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RexSaur

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Everything posted by RexSaur

  1. yep, have that all the time with Bradleys firing in trees and hills killing friendlies.
  2. Hi All, I'm playing through the CMSF2 campaign again and my artillery is not very effective. Could you spare some tips and tricks how to use it efficiently? I tried flushing enemies out of buildings with 120mm mortars but they couldn't be bothered neither with "General" rounds nor "Armour" rounds. Aircraft bombs seem to work well but there are not many available. Since the enemy likes to occupy the ground floor multi story buildings become bunkers hard to crack. Also what is an effective range for infantry squads and machine guns?
  3. OMG why would you run vehicles deliberately through a mine field?
  4. Forget the mines. All you need to do is drive your tanks up the berm and shoot the **** out of the enemy. Move you scouts on the berm and plaster the enemy with artillery. That is all to finish this mission. You don't even need to dismount your infantry. Not the best designed mission in the campaign I think. Unfortunately it is the very first one. Generally don't try to disarm mine fields. Your engineers are not particular good at it. It is always better to go around minesfields instead of trying to disarm them.
  5. In the 1st screenshot of "Breaking the bank" have you checked if there are actual doors between the room your troops are in and the room they are supposed to move to? THis is very easy to miss especially with two building right next to each other like in that screenshot. If there are no doors then the AI would run all the way down, exit the building run to the entrance of the other building and all the way up.
  6. That is interesting. My memory might fool me but I can't remember having a bogged vehicle in CMSF1. I checked the CMSF1 manual and it does not mention such a feature. Was that patched in at a later stage?
  7. SF1 did not have the "bog feature" and I really don't mind it if it wouldn't screw up the remainder of the campaign. The mission summary screen tells me I didn't loose any vehicle yet in the next mission my guys have to walk. That is why it looks like a bug. It is a totally arbritrary way of taking out one of your units just because of "**** you". If that is how it is intended well then so be it.
  8. This is from the game manual, section "Ground conditions, bogging and immobilization": When issuing Movement commands, keep in mind the ground condition that you want to order a unit to move over. All vehicles are rated for Offroad performance. To some degree better quality crews lessen the chance of bogging. However, if you order a non-tracked personnel carrier to move across a muddy field the best crew in the world won’t likely help you out much. [...] Bogged vehicles display a “Bogged” marker in their unit panel, and are not able to move. Bogged units attempt to un-bog themselves automatically. This may fail, however, and lead to a permanent immobilization. According to the manual bogging is related to ground conditions and not mechanical failures.
  9. As far as I am aware the "bogged" status can appear when moving wheeled vehicles over sand surfaces. The "bogged" status then can turn into "immobilized" to simulate that the wheels dug themselves in and the vehicle can't free itself. Why would there be any extensive damage to critical components like the engine? This feature is alright to add some tension to the mission. Forces you to adapt but taking out the vehicle for the remainder of the campaign is just bloody annoying. It is an arbitrary unit loss without any influence from the player.
  10. One thing I find very annoying is that when a vehicle gets bogged and then immobilized it becomes unavailable in all next missions of the campaign although it does not count as a destroyed vehicle. Had a stryker bogged and immobilized on the very first mission of TF thunder in the very first turn. So that vehicle was lost for the remainder of the campaign. I'm sure someone would bring a shovel when going to war.
  11. Yes, I had that too on the 1st mission of the TF Thunder campaign with multiple dug in Syrian tanks. On other missions it worked alright though so maybe the glitch is mission related.
  12. So what to do in the first mission of TF thunder if there is no safe way to remove those mines at the choke point? Just send the strykers through and hope the best?
  13. How many activations per key are allowed? I think CMSF1 you could have 2 installations per key.
  14. It is in the demo's installation folder. Here is my example: C:\Games\Combat Mission Shock Force 2 Demo\Game Files\Saved Games
  15. Well, the issues with the surrendering troops definiitely are annoying. How many times have I ordered my troops to target the enemy to find out they surrendered already. It is more annoying than adding any substantial gameplay. If there would be any feedback through the GUI it would be a lot better experience.
  16. I don't know how Battlefront is handling this but the so called "crunch time" period before release can be insane, literally. I know a few guys who burned out on that. And when the game is released you need devs to fix bugs instantly just like domfluff said. Having a game released prior holidays means a lot of stress for the devs and their families. After witnessing that I don't have problems waiting a bit longer or pay a bit more for a game I really want. There are other games to play in the meantime. Imagine those devs who have to have their games released prior to the lucrative Christmas time.
  17. Yes, I believe that. However I just played through the Combat Mission Black Sea demo and small arms fire is definitely more effective there. Maybe it is intended because Black Sea plays in the near future? I don't know but the infantry squads in Black Sea feel a lot more capable than in the shock force 2 demo.
  18. True but this doesn't work if I have split the team already.
  19. Sometimes I want them to use the AT4 against buildings but not the Javelins. The commands "target" and "target light" unfortunately don't allow for such detail.
  20. I think that compound you are trying to take is probably a bait by the map designer to lure your troops into a trap. It is well fortified and occupied by several squads. I had to level half of the buildings to be able to take what's left of it. Otherwise you would have to encircle it to suppress all enemies in the compound without destroying the buildings but that exposes your troops to the other enemies on the map.
  21. One feature that would really come in handy would be to restrict the use of certain weapons with a tick box/toggle or something like that. For example I want to order a bradley to suppress the enemy in a building with its machine gun. If I use the target command the bradley fires TOW, 25mm and machine gun. If I order target light it still fires 25mm. If the UI had a way to "turn off" a weapon system that would make the whole targeting a lot easier because you would not need to use different commands target and target light and it would prevent units firing precious AT ammo while overwatching. Same situation applies for infantry squads. If there would be a toggle to prevent the use of weapons like RPG/AT4/Javelins etc. it would be easier to control squads so they don't fire precious Javelin missiles at buildings or RPGs at light vehicles.
  22. ^This! These are the main reasons for my causalties. Even if I suppress the **** out of the enemy they somehow manage to fire an RPG which takes out half of my squad in one hit. ATGM likewise. Even when surpressed they one-shot everything. Small arms fire hardly kills anything in this game. Even if I manage to flush the enemy from a building, I have 3 squads firing at them while they run in panic through the open without killing a single enemy. I just had a squad take out a BMP after 4 shots from the AT4s. The crew bailed out but was able to run around half the map without taking casualties from my 2 squads firing at them. Meanwhile a suppressed ATGM took out my Striker. The only things that kills reliably are the larger calibers.
  23. Is there any disadvantage to giving more ammo and weapons stored in vehicles to soldiers? Are they slowed down or react slower or anything like that? The manual doesn't mention anything like that so I let them aquire all the ammo from vehicles.
  24. In "Breaking the bank" the on map mortar teams can only fire directly. Even the mortar is deployed it does not come up in the artillery menu and the whole point of using mortars is they can fire volleys without LOS. In the same scenario there are some glitched building walls where soldiers inside the building position themselves outside. The enemy then fires a rocket and kills the soldier outside and inside of that building. Same scenario I had problems with artillery fire when loading a savegame. The length and the location of the artillery fire drastically changes when loading a savegame. Same problem with helicopter attack. In one instance splash rounds were reported complete and fire for effect announced. I saved the game artillery kept firing for 2+ minutes. Then I loaded the savegame and I got message "rounds complete".
  25. I can remember when CMSF1 was published. It was so horribly broken with bugs, rightfully all the reviews smashed the game. It took a long time to get the games patched to state where it was fun to play. Please not again.
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