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exsonic01

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Posts posted by exsonic01

  1. What I know about 4S23 / 4S24(for side)  Grau (=Relikt) is, GRAU has numerous ER plates inside, while Kontakt5 has only 3~5 of them. (maybe 3, correct me plz anyone knows more) There are other advantages of Relikt than Kontakt5, but I can't remember that now, but it is better then Kontakt 5 and Nozh. Not sure when compare to Duplet

  2. I studied on this tank by myself, and found that the T-14 (Armata)'s new shell will be likely to far deadlier than T90am.

    According to some sources, (include Viktor "vim", a Russian expert that I really trust) it will use 2A82 new 125mm smoothbore, and it will use one-pieced shell 'Grifel' (I thought Grifel is for 152mm of Obj 195. Is this the another version? Please someone let me know. Also, wasn't Svinets-2 was planned for T-14? Too much various infos are all over the web about this tank :( ), "very rough" estimation will be 800-900mm, or a bit more than 900mm RHA.

     

    Based on my studies, this will far more powerful then previous 3BM46 shells or any previous Russian penetrators. Ok, I must admit that my narrow prejudice towards Russian weapons and tech was biased. Anyway, at least this tank can be really a deadly threat to all current western MBTs, if the estimation about Grifel is true. (Don't get me wrong. Still, I will not be convinced if someone says T14 is the ultimate doomsday weapon which can kill any western MBTs with just one shot. But now I know that this is really good weapon system with deadly punch) Yet, we all must keep in mind that this weapon is still behind the curtain, since it is just a prototype. Lets see it on the May. 

     

    ps) O. Sienko (Uralvagonzavod) mentioned about new APS of T14 in some interview. Anyone have some idea about that system?

  3. And it's actually going to get a boost in v1.02. Next patch it (along with BTR-82A) will use the same modernized APFSDS 30mm ammo that the the BMP-3Ms are using.

    Is that means Optics also get boost? Good news. Anyway, keep up good working :)

  4. These sounds "screams" are activated accidentally and not always, sometimes just a soldier dies, not without any sound.

    Yeah, but I can't hear at all during 2~3 missions, screams as well as chats, which is I think obviously something is strange. I will remove all z folders and install mods one by one to check. Very small autocannon scenario or Going to town scenario seems good to test.

  5. Wow, you've already performed rigorous analysis on that matter :)

     

    I can guarantee that I'm better than some Russian fanboys, who are living in the dream world like "m829a4 cannot penetrate t90am since t90am have 800mm+ KE defense without ERA" , or "T90am's shells can penetrate M1A2 front armor at any circumstances". "M1A2 are greatly over estimated" . Obviously, some Russian fantasy world lovers believe that their hope can realized beyond the physics.  :)  :)  :)

     

    Russian technological inferiority, specially about core science related with chemistry and material science, is the real and main point behind all the Russian weapon vs US weapons discussions. Just simple, Russian technology and science is declining in its quality and quantity, since all smart Russians try to escape their nation, and their economy cannot support such expensive projects. 1960s and 1970s were the good days of Russian science.  Let's see, and let's observe how Armata looks like. But if someone expect Armata as an ultimate doomsday weapon which can beat M1A2 SEP v2 and Leo 2A7 like a cake, I will not convinced about that. 

  6. Let's see on May, experts says the new Russian tank will be likely to join the this year's May 9th Victory day parade. 

     

    Frankly, I don't trust Russian (and Chinese) expectation or estimation on their war machines, since lots of them are bluffed based on patriotism and national pride. Even the mentions from "experts" of Russia sometimes biased. (But of course there are some credible Russian sources on their weapons) So, I will wait my decision on this tank when reliable sources expect / announce the stats for Armata. But IMO, I don't that much worry about this tank. M1A2 SEP v2 could probably have only small problems to deal with this new tank.

     

    On the other hand, for the diversity of the game, I welcome the Armata in CMBS, but only after the reliable specification of Armata is revealed. 

  7. From my test and campaign experience, I found that the APS is not always working (though it is rare event).

     

    Trophy, Arena, and Shtora are supposed to automatically intercept (and interfere for Shrota) atgms (like Kornet and Tow2b) with high success rate, whether the crew identified / recognized ATGM threat or not. However, I found that those APS systems are not always reacting. My Kornet killed Bradley by front turret penetration, though he had APS, and he was not moving. My T90a's Shtora didn't do anything with tow2b missile, although it was 12o'clock direction, and my tank was idling.

     

    Most of the time I feel APS works fine. This only happens with rare chance. In addition, sometimes I 'feel' that the AI vehicle's APS a bit more occasionally miss the incoming ATGMs.

