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ncc1701e

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  1. Upvote
    ncc1701e got a reaction from Artkin in Canadian Forces Composition   
    I did not play much with the Canadians but their official TO&E is here: https://www.battlefront.com/shock-force-2/cmsf2-nato-module/?tab=toe
    MAJOR FORMATIONS (NOT A COMPLETE LIST)
    Tank Squadron Mech Infantry Battalion Independent Battlegroup Rifle Company Engineer Company (Independent) VEHICLES
    Leopard 1 A5 C2 Leopard 2A4+ Leopard 2A6 M LAV I BISON LAV III ISC LAV III CP LAV III TOW LAV III FOO Nyala HMG Nyala RWS G Wagon G Wagon Turreted HEAVY WEAPONS
    C6 MG M2HB M72A7 LAW Carl Gustav Eryx M19 60mm Light Mortar L16 81mm Medium Mortar SMALL ARMS
    C3A1 C7A2 C7A2 w/ M203 grenade launcher C8A2 C8A2 w/ M203 grenade launcher C9 C14 C15 ARTILLERY SUPPORT
    C3 81mm mortar LG Mark 2 105mm howitzer M777 155mm howitzer M1094 155mm self-propelled howitzer AIR SUPPORT
    CF-188A  
  2. Upvote
    ncc1701e got a reaction from A Canadian Cat in Newbie DAR/AAR: ncc1701e vs JoMc67D   
    MINUTE 22
    My armored car is hunting its nemesis while another squad is progressing.

    Surprisingly, it seems no armored car is able to see each other !!? They did not fire at each other.


    But, I have no time to investigate why. The logical conclusion just arrived.

    Final enemy setup is below:


  3. Like
    ncc1701e reacted to domfluff in Newbie DAR/AAR: ncc1701e vs JoMc67D   
    Yeah, Hull Down is best used like this:



    The above example is still a little risky (a little over-emphasised for effect) - if the target point can't find a hull down position along the move path, then the tank will move to the end of the Hull Down command regardless - so in this case this would include cresting the hill and over the other side, which could be dangerous. Probably sensible to try to stick the Hull Down waypoint on your side of the hill, so in the worst case it'll either not get LOS, or it'll be partially covered.

    (The "Target" command in this case will not cause the tank to fire.)

    Without the target command, the Tank tries to find a Hull Down to that point, and if it can't then it will just complete the move. With the above you can control where your vehicle ends up significantly more accurately.

    End result of the above: 


     
  4. Like
    ncc1701e reacted to A Canadian Cat in Newbie DAR/AAR: ncc1701e vs JoMc67D   
    Yes, this!!! All of what @Oliver_88 said but I'll add two things:
    1) if you use the target command method then the worst thing that can happen is your vehicle moves to the top of the ridge. Which might not be good but its way better than driving out in the open towards enemy lines with no support.
    2) to prevent the worst case in #1 make sure the location where the hull down command starts has no LOS to the location. The Hull Down command works best if the vehicle has no LOS to the area of interest at the beginning and a clear blue LOS line at the end.
  5. Like
    ncc1701e reacted to Oliver_88 in Newbie DAR/AAR: ncc1701e vs JoMc67D   
    I tend to use the Hull Down command combined with the Target command. Because then where the Hull Down commands node is placed kind of determines the limit of movement. And the Target command determines the position to be hull down to, and therefore stop their movement once they can see it.
    So take a tank behind an ridgeline, and you want them to go hull down to a enemy position somewhere. You can place the Hull Down command near the top of your ridgeline. And give that node a Target command onto the enemy position. The tank would move forward to that node and stop once it sees the enemy position. But should he not see the targeted enemy position during the movement then no problem he's going to stop near the top of the ridgeline anyway. But not using the Target command and just placing the Hull Down node onto the enemy position your tank might move over the ridgeline and continue downhill moving right onto the enemy position if needs be.
    I reckon that's probably got something to do with the reason he's acting strange in your situation. It's being told to move to the ground in front of the house (and only stop once it can see that terrain). And for some reason takes that route towards the house as it considers it would take the least effort (maybe because of the nearby road and lack of brush compared to the direct route). And it only then ends up stopping once it passes through the fence because it now can see the terrain in front house.
  6. Upvote
    ncc1701e got a reaction from c3k in CMSF2 and the 4.0 upgrade   
    Ah I see that you are following my current newbie AAR. 🤣
  7. Like
    ncc1701e reacted to IICptMillerII in Shock Force 2 Unofficial Screenshot And Video Thread   
    Here is a second showcase video, this time showing a successful Syrian armored assault against defending Germans. This was taken from a modified version of the NATO scenario "Bier un Brezel." Some of the better Syrian equipment is on display here, such as the T-72AV equipped with the TURMS-T as well as the BMP-2. This should pain the Syrians in a more favorable light compared to the first showcase video. Hope everyone enjoys!
     
