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THH149

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  1. Like
    THH149 reacted to landser in Game Stats - Request for a Patch   
    More of a wish-list sort of thing, and not really in step with the OP, but I'd love to see more robust statistics tracked by Combat Mission and displayed for the player. Aside from win/loss ratio like the OP wants, more detail about the combat that took place in the debrief, and perhaps a cumulative page showing aggregate totals throughout the players 'career'.
    For example
    Rounds fired for each weapon type
    Accuracy percentage for each weapon type
    Most lethal weapon system
    Distance traveled
    Longest range kill
    Average range kill
    Penetration/deflection/partial penetration numbers
    A complex rating that shows hit or kill percentage modified by shot difficulty (with range, target visibility, ordnance suitability, etc factored in)
    Average play time per battle
    Casualty percentage
    And so on and whatnot. Combat Mission to me is so perfectly suited for statistical analysis, but we need the statistics. I'd love to see this sort of thing implemented in future versions of Combat Mission. It's something I've wanted for many years. Doesn't hurt to bring it up, even if it is unlikely to happen. I eat this stuff up and would pore over the numbers after every battle. 
     
     
     
  2. Like
    THH149 got a reaction from Lethaface in AAR - UK H2H Brit Mech Plt vs Uncon SF2   
    A few comments about this one after a H2H play....
    what a wonky name for a scenario! The Brits (I think) are heavily advantaged against H2H Syrian. The Syrian's seem to be well armed with some good RPG/ATGMs and Veteran troops, but the UK are overpowering with Javelins, APCs, artillery and an Apache. Although the Syrians are Veteran's, the Brit Regulars have much more significant combat power. The approach I used as the Brits was to swing around the British left  using folds in the ground to draw up into the small village as a fire base for push into objective zone. When Syrian Artie hit me there I covered in the buildings until it passed. While the main force was being hit I advanced the Javelins in the centre to target buildings and a trio of APCs on the far right to edge toward main 2 storey building in the objective village. All Brit Art and the Apache was concentrated against the Objective, timed one to follow the other, and the final push to start when the Apache finished. The Brits tried to focus on one Syrian at a time while covering the roofs to keep the Kornet away.  The RPGs as usual got hits but each team was quickly overwhelmed British lost 4 APCs (one to friendly fire as I hit the building it was next to with a Javelin), 14 killed and 11 wounded (of 75 at start and 9 APCs). By game end the Syrian's had 1 man left.  This gave Brits a Major Victory. Highlights: the Syrian Kornet hit something. Best
    THH
     
  3. Like
    THH149 reacted to Combatintman in v2.04 AI IEDs not working   
    In generic terms a pressure plate IED is effectively what most people understand a mine to be (eg you walk/drive over it and it goes bang).  All you need to do is to pick mines in the unit editor and call them IEDs in the scenario briefing.
  4. Like
    THH149 reacted to Lethaface in Shock Force 2 Unofficial Screenshot And Video Thread   
    Nice Shots! @MOS:96B2P

     
     
  5. Like
    THH149 reacted to Erwin in UK Piccadilly Circus - AAR and Where to put Konkurs?   
    If your oppo is experienced one of the first actions he may take is AREA FIRE on obvious high locations.  VS an experienced oppo you could place the long range weapons in less obvious locations and be sure to have a safe place they can relocate to if they survive firing their first missile.  The unit is unlikely to survive longer than that if it stays in the same position.
    The other tactic is to set up the ATGM's someplace safe but near to the high locations and move the ATGM's to the high locations a few minutes later in the game - so that any enemy area or artillery fire is finished.
  6. Like
    THH149 reacted to z1812 in UK Piccadilly Circus - AAR and Where to put Konkurs?   
    I am starting this scenario playing Syrians as a PBEM against a friend. I set RPG teams in ambush positions usually at street corners. The crewed ATGM's are on low rise roofs covering the largest fields of fire possible. Each will be moved, if possible, after firing. Like you, I have one covering the open road to the Milk Factory.
    Your plan sounds very much like mine. All my men are hiding. I have not used any target arcs although I may as my opponents attack develops.
    I will let you know how it goes.
     
  7. Like
    THH149 got a reaction from Lethaface in Game Stats - Request for a Patch   
    I've been playing CMSF2 for a while now, and keeping track of the scenarios I've played against AI and H2H, and the results,  is now difficult.
    Can a patch be added where the games played, results and Victory screen are displayed/reported?
    For instance, I've played ATGM Ambush about 10 times to get my skill level up to no deaths/vehicle losses for the Amricans, but would love to know my overall win/loss rate for that game in the mix of all the CMSF2 games I've played. Also it will help me choose a scenario I havent played, and confirm to my H2H friend that I havent played what he's suggesting.
    I'm sure these player stats are being used in the military version (or should be) so would be great to see it on the Steam version too.
    Best
    G-Man
  8. Upvote
    THH149 got a reaction from George MC in TF-Thunder Campaign: Into the Valley   
    I suspect that the Syrian bonus points come from damage to civilian buildings and/or insufficient damage to the ATGM forces.
    Great AAR.
    Best
    THH
  9. Upvote
    THH149 got a reaction from Saint_Mattis in TF-Thunder Campaign: Into the Valley   
    I suspect that the Syrian bonus points come from damage to civilian buildings and/or insufficient damage to the ATGM forces.
    Great AAR.
    Best
    THH
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