BarendJanNL
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Everything posted by BarendJanNL
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Will Russia Attack Ukraine in September?
BarendJanNL replied to Armorgunner's topic in Combat Mission Black Sea
Very interesting to follow! Maybe this could also be of some relevance: https://www.armyrecognition.com/defense_news_september_2020_global_security_army_industry/russian_army_deploys_msta-b_152mm_howitzers_in_crimea.html -
Shock Force 2 Unofficial Screenshot And Video Thread
BarendJanNL replied to Mord's topic in Combat Mission Shock Force 2
Nice, enjoying these, keep them coming! -
New patch for CMSF2 and CMBS
BarendJanNL replied to BFCElvis's topic in Combat Mission - General Discussion
@ironcross, as far as I know, Steam will be automatically updated, while you have to update the non-steam version manually by downloading and installing the patch -
Any things done to the Spike as there were some disappointing results with it?
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Well, wasn't that supposed to be fixed after the latest patch? I saw some comments stating that the Gills were functioning as intended now, although I myself had trouble when using them.
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Exciting news about Battlefront and Slitherine
BarendJanNL replied to BFCElvis's topic in Combat Mission - General Discussion
I only see three videos there and no one has 83K views, so I must be blind or something -
Exciting news about Battlefront and Slitherine
BarendJanNL replied to BFCElvis's topic in Combat Mission - General Discussion
Could you provide a link to that specific video? -
Recent combat vids from Ukraine
BarendJanNL replied to John Kettler's topic in Combat Mission Black Sea
Good footage indeed, thanks a lot! -
Just for your information: https://www.baesystems.com/en/article/bae-systems--cv90-increases-lethality-by-testing-spike-lr-anti-tank-guided-missile
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[scenario] White Flag and Greenhorns
BarendJanNL replied to Zveroboy1's topic in CM Shock Force 2 Maps and Mods
@37mm Looking forward to a video of that scenario.. -
Well, I have to say I experience the likewise problems with the GILL. In testing all went pretty well, but when I played a scenario the Gills were of little use with over 50% miss rate indeed.
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As one of the guys who asked you about it: Thanks a lot, I'll have a look into it and use the ones I like
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CM Shock Force2 v2.03 patch has been released.
BarendJanNL replied to BFCElvis's topic in Combat Mission Shock Force 2
There is an entire thread about the Gill, but Elvis stated that the gill was completely fixed: -
CM Shock Force2 v2.03 patch has been released.
BarendJanNL replied to BFCElvis's topic in Combat Mission Shock Force 2
What is 'weird'? -
What the actual hell is this game?
BarendJanNL replied to butler69's topic in Combat Mission Shock Force 2
I understand your frustration, I frequently have situations where I feel the same way, although it is often my own lack of suppressive fire in the preparation phase of the attack/assault. Also, if I remember correctly, troops can be set to 'Fanatical' in the Force Selector, so maybe that is the case with this guy/unit. Funny in my case it is often the 'lazy' Forward Observer who has the most kills. -
True that, that was literally the problem I had yesterday in a duel against a Shilka. Miss from a Gill and then just sitting there reloading and waiting to get killed. Would it be possible to clock the time of aiming necessary and then give them a 'target' command while in a for example 15 sec 'pause' command so they will immediately move after firing?
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Thank you for the information you provided! This gives me better insight in the capabilities of both the jav and the Gill in RL and CM.
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Just did a quick test in CMSF2 and it worked indeed, so thanks for pointing it out!
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Lol, I immediately thought of your reaction after I saw the patch was released Do you btw know if this is true?
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Unfortunately not, it was just a quick test to see if they would work properly. Two factors that may have influenced the effectiveness of the Gill I can imagine are: - High ground vs low ground, with low ground launches resulting only in overshoot, and high ground resulted in succes. - The enemy units were placed directly at the edge of the map, so maybe that could be a factor why the Gills failed? Still have the question of how the Gill would do against the Javelin, as they are from a similar timeframe and use the same guidance for as far as I know. Anyhow, looking forward to @Aquila-SmartWargames ' play of the 'Back on Tracks' campaign to get more insight of how the Gill functions after the patch.
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Very interesting, thanks for your answer! I ran the same test and i had an even better result of 10 out of 10 with all rounds fired en all crew empty after one turn. However, when I counted the missiles beforehand, it were 18 missiles. Am I correct to assume each of the 5 teams had 2 missiles but because of ammo sharing it looked like 18? Still weird how in the other scenario nearly all missiles overshot the targets, I'll have a better look into that.
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Reaction from @BFCElvis: 'From the readme file: "* FIXED: Gill ATGM had an abnormally high miss rate against targets in ideal conditions" ' However, in the last game (with the V2.03 patch) I still needed 20+ Gills to kill 7 vehicles, because the missile often overshoots. Can anyone confirm or deny?
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Just played it with the newest patch. CV90 munition seems to be working well. Also, most dismounted Dutch troops have radio now. However, I needed 20+ Gills to kill 7 vehicles. The only ones that connected were fired from the high ground, the rest all overshoot unfortunately. Was the Gill for CMSF:2 meant to be that way?