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The_MonkeyKing

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  1. Like
    The_MonkeyKing got a reaction from IanL in Interview with the Founder of Battlefront.com & Combat Mission   
    great interview! I would like to hear more of you talking
  2. Like
    The_MonkeyKing reacted to Oleksandr in Russian module for CMSF2.   
    I know that the concept of this game relates late 2000s. And I know it is about Western action against Syrian tyranic regime. But for the sake of the game it would good to add one more module. 

    Adding Russia to this game would bring a new challenge - a new life to the game. 
     
    It would give opportunity to simulate battles between NATO, US and Russia. It would be more up to date and I think that this would lead to more copies being sold. 

    This game is already huge and at this point adding one module would not hurt (in my opinion). Just think about all those missions, and campaigns that will be created by the community. 

    I don't think that the development team would need to work on anything - they could simply port some (not all) units from the CMBS. 

    It would give us all a chance to simulate clashes of a different level. 
    What do you thing @Bootie @Erwin @Battlefront.com? 

    P.S. Do not get me wrong - I am NOT supporting russian involvement in Syria. All I'm saying is that it would add some spiciness for the OPFOR side and it would be a nice for the sake of battles. 
    Again - I'm not supporting russian actions in Syria as well as I'm strongly against tyrannic regime of bashar assad (not going to waste a capital letters for his name). 
    So I guess my question is - is this possible in theory to see another module for this game since it is one of the biggest games in CM history. Thank you. 
    P.S. P.S. All the photos that I've provided here as visualization are provided for supporting the idea that I've described here. I'm not charmed or excited by any of those images. Those are visualizations and I'm NOT supporting actions of russia and its puppets in Syria. 
    P.S. P.S. P.S. In case if Russia as an idea would not work - would the development team consider adding Iran (due to recent escalations) as an alternative? Why? To have more advanced and more challenging enemy to confront while fighting on blue side against red side. 
    Thank you for your time, comments and thoughts gentlemen. 



  3. Like
    The_MonkeyKing reacted to daan1103 in Close Quarters Battle Tutorial   
    With new players complaining about the CQB gameplay in Shock Force 2, I thought I'd make a little tutorial on the topic...
     
  4. Like
    The_MonkeyKing reacted to akd in Dutch Fennek .50 cal reload   
    Reported this.  It seems the gunner is in the commander seat and vice versa.  Thus with only two loaded, it can fire, but the gunner is not in the seat tied to reloading the RWS.
  5. Upvote
    The_MonkeyKing got a reaction from zmoney in Dutch Battle Group Campaign   
    For Dutch some pointers:
    Dutch primary firepower comes from the heavy artillery(Panzerhaubitze 2000 ). This is what you use to "simplify the geometry of the map" as I like to say. That HUUGE factory locking down the whole map? No problemo The vehicles do not pack that much ammo. You cannot count on them doing the "map geometry simplifying". Only enough ammo for shooting mostly at identified targets. I contrast this to the Bradley or BMP-3/BMP2. With these you can fight MOUNT by demolition. Enough ammo to remove small towns. All the vehicles have lots of machine gun ammo so always have the shooting something with "target light". CV9035NL has very little ammo but expectional optics so mostly use the 35mm sparingly. Airburst is god against inf. CV90 can fight off modern T-72s one on one in defensive position. Always gets the first spot and shots. 35mm APFSDS-T seems to be enough even frontally with +20 hits. Leopards are your main weapon system. HEAT is good for hard targets like buildings. They do not have airburst so ATGMs are a great thread when positioned well. Fennek is awesome at spotting and light skirmishes or infantry support. It has thermals and 12.7mm with remote controlled turret. Also not too horrible to lose... Gill ATGM is pretty bad. Hard to hit buildings or infantry with it. Set up somewhere far back in overwatch incase of any counterattacks on tracks. Remember these come with Fennek, often more useful than the ATGM... Infantry. You do not have a lot of it so use it conservatively. Panzerfaust 3 is a RPG-7 on steroids. Manually target inportant buildings with it. Pretty much same effect as Leopard 120mm HEAT round would..
  6. Like
    The_MonkeyKing got a reaction from iMolestCats in British Campaign?   
    nope it seems
  7. Like
    The_MonkeyKing reacted to Erwin in Artillery rate of fire   
    I found a comprehensive chart of German arty stats in my old CMBN files dated November 2011. 
     
