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RexSaur

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Posts posted by RexSaur

  1. 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?

  2. 46 minutes ago, WriterJWA said:

    Yup... So even after I managed to sacrifice a Stryker to trigger the mines (which no on-ground commander would even remotely do) and marked them with engineer, I still lost two Strykers as I tried to slowly pass them through the gap. But effective, modern, U.S. Army engineers who are professionals at their jobs are probably too far outside the "scope of CM games." Not only do I have to sacrifice a vehicle to find the mines just to mark them... The marking is entirely arbitrary, too. I've tried to get around these mines four times without doing something "gamey" or just losing unrealistic casualties and I can't do it. I'm not trying anymore. Best of luck with this campaign. 

    OMG why would you run vehicles deliberately through a mine field?

  3. 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.

  4. 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.

  5. 15 hours ago, sburke said:

    What?  It absolutely does have bog and immobilization.  A 5 second test would have shown you that.  This is the fun thing on this forum when folks assert something as fact.... and well it isn't.

    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?

  6. 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.

  7. On 1/12/2019 at 12:11 PM, Vet 0369 said:

    "Immobilized" can be a number of things, not just "stuck." Any component on a vehicle can fail. A tracked vehicle can throw a track, especially if muddy and not cleaned or properly maintained. An axel can break if it has high time on it. An engine can be over-revved, or over-heated and throw a piston. A transmission can fail. Most of those things can take hours to fix, which is beyond the time allotted to the mission.

    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.

  8. On 1/9/2019 at 11:32 PM, IanL said:

    There is a feature for the campaign where the author can set the likely hood of vehicles being repaired between battles. A low likely hood simulates a tight timeline where the next battle quickly follows the first. A high likely hood simulates a longer time-fame where damaged vehicles can be recovered, repaired and returned to the fight.

    As @George MC says sometimes the damage is extensive so the repair is a percentage chance not a certainty.

     

     

    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.

  9. 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.

  10. On 1/5/2019 at 5:15 AM, Euri said:

    I am wondering if anyone has managed to kill a Syrian tank with precision artillery (armor). Not me, after having spent around 15 rounds in numerous occasions many of which were direct hits. I suspect a glitch because these are too many events to be a coincidence.  

    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.

  11. 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.

  12. 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.

  13. On 11/7/2018 at 12:25 AM, IICptMillerII said:

    This is one of the many reasons why one needs to split their squads and ensure good spacing. An RPG that hits 4 men is not as bad as an RPG that hits 9. 

    As a general rule of thumb, this is 100% true in real warfare. Small arms fire accounts for only a small amount of total casualties inflicted on the battlefield. This is as true in WWII as it is in modern day, in general. Artillery, to include mortars, accounts for the single largest percentage of kills. This is followed by large caliber weapons such as tank cannons/IFV guns. Below that are crew served weapons, such as general purpose machine guns. 

    While one example does not prove a rule, this is a pretty good glimpse of small arms fire against targets moving in the open at pretty close range. You'll notice the target is not put down until after he moves through the open and becomes stationary in a small structure easily fired at, and that later in the video you see just how much firepower was focused against the targets. Fair warning, this video is NSFW as it shows people being shot at, and later wounded men being tended to.

    <snip>

    Hopefully this gives you some insight into the real world effects of small arms fire, and may help to explain some of what you are seeing in game. 

    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.

  14. 16 hours ago, IICptMillerII said:

    Split off the anti-tank team in a squad. That separates the Javelin and his assistant. Then you have the rest of the squad free to fire AT-4s into buildings and more. 

    True but this doesn't work if I have split the team already.

  15. 1 hour ago, IICptMillerII said:

    For infantry, use the Target Light command, and they will not use Javelins/RPGs/etc.

    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.

  16. 3 hours ago, Andy_101 said:

    Thanks everyone for the comments.  It's from the scenario Passage at Wilcox.  I'm trying to take hold of the centre compound.  I felt if I could take this compound I could direct operations from there, use it as a jump base into the other compounds.  But my chaps keep getting slaughtered.  I've tried all sorts of routes, including using engineers to blow holes through walls but to avail.  

    From what I gather from the kind comments I've had it seems that sitting back and levelling it from afar is probably more effective (but also perhaps less exciting?).  Anyway, I think I will withdraw my troops and try something different.  Thanks!  A.  :)

    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.

  17. 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.

  18. 7 minutes ago, domfluff said:

     - RPG-7 and
    The other unsolvable problem are ATGMs -

    ^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.

  19. 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.

    44793284175_e11a980a4d_z.jpg

    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".

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