     
  8. Like
    ncc1701e reacted to MikeyD in Electronic warfare in CMSF2   
    I had tested out various IEDs under ECM conditions awhile ago and ECM does work. It doesn't work for IED 'mines' or 'wire' IEDs, though,  so you're not entirely out of the woods. ECM, though, is set in QBs up front in the common force select window so both sides know there's going to be jamming. So you're unlikely to find an opponent buying radio IEDs when he knows he's going to be jammed.
  9. Like
    ncc1701e reacted to MikeyD in Vehicle reaction time   
    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.
  10. Like
    ncc1701e reacted to Bil Hardenberger in Bil's Floating Icon Mod   
    Finally completed the Icon Key.. hope this helps:

  11. Like
    ncc1701e got a reaction from A Canadian Cat in CMSF2 and the 4.0 upgrade   
    One thing I have not understood. Does the current CMSF2 demo contain this fix ?
  12. Like
    ncc1701e got a reaction from zinzan in Newbie DAR/AAR: ncc1701e vs JoMc67D   
    MINUTE 13
    I am not sure but, on the right, I may have a good location for watching the village. I am sending my Scout team there.

    I have lot of difficulties to find a good way to enter this village. Moving here (below screenshot), I might be protected from the fires from the leftmost woods. But, there are still these houses in front of us. I suppose the LMG team could go at the same spot than the Scout team to suppress those houses if, with our ROE, the LMG team still hear the enemy.

    What is important guys, even if the situation is not really good for me, I am having fun. For a game, this is essential.
  13. Like
    ncc1701e got a reaction from Hardradi in Newbie DAR/AAR: ncc1701e vs JoMc67D   
    MINUTE 14
    Mortar fires continue in the woods but there is nobody left.

    By anticipation, I have fallback the remaining troops just in time to prepare the other progression axis.

    My Scout team is back. Next turn, I will use HUNT command to search for the enemy. Something I have not done well until now...

  14. Upvote
    ncc1701e got a reaction from Warts 'n' all in Newbie DAR/AAR: ncc1701e vs JoMc67D   
    MINUTE 13
    I am not sure but, on the right, I may have a good location for watching the village. I am sending my Scout team there.

    I have lot of difficulties to find a good way to enter this village. Moving here (below screenshot), I might be protected from the fires from the leftmost woods. But, there are still these houses in front of us. I suppose the LMG team could go at the same spot than the Scout team to suppress those houses if, with our ROE, the LMG team still hear the enemy.

    What is important guys, even if the situation is not really good for me, I am having fun. For a game, this is essential.
  15. Upvote
    ncc1701e got a reaction from Badger73 in Newbie DAR/AAR: ncc1701e vs JoMc67D   
    MINUTE 13
    I am not sure but, on the right, I may have a good location for watching the village. I am sending my Scout team there.

    I have lot of difficulties to find a good way to enter this village. Moving here (below screenshot), I might be protected from the fires from the leftmost woods. But, there are still these houses in front of us. I suppose the LMG team could go at the same spot than the Scout team to suppress those houses if, with our ROE, the LMG team still hear the enemy.

