if there were to still be some minor irritants I am more than willing to play the game later.

    9 hours ago, Erwin said:

    Perhaps what the question is getting at is... since one rarely if ever replays a campaign due to the enormous time commitment, one wants to play the very best version (once).

    For example: I have already played nearly all the CMSF1 campaigns and am willing to give the CMSF2 versions a go.  But only if the campaigns are the final versions with all the CMSF2 bells and whistles.

    Yes, this is what I intended to communicate. 

  2. 1 hour ago, peter thomas said:

    2. Plus I have a question about the battles. Are they 'updated'? I understand the campaigns for the base and marines only have been worked through - is that right? - but what about the battles from the modules? Are they still to be worked over and 'updated'? 

     

    Thanks. 

     

    I too want to know

  3. And now the final report on the Breaking the bank:

    I would say the best scenario for pbem out of the demo scenarios. Balance works out mostly well. Brits have very limited (heavy)firepower because of the limited abilities and ammo of the Warriors and Challengers also have very few HE. On the positive side, Birts do have large amounts of smoke, MG, HMG, and AP available. This combined with the huge urban map forces the Brits to fight very "fair" house to house street to street with mostly infantry while armor takes care of the flanks and roads (if it was a US mech company one could demolish half the buildings on the map just in case...). The small squads of the Brittish mech troops don't leave a lot of room for casualties. Syrians have more than enough high-quality meat bags and also a very respectable amount of armor although the Brittish Apache forces them to be used offensively and early. Syrians are missing AT capacity (especially because the Apache cancels out the Syrian armor.) Maybe 4 AT-14s in place of the current 2 or limit the British air support somehow (give it later or worse quality...) or give the Syrian armor a couple of places to take cover or AA assets.

     

    And now the victory points. They are not perfectly representative of the truth. Syrians should benefit more for killing Brittish dismounts and Brits punished more for losing them (now most of the casualty points bound to British AFVs) and I was able to get a major victory by only capturing half the objectives. 

  4. The reason a choose AT-14 always when possible is the FLIR capability. Its spotting abilities are close to that of the Javelin. Can't kill that you cannot see. Although the laser vs wire is a huge deal in CMBS with all the laser detectors... I often end up using AT-13s as "target area" anti-building weapons.

  5. 59 minutes ago, Erwin said:

    Hopefully CMSF2 will feature the larger maps that are needed to properly feature modern accurate long range weapons systems.  In WW2 games it's not so bad to have 500m-1000m ranges.  For modern games one needs 2Km+ to do what the weapons are designed to do.  Otherwise there is little point in having RL weapons systems designed to kill at 3Km-4Km ranges.

     

    There are whole countries that have close to zero terrain that has >500m visibility and still use all these modern weapon systems. Example Finland.

  6. 1 hour ago, RexSaur said:

    Applying the tactics and strategies I just learned my latest attempt is going a lot better now. Maybe too good because now whole enemy teams suddenly surrender. How does this surrender feature work? Do they disappear after a certain time automatically or do I have to move my guys near them to get the "white flags"?

    1. You can shoot them with "target" command to make sure the enemy doesn't retrieve them.

    2. You can capture them (worth more than kills in VP) by getting close (1-2 action spots) to them.

    3. The enemy can get them back by getting close (1-2 action spots) to them.

  7. Some general tips:

    - fire superiority is THE key. When moving to another row of houses do it with maximum amount of troops simultaneously.

    - Use AFVs to control roads and so split the city in sections. You can even block off retreat paths.

    - Cover manoeuver with smoke. No street should be crossed without smoke. Throwables, tanks, mortar, artillery...

    - Take your time. I always mentally prepare to be ok with time running out. (It almost never runs out)

    - Divide the map in smaller sections to be cleared one by one. 

    Here is some gameplay with even worse urban scenario. He plays pretty well. Good place to start learning.

     

  8. 2 hours ago, MikeyD said:

    Every scenario has had work done to it. The better scenarios may have been little-altered (because they started out good). The worse (I call them 'first generation') scenarios have been really REALLY changed, to the point where a few of my least favorite older scenarios are now my most favorite! One scenario in particular, the AI orders went from a single group 'assault' command into the map center to now playing with ALL the AI gizmos. Orchestrating unit movements, AI area fire commands, retreat commands, triggers, reworked victory conditions, expanded and updated terrain maps, adding AA assets and fortification items, proper AI orders for both sides, etc. Just because you recognize the name of a CMSF2 scenario doesn't mean you've played it before. <_<

    Sounds awesome! And worth the wait.