     

    Is this supposed to be like this? Are there some kind of 'chance to react' against atgms for those APS systems? (Both in game and in real) Or APS's radar failed to catch the threat? Or APS reacted but missed? Or simply they were unlucky? I'm really curious since the manual just didn't opened the details.

  8. BFC would be crazy not to expand this game. I predict USMC for first expansion, with a campaign that sees them assaulting into Crimea as per the backstory and coming up against Unconventional forces (A.K.A. Separatists) in this predominantly Russian-speaking area.

    That will be great. I expect Polish / German (and British / French also if possible) as Nato pack. Specially Polish army will be interesting, since they mixed eastern + western weapon systems nicely. I can't wait to see Leo 2 + Twardy operates together. (Of course we have German leo2, too)  Also, I want to see Armata tank. 2017 would be enough time to see Armata in action.

  9. Great thanks Ian, few questions though.

     

    Play some of your troubling scenarios in hot seat mode and see just what both sides are really seeing.

    1) Hot seat mode can be played by myself? I didn't knew that. Is that turn-based only?

     

    Give your guys more time.  If they are on the move they will not spot as well.  Don't rush too much.
    Staying still and letting your guys observe can really help.  So can looking at the terrain and finding places where you can see better and places where you can be seen less are really good things to look for and utilize.

    2) Even though I moved as slow or hunt, is that still less efficient for recon / observing than stopped? Is the only 'stay still' gives you best detection ability?

     

    Use UAVs.  Your guys will spot the real enemy units faster if they already have an idea of where they are.  If the UAV starts seeing ? or real contacts and the information gets through the C2 net both you, the order giver, and your soldiers will have a better idea of where the enemy is and they will spot them for real faster.  Note they still have to get into line of sight to actually spot them but the point is they will have a hint as to where to look.

    3) In this case, is UAV operator should be a tank / vehicle crew? Or other recon / observe unit like recon team, sniper team, bfist, and armored knight? Because, I can't see the command-chain-line (red line among units) between recon (or armored knight) and tank / vehicles. Are data link and communications automatically performed for all units in the map regardless of red command-chain-line? 

     

    No hot keys, your soldiers will do a good job at using their gear (well the Veteran ones will do better than the Green ones but that is to be expected).  Actually with the most modern vehicles you should *not* unbutton the commander.  Someone has posted a list a couple of times on which ones you are better to keep buttoned and which can benefit from being unbuttoned (but be careful not to get your TC on the casualty list doing this).

    4) It is a noob question but, is 'unbottoned' means the commander opened the hatch and comes out? Or 'buttoned' means that? ( It seems unbutton means the opened hatch, right? )

     

    Thank you

     

    Best,

  10. During the campaign and test, I found something strange.

     

    At the same distance and same situation, regardless of the factions that I'm playing with, my tanks and vehicles hardly detect enemy from far, but enemy tanks and vehicles do and shoot to me. My units see something like (?) icons, but that's all. You can't shoot to the (?) icon. It seems my boys can't recognize the targets, so always allows the first shot to the enemy tanks and vehicles.

     

    For example, my M1A2s always being observed by t90s first when I play as US, but my t90s can't even see the M1A2 when I play as Russians, under exactly same circumstances (it was plus minus 2km distance in the open). When I use Khrizantema and Kornet, even with the help of brm3k, my units just can't see the enemies in far distance. I expect at least brm3k and khrizan should detect/recognize the target and shoot from 4km, but what they're seeing is just bunch of ? icons. On the other hand, under the same conditions, when I play as US and send Abrams to the Khrizan-nest, exactly opposite thing happens. AI can detect and engage my tanks from +4km, but my Abrams can't see them, or just ? icons. It was Veteran difficulty. How AI can do that, while I can't, with the same units on the same map?

     

    It seems that I have no idea about the game mechanics regarding detection and observation. Are there any hotkeys for 'use IR optics and thermal sensors' for vehicle? Or should I need to open up the hatch, and let commander observe from outside of turret for all tanks and vehicles?

     

    ps) If my unit observed an enemy vehicle but looked as (?), how long should I need to wait in the same position to recognize and aim enemy? Or, if the enemy is shown as (?), is it impossible to recognize them unless you move your position closer or higher?

  11. "Back to the Wall" is brutal

     

    What I did was move the sole T-64 you are given, together with all three BMP-2s to the right flank and leave the left flank basically to fend for itself

     

    My logic was, I can`t defend both effectively, I might as well inflict as much damage as I can on one side, and for the most part it worked, the T-64 ended up with like 7 enemy vehicles knocked out, but only by defending from the internal lines, not at the front of the buildings, it survived, with some damage to tracks and optics and a rattled or broken moral

     

    Anyway, almost everyone but a squad died or panicked on the left flank and on the right remnants were few, I had to retake a couple of buildings the Russians managed to occupied when reinforcements came

     

    What I didn´t do, and maybe would have been better is give ground in an orderly fashion as suggested in the briefing, it should certainly take a better player than me to take the time to plan for all the proper coordination without killing everyone in the process and reloading a million times

    Agree. At the moment of Calvary arrival, I already lost more than half (around 70%) of initial troops. I tried to stop Russians in all fronts, but just fall backed a bit. My initial defensive perimeter was buildings around 100m behind the outermost wall of the factory (almost second and third line buildings), to lure Russian vehicles and infantry to my trap, and to evade from LOS of autocannon and tank shells. 