    What is important guys, even if the situation is not really good for me, I am having fun. For a game, this is essential.
  16. Like
    ncc1701e reacted to MOS:96B2P in How to solve pathfinding problems that plague SF2 demo   
    The following are from notes I took after doing some experiments with the Instant Command Evade in June 2015: 
    The Evade command will generate a waypoint to move pinned troops who will not otherwise move. The waypoint location and movement type are changeable. The UI will allow other movement orders to be given to pinned troops but the orders will be ignored. 
    This command is initially a Fast waypoint.  The difference between a normal Fast waypoint and an Evade waypoint is that the AI will actually attempt to execute the Evade waypoint.  The AI will ignore the normal Fast waypoint or any normal waypoint as long as it is pinned.  If the pin is lifted in a timely manner the AI might then follow the normal waypoint movement.   
    The following is how I most often use Evade:  A fire team (generally scouts on point duty) becomes pinned.  The overwatch teams send suppression fire down range.  I may give the scouts Evade.  This results in a Fast waypoint.  I usually change the Fast Evade waypoint to a Slow waypoint and move it to a more appropriate location.  So instead of being KIA in the fetal cowering position they are KIA while crawling to safety.   .   
  17. Like
    ncc1701e reacted to MOS:96B2P in IED's PLEASE EXPLAIN   
    Below is my current IED drill: 
    1. Click on IED combat order Target to activate IED1.
    2. Click on ground to Target first OpFor to pass or click on specific OpFor unit2.
    3. Check that triggerman is in range3.
    Notes: 1)Radio triggerman needs LOS to IED to activate during game but not during setup. 2)For small & medium IEDs OpFor must enter the A/S to detonate for large & huge OpFor must enter adjacent A/S. 3)Triggermen needs to spot OpFor by IED to detonate.   
    And some general notes on IEDs:
    There are four sizes of IED: small, medium, large & huge. There are three types of IED: Wire 100m, 10% failure / Radio 300m, requires LOS to activate, 20% failure / Cell phone 600m, 10% failure. IED teams consist of the bomb and the triggerman.  To work the IED must be activated and the triggerman in range (if radio LOS also) and not panicked with an undamaged trigger device.  If this criteria is met when the triggerman observes OpFor enter the Action Spot (adjacent AS for huge or large device) the device will detonate.  (The triggerman will not detonate the IED unless he can spot OpFor next to it.)  An IED can be activated and detonated by any triggerman.  Example: A Wire triggerman can activate and/or detonate a cell or radio IED.  Any IED triggerman needs to be within 300 meters and LOS to activate a radio IED during the game and during setup.  Any IED triggerman needs to be within 100 meters to activate a wire IED during the game and during setup.  Any IED triggerman needs to be within 600 meters to activate a radio IED during the game and during setup.   
    Have a BLAST!! 
  18. Upvote
    ncc1701e reacted to Dynaman216 in How to solve pathfinding problems that plague SF2 demo   
    The WinSP game series does the route toward friendly map edge and it is not a solution.  It is worst in scenarios where you have units on two sides of the map for a rescue type situation but it pops up often in straight up fights too - units routing into the enemy that got around them.  The routing from known contacts may work.  Or not routing toward a known contact ever, surrendering if out in the open with no way to rout without breaking that rule.
  19. Like
    ncc1701e reacted to Bulletpoint in How to solve pathfinding problems that plague SF2 demo   
    I don't think you need to upload any videos, it's a pretty well known problem. And it's not just in SF2 - all the games share the same code base, so it's intrinsic to the series. I've just seen it happen in one of the PBEM games I'm currently playing.
    I'm patiently waiting for the 4.0 patch that will hopefully address this issue....
    Very simple: By making the game check that it makes the flee move order towards the friendly map edge. Or, a bit more advanced: By making the troops flee in the direction with least known enemy contacts (maybe even weighted by distance, type, and how recent they are).
    And while they're at it: By making the game check that there's good or at least decent cover at the destination. I've just witnessed my assault troops run out of a church, towards enemy lines, and into a graveyard completely devoid of cover. In effect digging their own graves.
     
  20. Like
    ncc1701e reacted to Hapless in IED's PLEASE EXPLAIN   
    Select the IED, then draw a target command:
    Target the ground nearby to activate it and the triggerman will try and detonate it whenever something gets close enough.
    Target a specific enemy unit and the triggerman will try and detonate it when that unit gets close.

    Bear in mind that if the triggerman is a potato, can't see, is suppressed, dead or generally unable to push the button, nothing will happen.
    There are also Blufor electronic countermeasures to bear in mind: the British Warriors in Breaking the Bank definitely have little ECM sets on them that may- or may not- prevent IEDs from being detonated.