     
     
     
     
    GERMAN LIGHT/MEDIUM ARTILLERY
    81mm Mortar
    120mm Mortar
    75mm Inf Gun
    150mm Inf Gun
    75mm Howitzer
    105mm Howitzer
    150mm Howitzer
    Barrels
    2
    2
    2
    2
    4
    4
    4
    HE Rounds
    100
    60
    70
    50
    140
    140
    120
    Smoke Rounds
    8
    0
    20
    10
    40
    40
    40
    FAO Response Time (mins)
    Normal
    6
    6
    8
    8
    8
    8
    8
    TRP
    3
    3
    4
    4
    5
    5
    5
    HQ Response Time (mins)
    Normal
    8
    8
    13
    13
    13
    13
    13
    TRP
    4
    4
    8
    8
    9
    9
    9
    Mission
    Harassrnds/min
    p/Barrel
    3.3
    2.1
    1.8
    0.9
    1.8
    1.3
    0.9
    p/Unit
    6.7
    4.1
    3.6
    1.8
    7.2
    5.4
    3.6
    Max
    15min
    15min
    20min
    18min
    20min
    26min
    34min
    Shortrnds/min
    p/Barrel
    10.0
    4.0
    2.7
    1.4
    2.7
    2.0
    1.3
    p/Unit
    20.0
    8.0
    5.4
    2.7
    10.8
    8.1
    5.4
    Max
    5min
    8min
    13min
    19min
    13min
    17min
    22min
    Mediumrnds/min
    p/Barrel
    20.0
    5.0
    4.4
    2.2
    4.4
    3.2
    2.1
    p/Unit
    40.0
    10.0
    8.8
    4.3
    17.5
    12.7
    8.4
    Max
    2.5mins
    5mins
    8min
    12min
    8min
    11min
    14min
    Heavyrnds/min
    p/Barrel
    25.0
    5.0
    4.4
    2.2
    4.4
    3.2
    2.1
    p/Unit
    50.0
    10.0
    8.8
    4.3
    17.5
    12.7
    8.4
    Max
    2min
    5min
    8min
    12min
    8min
    11min
    14min
    Duration
    Quick
    p/barrel
    4-7
    3-4
    2-3
    2-3
    2-3
    2-3
    2-3
    Short
    p/barrel
    11-16
    8-11
    5-10
    5-8
    5-10
    5-10
    5-8
    Medium
    p/barrel
    27-32
    14-17
    11-16
    8-11
    11-16
    9-14
    8-11
    Long
    p/barrel
    41-53
    23-30
    20-28
    15-18
    22-28
    19-24
    15-18
    Maximum
    p/barrel
    100
    60
    70
    50
    140
    140
    120
                        GERMAN HEAVY ARTILLERY
    210mm Howitzer
    170mm Gun
    159mm Nbwfr
    215mm Nbwfr
    280mm Nbwfr
    301mm Nbwfr
    88mm Flak
    Barrels
    4
    4
    6x6
    6x5
    6x5
    6x5
    4
    HE Rounds
    80
    100
    180
    150
    108
    108
    80
    Smoke Rounds
    0
    0
    72
    0
    0
    0
    0
    FAO Response Time (mins)
    Normal
    21
    12
    12
    12
    12
    12
    12
    TRP
    17
    9
    9
    9
    9
    9
    9
    HQ Response Time (mins)
    Normal
    n/a
    n/a
    n/a
    n/a
    n/a
    n/a
    n/a
    TRP
    n/a
    n/a
    n/a
    n/a
    n/a
    n/a
    n/a
    Mission
    Harassrnds/min
    p/Barrel
    0.2
    0.4
    1.0
    0.8
    0.6
    0.6
    1.1
    p/Unit
    0.9
    1.6
    5.8
    4.5
    3.6
    3.6
    4.2
    Max
    89min
    62min
    31min
    33min
    30min
    30min
    19min
    Shortrnds/min
    p/Barrel
    0.3
    0.6
    1.5
    1.1
    0.9
    0.9
    1.6
    p/Unit
    1.4
    2.4
    8.8
    6.8
    5.4
    5.4
    6.3
    Max
    59min
    41min
    21min
    22min
    20min
    20min
    13min
    Mediumrnds/min
    p/Barrel
    0.6
    1.3
    4.4
    3.4
    2.7
    2.7
    3.0
    p/Unit
    2.5
    5.1
    26.3
    20.5
    16.2
    16.2
    11.9
    Max
    32min
    20min
    7min
    7min
    7min
    7min
    7min
    Heavyrnds/min
    p/Barrel
    0.6
    1.3
    4.4
    3.4
    2.7
    2.7
    3.0
    p/Unit
    2.5
    5.1
    26.3
    20.5
    16.2
    16.2
    11.9
    Max
    32min
    20min
    7min
    7min
    7min
    7min
    7min
    Duration
    Quick
    p/barrel
    1
    1
    6
    6
    6
    6
    2
    Short
    p/barrel
        36
            Medium
    p/barrel
        36-72
            Long
    p/barrel
        72
            Maximum
    p/barrel
    80
    100
    180
    150
    108
    108
    80
    NOTES:
    MISSION = RATE OF FIRE
    · p/barrel = rounds fired per min per single barrel at selected rate of fire i.e. Harass
    · p/unit = rounds fired per complete unit i.e. all barrels in action
    · Max = time to expend all rounds when firing all barrels at selected rate of fire
    · Apart from 81mm Mortar then all other weapons appear to have the same rate of fire for Medium and Heavy... Maybe further testing needed
    DURATION = TOTAL ROUNDS PER MISSION
    · p/barrel = rounds fired per barrel over duration of mission. Nebelwerfers fire by multiples of its salvo.
     
