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ishfar94

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Posts posted by ishfar94

  1. Hi, 

    So i might be wrong about this but the at 13 for the russians don't seem to have thermal optics? What literature I can find online(granted it's not russian) points to it having a thermal optic (think it was the 1PBN something). I know there's the metys m1 which is the upgraded variant of the metys m but that comes with a beefier missile, don't think that adds anything to the launching post itself. Not sure if I am looking at the right or wrong thing.

  2. 18 hours ago, JM Stuff said:

    I dont know this band, some passage are nice to listening, I will check another track...

    My choice is more modern sorry to don't respect the 80' !

     

    oh it's not a band. it's just a guy with a kfc bucket on his head and a mask 😄. I would recommend checking him out. he's a weird one. no one has seen his face or anything. he's just a weirdo who happens to be extremely skilled on the guitars. still releases albums quite regularly. a great player and an even better composer. very versatile

    GettyImages-72291000-696x442.jpg

  3. Not sure what exactly is going on here. I put my squad inside a building but for some reason one dude keeps on sticking out of the building. Tried repeatedly putting the squad back in the building but dude still keeps on sticking out(and proceeds to get shot immediately). First time i am encountering something like this. One of the tf thunder missions. Thi is happening with a lot of the buildings in this map. Any ideas? Added the save file and a screenshot

    https://drive.google.com/file/d/1WeCLB6kSSET8bqMfz3rSJTKFqoZz0FAj/view?usp=sharing

    https://drive.google.com/file/d/1nTgj9fgEtATNZdQZVyGlSyi-iLMhB74l/view?usp=sharing

  4. So i started playing with the commonwealth forces and had a few questions with them. Is it better to keep each squad as three teams and split with that to move around or is it better to combine the squad to make two teams and then spit with that to move around(to get better fire output from each team). So far I am finding commonwealth squads very anaemic in terms of fire power in the ww2 titles. The americans tend to do well at mid to close ranges cause of the m1, the germans are great at long ranges thanks to the mg and the russians are very good close up cause every second person gets an smg. Also i keep on getting the feeling that squads are hesitant to open up at ranges on people. any ideas on how to get the best from them or is it a given that i will take more casualties with the british cause it takes a longer time to build up fire superiority?

  5. Hi. Was just playing the us campaign 2nd mission. I am trying to breach through this wall with the enginners. For some reason, they don't want to breach through this wall although you can see they have 12 charges and that should be enough to punch through the walls.the 3 man breach teams don't really seem to have this problem. i tried it in other walls with the same engineer squad and it just defaults to the quick command. Any idea what's going on?Untitled.thumb.jpg.6738d7a31c90d07f50b6e8ec692f246e.jpg

  6. 18 minutes ago, Aquila-SmartWargames said:

    Now you´re just missing a "bmp-1 weapon choice" thread to complete your collection.

    - In the screenshot you´re using a "target" command. Give the BMP-2 a "light target" one and it will use its AC

    Nope.i had a save right before the engagement. Tried absolutely everything. Target arcs, target armour arcs, target light same deal as before. And that's a really bad reason to give. I've used target multiple times before and never ran into this issue so something else goes into the BMP choosing weapons. And these aren't issues just faced by me. Last I remember the BMP 3 thread had a number of people talking about similar issues with weapon choice at closer ranges.

  7. 7 hours ago, Erwin said:

    Could be one of the many strange CM2 LOS issues we often discuss.  eg: The gunner's view may be obstructed, but one of the crew (the ATGM guy?) can see the Bradley.  Unfortunately there is no AI routine that enables a unit to move a few inches so that the main gun can target. We see that a lot with HMG's where the 3rd ammo carrier can see a target but the HMG gunner cannot and there is no way to move the HMG a few inches to get that LOS.

    if everyone can't see it properly shouldn't los be white instead of blue which means only some dudes can see him? it was blue in this case

  8. got a few questions about the bmp2 weapon choice by the ai when engaging targets. What exatly As shown in the picture below i caught a bradley out in the open and the bmp just stood there trying to use it's atgm at the bradley when the 30mm on it is quite capable of shredding the bradley at that range. The weapons choice of the AI seems really strange at times. It does the least optimal thing. I checked los and there really is no obstruction. The bmp itself isn't damaged or anything and the crew isn't shocked. So i have no clue why the bmp just stands there waiting for five seconds while it should be opening up with the autocannon. the bradley spotted me after 5-6 seconds and he did the right thing of opening up with the autocannon. I feel like this is a problem with the bmp(the bmp3 to be precise) in black sea too. It's choice of weapons seems really strange especially at close ranges

     

    https://drive.google.com/file/d/1suUftp52cfgOUL6V-sDFF2XPNyRV6gsI/view?usp=sharing

  9. 20 hours ago, 37mm said:

    Nowhere official... most people use their dropbox or google drive.