    This is a quick, dirty video explanation which I would embed if I could remember how:

    https://www.youtube.com/watch?v=pXwfJbSag1g&feature=youtu.be

    Note that the triggerman is a green and -1 leadership potato.
  21. Like
    ncc1701e reacted to Bil Hardenberger in Bil's Floating Icon Mod   
    I have completed my first iteration of these icons, please download them and give them a try.  
    There are two versions:
    War Movie Mode Icons - these are brighter so they look better when playing in War Movie mode.
    Standard Mode Icons - (the @domfluff Variant) these icons are saturated versions of the original and look superior to the in-game screenshots I originally posted.
    Note:  There are two vehicles, the British Sultan and Spartan that are not working right now.. but this is a BETA version.. I will update the links when I get the issues ironed out.
    Standard Mode Version:


    War Movie Mode Version:


  22. Like
    ncc1701e reacted to c3k in Concerned over rare pathfinding problems in SF2 demo   
    ^^^
    Great vid. The team should NOT have gone back around that corner into the beaten zone.
    Of course, one big issue is the lack of "memory" for our pixeltruppen. However, I'd think a "?" or hard-contact would be something to leverage to force them not to run that way. Meaning, if that team "knows" there is an enemy there, the team should avoid that enemy (increase distance or keep LOS from occurring or get out of LOS by the quickest means).
    ...and then prioritize moving towards the friendly edge.
  23. Like
    ncc1701e reacted to Josey Wales in Concerned over rare pathfinding problems in SF2 demo   
    Video 1 looks like the Indirect Fire bug that @HerrTomhas alluded to. The unit takes 1 casualty and suffers about 70% suppression and  drops to the morale state of 'Nervous'. The unit leader is the casualty, but the assistant takes over who also has +1 Leadership. Can a hand grenade cause the Indirect Fire bug?
    Video 2  looks like a typical auto evade when troops in the 'Rattled' morale state become Pinned.
    I cannot comment on video 3 as I don't have any information on the unit status.
    When I see my troops in CM behave in a way different to what I expect, I can typically 'roleplay out' the situation so as to be less dissatisfied with the result. 
    It is hard to make that case here in either of the first 2 vids.
    In vid 1, the unit does not panic, nor does it suffer from being led by an incompetent. The unit is merely dropped to 'Nervous' and still has a capable leader fronting it up. The unit is also aware of 2 enemy contacts to the north. I would therefore find it difficult to roleplay out the situation that developed and would come to the conclusion that something was wrong with the TacAI.
    In vid 2, the unit is Rattled and (probably) Pinned whilst moving. The auto evade kicks in but again, I find it difficult to roleplay out that they would run back into the fire that was coming at them. Again I have to conclude that something here is wrong.
    Having said that I have never witnessed a situation in any of my own games that I have not been able to roleplay out, but I've also never witnessed the Indirect Fire bug demonstrated by @IICptMillerII. That's not to deny it exists, just that I've not seen it in a game I've played. I do not have the Shock Force 2 demo.
     
     
  24. Like
    ncc1701e got a reaction from Hardradi in Newbie DAR/AAR: ncc1701e vs JoMc67D   
    MINUTE 6
    My plan, if I can call that a plan 🙈, is developing. The squad is taking position on my right wing to probe the village.


    In order to distract the enemy, I am asking my HQ team to pop smoke to obtain a reaction from the other side. I would like him to ask himself the question of what I am doing. I am secretly asking myself the same question. 🤣 Assaulting with a ratio of 1:1, I am sure that I am doomed.

  25. Like
    ncc1701e reacted to Bil Hardenberger in Bil's Floating Icon Mod   
    I know there have already been a few of these released, but thought I would show a preview of what I have been toying with...
    These are based on the US Army's FM 101-5.1 .... with a little license taken to make them clear at any distance.
    This image is an overview of the first AAR map I was playing with @Baneman.. yellow are FOW icons of course.  

    This set includes special colors for each nation... 
    ...in this image I have selected a Bradley Platoon, which if you remember was playing red in this action.  The icons remain the color I chose for the US side (Infantry Blue) while selected.. they will be red when not selected.  

    FOW icons showing a selection of different unit types... very easy t tell them apart.  All nations use the same FOW icon set... so no clues as to nationality until you fully ID a unit.

    The following image illustrates Syrian infantry.. also note the Blue infantry.. that is one of Baneman's irregulars and was on Blue.. Ihave included an inset of that icon selected, showing that when playing blue, Syrian units will highlight green.

    BMP-3 (with one infantry unit selected) showing the darker red Syrian highlight:

    On the blue side...highlight insets show a British vehicle (khaki) and a German IFV (gray)...

    And finally, the overview I started this post off with, but with one US Platoon highlighted...

    Coming soon.. probably this weekend.  Just need to run them through some thorough tests.
    Bil
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