  9. 2 minutes ago, MikeyD said:

    I was most looking forward to playing CMSF2 red-on-red battles because 1970s technology Russian tanks are not the überweapons that 21st century tanks are. T55s vs T62s, T62s vs first generation T72s. The battles are less likely to abruptly end after 3 minutes of one-sided carnage. The closest equivalent in CMBS is playing the baseline T64 on the Ukrainian side, which behaves most like a 1970 Cold Warrior.

    I too am looking forward to these. A nice middle ground between WWII and modern.

  10. Report on the DEMO scenarios pbem experience. No spoiler "ratings" inside

    Alamo [you get a big and bit silly fight but another side has a big advantage in VP assignment] :
    The dynamics of this battle do not translate to pbem very well. First, the Syrians have overwhelming force and will wipe out the castle and again after this has happened the Germans will wipe out the Syrians with overwhelming force. In the end, Syrians will win in VP.

    Day at the Beach  [Horrible experience for the Syrian player ok for the Marines] :
    The Syrian player cannot win. He has no tools to win and his troops are so immobile that he has close to nothing to do after deployment. US player has an overwhelming force and will have a pretty good experience with trying to minimize his casualties.

    The Passage at Wilcox [A fun and balanced scenario but VP are not well reflective of the battle result] :
    A good brutal fight. Syrians are presumed to get wiped out and the US player will have his hands full trying to minimize casualties while trying his best to respect preserve objectives.

    Breaking the bank [Interesting and challenging scenario]: Battle still in progress, around halfway through. I will update when done. Might take a while.
    Seems to be an interesting and challenging scenario at least from the British perspective. Huge and dense urban area, tight time limit and too few dismounts with very numerous enemy. Still in progress, so I cannot say about VP accuracy yet.

  11. 42 minutes ago, Thomm said:

    In the CM:SF2 demo I hunted with a Syrian T-something (in "The Alamo") straight forward towards a Leopard 2 who was looking in a different direction. About 45 degrees from my axis of approach.

    Sure kill, I thought, until the Leopard turned its turret and blew the Syrian tank, which was pointed directly towards it, into the sky.

    3

    Some other German units probably saw and/or heard the T-62 and shared that information to the Leopard through CC networks. That would drastically reduce the spotting time. Commander would concentrate his spotting efforts to that direction and alert the gunner + Leopard "hunter-killer" functionality would reduce the engagement time when the commander spots the target first.  Also remember, CM does not show tanks looking around and scanning likely ground. Also if there was any smoke around the T-62 does not have FLIR sights...

    Inside the tank:
    Spotting directions would be divided between the crew. "Default case" example from my times with CV9030s; Driver: front what he can see and especially any signs of mines/IEDs on the route. Gunner: continuously scans front 10 o'clock to 2 o'clock. Dismounts(when mounted): Back and backsides. Commander: Same rule always, look at everything the gunner and driver are not looking at(directions they see are obvious: the driver sees hulls front and gunner +-20degrees from where the gun is pointed). The spotting directions can and will be adjusted according to the situation. For example, the commander might look at the left side of the road and the gunner look at the right side of the road.

  12. 18 minutes ago, Battlefront.com said:

    At some point we're just going to have to live with a release that has the potential for minor glitches like this then release a patch.  It's either that or keep this thing in the oven at the 99% complete stage for a while longer.  I don't think anybody wants that, so we're going to get this thing wrapped up very soon.

     

    5hmbWgO.jpg

  13. One big one is that in CM, game starts when contact is made/imminent. All the sleeping, traveling, rotating, holding ground, eating is not happening. No probes, no recon and no supporting efforts. Both sides are going for victory here and now and as SlowMotion said this battle with these units and goals wins/loses the war. No neighboring units exist and the future doesn't exist. Both also know both can win.

  14. 6 hours ago, Michael Emrys said:

    And I believe it was stated in another thread recently that white smoke is IR blocking but black smoke is not. I am guessing that WP smoke is included in IR blocking category.

    Michael

    Black smoke does not block IR, but only a small part of the white smokes do. Examples: Stryker smoke blocks IR, Bradleys does not. Artillery and throwables do not block IR. Most vehicle smoke doesn't block IR. The only one I am sure does block it is Strykers.

  15. We were instructed to not use laser rangefinders when possible. Because of time you lose by using it (around a second or two) and the new detection systems. CV9030s bushmasters APFSDS-T rounds are so fast (near flat trajectory) that you can set the guns range to 700m and hit any AFV sized target from 0-1500m when aiming center mass. We called this "battle sight".

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