    If it's small enough (less than 2mb), I believe you can attach it to your profile (click on your moniker, top-right of the screen & underneath "profile" is the attachments page).

     

    Post the link on this thread & then people can try to recreate the issue.

    https://drive.google.com/file/d/1dFVQ72CZMg5fgVA5hXwEF56XYl4kbchw/view?usp=sharing

     

    I think this should work. This is the map where you choose your branch

  10. Hi

     Can anyone help me with an issue I am facing? I am playing the german campaign but for some the map where you have to choose which branch of missions to follow is messing up. the first branch is done by just pressing cease fire right at the start. That works fine for me. I kept a save of that map(so that i could come back and choose the other branch). However when i try to select the other branch(by going to the objective marker at the end of the road and the pressing case fire) the game just hard crashes. Don't know what's happening since everything else works fine. I have a copy of the branch choosing map in m machine. 

  11. Quick question. Do choppers always unload with missiles on armour? Cause in black sea this sounds like a bad idea in black sea since every us vehicle has aps. I was playing one of the scenarios which involved stopping an armoured push by the us. Now four choppers were available to me from the start so i started the match with heavy shelling of the expected start location of the americans(to supress any stinger teams) and immediately calling out all the four choppers. The results were dismal cause all the missiles were intercepted by the aps(lots of armour,lots of aps). The second time was much better. The choppers had already expanded their missiles and switched to strafing with atuocannons. I counted at least six bradleys and two abrams knocked out. Now sure the missiles did waste a lot of the aps charges on the vehicles but i would rather deal with fewer bradleys and abrams down at my main defensive line instead of multiple(even if they don't have their aps). I mean from a pilot's point of view it makes perfect sense to just start with the atuocannons since i can see everything has aps and the enemy doesn't seem to have any anti-air so strafing has minimum risk

  12. Hi, 

    Quick question. Do i need to keep a hold of the installation files for the games? I might get a new machine in the near future so is there any point in keeping the installation files (and hog up space in my current machine) or can i redownload the files any time i want?

  13. I was just wondering, the uncons and the Syrians in sf2 had access to the much nastier rpg29. I was wondering why doen't the Russians have access to any better RPGs. I know the 7v2 is frontline issue but I was reading up on their equipment ages back and I remember seeing that the army had other more modern RPG, including the 29, in service along with the 7. Just asking cause the 7 is kinda bad and struggles with anything above a Stryker and you have to mass a ton of them. Also it's not very accurate unless you are really close whereas the at 6 is quite accurate, has no back blast and hits much harder.

  14. i'd say to play defensive through out the whole campaign. except for a few mission, the russians always counter with huge amounts of armour. Always keep scouts at vantage points to spot spot incoming armour. right at the start of the game, get everyone in the squads to take up as much at4/javs as they can pick up. yes you are overloading them but trust me they will run through it fast. also remember strykers are kinda **** when it comes to spotting. in fact they are quite bad. they are worse than the bmp3m. your infantry is your main asset here. strykers on the flanks will do good work especially the tow strikers but never ever put them in front of incoming armour. even if you put them really well in hull down positions, most of the time their spotting is so bad that that t72b3s will spot them first and ohko them

  15. Hi,

    Quick question. Is there a thing in the single player missions where the ai has access to unlimited artillery? I am playing one of the russian single player campaign thingies and the opponents(ukranians with some attached americans) seem to have constant streams of artillery everywhere i move, even when i use trees and terrain to block line of sight. This is really annoying cause i would have troops held in reserve for use later behind the front lines and suddenly arty wil start raining on them and causing vehicle losses and casualties. Now is it cause the americans might have a drone up that they are using to observe or is just something the ai is allowed to do cause it's kinda dumb when it comes to actually reacting to the player

  16. 20 hours ago, Aquila-SmartWargames said:

    A possible explanation for this observation without guarantee that it is true for the CM simulation here or reality:

    1) The BMP-3 has a 100mm and the 30mm. The 30mm is loaded with belt(s) and ready to engage before the engagement, the 100mm is not

    2) The BMP-3 crew identifies the tank and starts to engage the tank right from the beginning with the 30mm while the ATGM is now ordered to be loaded into the 100mm and made ready. This might take some seconds.