    Here is a much briefer US Arty chart dated the same:
    CMBN US Artillery Characteristics
    Rate of fire is 1 round per x seconds.
    Duration is in rounds, or minutes if m suffix.
     
    US 60mm M2 mortar onmap
    Mission:             Harass     |     Light      |     Medium     |     Heavy
    Rate of fire:          18       |       6        |       3        |       2
    Duration:         Q    S    M   |  Q    S    M   |  Q    S    M   |  Q    S    M  
    Rounds:           6    7    7m  |  3    20   30  |  3    19   24  |  3    16
     
    US 81mm M1 mortar onmap
    Mission:             Harass     |     Light      |     Medium     |     Heavy
    Rate of fire:          18       |       6        |       3        |       2
    Duration:         Q    S    M   |  Q    S    M   |  Q    S    M   |  Q    S    M  
    Rounds:           5    10   15  |  6    10   28  |  3    10   25  |  6    12   22+
     
    US 105mm M2A1 Howitzer
    Mission:             Harass     |     Light      |     Medium     |     Heavy
    Rate of fire:        46-48      |     28-32      |     16-19      |     10-12
    Duration:         Q    S    M   |  Q    S    M   |  Q    S    M   |  Q    S    M  
    Rounds:           3    6    14  |  2    7    12  |  3    6    12  |  2    6    12
  8. Like
    The_MonkeyKing reacted to axxe in Artillery rate of fire   
    The below was not produced very rigorously, but it's been helpful for me to balance intensity and duration of fire vs. ammo consumption.
    It's US only.  Wouldn't expect a huge variation for other armies, but who knows.

  9. Like
    The_MonkeyKing reacted to MikeyD in FoW Trenches leave terrain shadow?   
    There is a difference between trenches as seen in the editor or before startup and trenches once you hit GO, especially if its on uneven ground. I wonder which they're commenting on.
  10. Like
    The_MonkeyKing reacted to Vacilllator in LIVE Interview with Battlefront.com - Come Join Us   
    Please post a heads-up when it goes onto Spotify or the other sites, as it had already happened when I read about it.  Thanks.
  11. Like
    The_MonkeyKing got a reaction from Lethaface in GILL ATGM is broken   
    Dutch campaign mission 2. Save game file: https://drive.google.com/file/d/14Iqz-1-b_VHm-fGMYUz1xGjHDf7neBaF/view?usp=sharing
    Abysmal Grill hit-rates with good all-around conditions.
    Targets (you can see 9 misses in this photo with 1 hit.

     
    Grill location

     
    Tanks seen from the Grill POV.

  12. Like
    The_MonkeyKing reacted to Probus in Battlefront Poll Updated   
    7. "Fulda Gap": 1970-90
    Europe WWIII
  13. Like
    The_MonkeyKing reacted to Probus in Battlefront Poll Updated   
    9. One Engine - CMx3
    game performance improvments, graphics improvements, ray tracing, intermediate distance bitmaps
    additional editor features, dynamic operational campaigns
    additional gameplay features, coop, LoS tool, visible aircraft
  14. Like
    The_MonkeyKing got a reaction from Boche in GILL ATGM is broken   
    Yes, here is the turn with the new patch. 5 missed and 5 hit. Still not great but believable. Turn file: https://drive.google.com/file/d/1CtDDn2qYCVaLmhJ6Hi-KuYwEcL6mhJOR/view?usp=sharing