     

    Problem was, they just came too many. My troops were all overwhelmed, just saved 12 story building. and south part of factory near that tall building. That was tough

  12. Is the result of previous mission affects on next mission inside the campaign?

     

    I showed "highway of death" to the Russians during "poking bear" mission, only a few tanks and ifvs escaped, and my score was all green light in AAR.

    However, I'm still seeing tons of Russian tanks and ifv during "backs to the wall".

    Isn't this a group of same ones with the groups that I knocked during "poking bear"? I thought they are continued in here.

     

    Any hints about "backs to the wall" during first 20 min? This is just the Alamo.

  13. I just finished it, and that is the best piece of advice to get a win on this one. The key to this mission is to take out as priority the SPAA. Also, keep your command vehicle within a center formation of stingers. I lost the the skipper to enemy CAS I think because I had him too far away from my stingers. Good luck. It is an excellent map and mission, that offers a good challenge. Pnzrldr did a great job on it.

    How can I play the hard mode of this mission? 

  14. I don't know about backs to the wall, Poking the bear you'll have to ask PnzrLdr.  I only played the hard version.

     

    And for what it's worth I enjoyed the hell out of testing it. It taught me a lot about what to expect in CMBS capabilities as frankly, all this stuff is new to me.  The other part I found interesting is there are essentially two battles.  The struggle by the NATO side to coordinate the assault on the Russian formation using the UAVs, air assets and arty, and then the close in fight between the recon element and the Russian forces trying to deny you the eyes on you need.  It is a fun challenge to push outward and pressure the Russian force.  It is also quite dangerous.

    Yeah, I also enjoyed may parts of that mission, and learned a lot. BTW, I didn't knew there were different version of poking bear. Do you know how to choose hard and easy? I don't know what I did XD

     

    Anyway, 'Backs to the line' is the really though for first 20 min. I'm about to being overrun by tons of Russian tanks IFVs and shells :P

  15. Awesome thanks!  

     

    What do you mean by sniping the Tunguskas?  You mean like with an actual sniper rifle?  

    I had my snipers on limited cover arcs, and tried taking them out with artillery.

     

    Like sburke mentioned, I used precision missions of both 155mm and 120mm. Sometimes I used Gray Eagle to kill AAs, but only when 155mm and 120mm are delayed more then 4 min.

     

    One more hint is, use Gray Eagle wisely. Russian AA cannot engage Gray Eagle only when it is in recon mode.

  16. There are two versions, an easy and a hard, not sure which one you got.  Learning how to use your FOs, UAVs, arty and airstrikes is the whole point of this scenario.

     

    I agree that this mission is to teach how we need to use fire supports. Is the "backs to the wall" mission has two version? I didn't know that. What is different?

  17. I cleared with 100% after 2 tries.

     

    1) Try to find good OP. I will not gonna spoil, but there are two good OPs IMO in the left / bottom of the map. JTACs and snipers need LOS to the enemy to lead the precise and efficient bombing runs and shelling. If you just command "area bombing" from anywhere without good observation, pilots will hit any targets on their HUD, which not always bring the best results. Pilots and JTAC/snipers need to communicate about what was their target, where do they go, and was that hit or not. So, ground operators need to hide in good position and see what is going on.

     

    2) Snipe Russian AAs as much as possible before main Russian column appears. When new AA detected, cancel the missions, evade airs, and snipe that AA, then start bombing again. Tungu can eat up your birds for a lunch.

     

    3) Try to kill tanks with Point command, to lead pilots to use their precious atgms to only tanks. If it is "Area", sometimes pilots spend their atgm to any vehicles on the map. Or, they just engage with vehicles using free-fall ammunition, not tanks. Make them prioritize to kill the tanks, since the t90s are the most expensive point holder in that mission.

     

    4) Need to "lead" their speed. Tanks and vehicles move fast, specially when they recognized that they are being bombed. So, manage your UAV and bombing / shelling area/line in front of their path enough. Arty can modify their shot destination, but airs cannot. You need to cancel and re-order, which will cost 1~2min, so you also need to consider this factor.

     

    Hope this helps. This mission is a joke, once you know how to properly "use" the airstrikes and arty shells. But the next mission is really terrible, which reminds me of Alamo and the movie SPR's last battle in the town.

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