    3) when this process is finished, the crew aims and fires the ATGM

    For most situations this "maximum firepower" approach of the TacAI is also what I would prefer as AC fire even without penetration can severly surpress enemy tanks despite causing significant damage to optics etc. In my playthroughs in several similar situations the enemy tank was suffering from a combat-ineffective some sort of "stunned" state, buying time for the BMP-3 or others to take out the tank.

    However true is that for some situations especially when an "ATGM-only" approach might be preferred, opening up with the AC can be semi-optimal and enable the target or other enemy vehicles to identify the BMP-3 faster before it even can bring its ATGM to bear or deny its option to retreat. At long ranges the BMP-3´s TacAI seems to handle things this way. I imagine finding a general sweet spot distance between TacAI "maximum firepower" and "ATGM-only" might be hard if not impossible as it is very situation and tactics dependant. 

    One could experiment if issuing a "Target Armor Arc" and/or "Hide" command to the BMP-3 might change something. I suspect not but I didn´t test it out. 

     

    So i saved my game right before my bmp begins the whole engagement process and loaded repeatedly to see if anything changes. Did that about six times. Now out of those six times, twice the bmp behaved like how i expected it to behave originally. it stopped, a slight delay( which i am guessing was the dudes loading the atgm) and then ko'ing the bv in a single shot. Now mind you all i did was just load the game and let it run six times and so the engagement range, situation etc was all the same(mind you tank never spotted me on any of the runs, at least not before i took my first shot so there can't be a situation where the crew panicked and let fly with whatever they had). i feel like there's some other variable that influences the choice of weapons at mid to close ranges.  And yeah you are right at long ranges the tacAi works much better. It loads atgm to deal with tanks, autocannon to deal with apcs and such and autocannon/100mm to deal with infantry

  17. Hi,

    Just had a few questions about how the bmp 3 chooses it's weapon for engaging different targets. The bmp3  right now has a really bad habit of opening  up on tanks with the autocannon while it clearly has a far better choice of the atgm right there. I was playing one of the russian campaigns and got a spot on  a ukranian t64 bv. now that doesn't have a laser warning receiver and so i thought cool the bmp will launch an atgm and that will be the end of that. If it still doesn't go down then the autocannon should be enough to mop up. but the bmp just wastes about 5 seconds using the autocannon by which point the tank spots it, shoots and then the bmp decides to use the atgm. shot connects, missile connects, both dead. I feel like the bmp refuses to  use the missile much at all unless the engagement range is very long. By the way the tank was literally out in the open and the bmp (zero subsytem damage) crew was a veteran crew and so i don't think the risk of the missile hittting terrain comes into play.

     

  18. 8 hours ago, Megalon Jones said:

    Hull down.  Shoot and scoot.

    Unleash them in conjunction with the Javelins.  Use short 'hold fire' arcs until a significant amount of armor is in view and then let 'em fly.  Target tanks, IFV's/APC's that are still laden with troops and specialty vehicles (command, SAM, arty spotters.)

    Don't wait too long though....Ivan can move fast.

    yeah i tried doing that. problem is the stryker does not have good spotting to start off with. i'd say it's on par with the bmp3ms. javelin teams riding in strykers seem like a far more flexible tool to me

  19. Any tips on how to use the tow strikers properly? i've been playing a lot of the stryker campaign and they really seem more of a liability than an asset. Against single targets they are alright i guess(although i have seen the missiles miss quite a bit, either overshoots or crashes into the ground) but most armour pushes don't really have singular vehicles. also they take ages to acquire a target after spotting them and once you shoot your first missile everyone in the vicinity will spot you and 70% of the time something else nabs me as the vehicle tries to acquire another target. Now i am using them spread out over the battlefield. Should i be massing them for just firing salvos, retreat & reload and then coming back for more. any help would be appreciated

  20. Hey guys,

    Do the brm vehicles serve any special purpose? I know they are recon vehicles and i guess that means they come with better optics compared to their standard counterparts.However they also have radars. How do these work and do they really make any difference? So far i really haven't seen anything special in terms of their spotting ability and i've been using my brm3ks as just another autocanon platform

     

  21. Can anyone tell me how good the striker mgs is at spotting. Right now i am playing the us campaign(the one with all strikers) and i cannot seem to spot enemy tanks (t72b3s in this case) before they spot me. In one situation i had the striker behind a small hillock with the gun sticking out looking down a road(i checked los and yes i could hit anything down the road). t72b3 rolls into the road, sees me fires a shot, hits the hillock, reloads and then fires another and takes me out. my striker got a possible contact on the t72 but didn't even spot it properly  so yeah how bad is the striker's spotting? been having the same issues with the other mgs. Now i don't know much but i thought us vehicles normally had better spotting than russian vehicles/

     

    Thanks

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