  15. Like
    The_MonkeyKing reacted to Sir Lancelot in GILL ATGM is broken   
    the Gil was working, but now it's completely broken. I can confirm the same problem - the vast majority of my missiles overshoot their targets
  16. Like
    The_MonkeyKing reacted to Heirloom_Tomato in British Campaign?   
    I have it in the final testing stages now, so I really hope so.
  17. Like
    The_MonkeyKing reacted to Ultradave in CM Shock Force2 v2.03 patch has been released.   
    They are there in the QB force list under Mech Infantry. And for @The_MonkeyKing, they are equipped with BMP-3 and BMP-3s are available as Individual Vehicles as well.
    Dave
  18. Like
    The_MonkeyKing got a reaction from Lethaface in CM Shock Force2 v2.03 patch has been released.   
    Where is my QB BMP3 ?
  19. Like
    The_MonkeyKing reacted to Zveroboy1 in CM Shock Force2 v2.03 patch has been released.   
    Nice. What about Syrian airborne though? You couldn't pick them in quick battles or something. I forgot what the exact issue was with them.
  20. Like
    The_MonkeyKing reacted to waffelmann in CM Shock Force2 v2.03 patch has been released.   
    The syrian paratroopers have still 100 ammunition...
  21. Like
    The_MonkeyKing got a reaction from AncientForest in Help with Peiper mission 1   
    Make an extra save and ceasefire. See what's going on.
  22. Like
    The_MonkeyKing reacted to Combatintman in British Campaign?   
    Highland Games is the British campaign.
  23. Like
    The_MonkeyKing reacted to Aurelius in Is it too gamey to ram a T-72 with an APC?   
    My guess, those guys thought it was a VBIED and were preoccupied with saying their prayers...
  24. Like
    The_MonkeyKing reacted to DasMorbo in What happen to my bombs?   
    I just started playing the Canadian campaign. There I experienced this, too.
    Spotter was a 'veteran' FO with a laser designator, Aircraft was an F/A-18 D with iron bombs, target was a single house designated as point target,
    It had nothing to do with the aforementioned theories: there was no AA, no other aircraft interferring, target was in perfect sight and painted with a laser, target was in the middle of the map. Two passes, two bombs dropped - no effect.
  25. Like
    The_MonkeyKing reacted to George MC in Hammertime! re-done for SF2   
    Background
    This is an updated version of the popular CMSF scenario ‘Hammertime’. This updated version uses the NATO German ‘Halte! Hammerzeit’ map – which I remade for CMSF2. The updated map saw the orginal map receive a significant re-work mainly adding terrain elements that were available in SF2 – key one being water, but I also added a variety of trees and bushes, and made use of the new additional terrain tiles.
     For history buffs the original SF ‘Halte! Hammerzeit’ was in itself a different flavour of the original SF ‘Hammertime’ substituting NATO German units for the US units. Everything else remained the same (RED OOB; Orders; Victory conditions; AI Plans etc).
     So to turn the wheel full circle this SF2 version of ‘Hammertime’ substitutes the US units for the NATO German units from the SF2 ‘Halte! Hammerzeit’. Everything else remains the same (RED OOB; Orders; Victory conditions; AI Plans etc).
     This can be played either side vs the AI (but I’d suggest playing BLUE vs RED is the optimum for AI play) or H2H.
    About the Scenario
    The brigade has just conducted a deliberate attack against a stationary enemy Guards mechanised infantry battalion on Objective Anvil. The brigade's attack was a success, encountering less resistance than expected. However, Division intelligence reports indicate that there are strong enemy mechanised forces arrayed in and around "The Big Smoke" a large populated town just off "Route 66", situated on the east side of the canal. It is thought likely that this force has armour and AT support.
    You are "Hammer 6", the task force commander of mech heavy TF 1-40. Your task force consists of 'Charlie' company, and 'Panzer 1'. The battalion scout platoon - call sign "Hawkeye" has been attached to your task force for this mission.
    The Brigade TF commander wants to capitalise on the success of the earlier attack immediately - driving forward through Phase Line Bill and Phase Line Jane to seize the town of "The Big Smoke". Your task force is currently the spearhead of the brigade and is moving north along the axis of "Route 66" towards "The Big Smoke", with the line of the canal on your right flank. 
    This sector, as you can see from the map, is moderately populated open mixed farmland with small bermed fields, wooded plots, and dotted with multiple farmsteads. Due to the area of marshland, and flooding in heavy rain the roads are elevated on berms. The town of "The Big Smoke" sits on the eastern bank of the canal.
    It is currently 0600Hrs. "Hawkeye" has just radioed that they have arrived in "Small Ville". No enemy forces have been encountered...
    Link to download
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