metalbrew Posted August 1, 2007 Share Posted August 1, 2007 I'm not really finding great reasons to dismount. I've played 4 missions in the Campaign, all of the included battles, and some quick battles with friends. 99% of the time I creep my vehicles in close and rake the enemy until I can move a bit closer. Infantry is a target in CM:SF and it's not been very useful to dismount. The exception has been standoff Javelin attacks. Other that AT missions, I haven't found a fight that compelled me to hop out of the metal boxes. Thoughts? 0 Quote Link to comment Share on other sites More sharing options...
Blackmuzzle Posted August 1, 2007 Share Posted August 1, 2007 What about incoming RPGs? A single lucky hit can ruin your day if all your flattops are still in the can. That's the lesson I learned in the first tutorial mission, where I dismounted too late and lost the Stryker and an entire squad. 0 Quote Link to comment Share on other sites More sharing options...
metalbrew Posted August 1, 2007 Author Share Posted August 1, 2007 Originally posted by Blackmuzzle: What about incoming RPGs? A single lucky hit can ruin your day if all your flattops are still in the can. That's the lesson I learned in the first tutorial mission, where I dismounted too late and lost the Stryker and an entire squad. Anywhere an RPG is hiding they'll be infantry hiding too. Your squad is dead either way, inside or outside the box. I've completed 4 missions of the Campaign with 5 dead and 10 wounded. Creeping vehicles seems a ton safer than wandering around. Flatten every building with more than 1 unit inside and spend 2-3 turns raking buildings with single units before moving forward. 0 Quote Link to comment Share on other sites More sharing options...
Bunyip Posted August 1, 2007 Share Posted August 1, 2007 No wonder there's so many civilian deaths in Iraq. 0 Quote Link to comment Share on other sites More sharing options...
thewood Posted August 1, 2007 Share Posted August 1, 2007 Actually, thats a good point. I thought I had read that civilians were to be included. Without them its just like WW2, recon by fire (really big fire) 0 Quote Link to comment Share on other sites More sharing options...
tc237 Posted August 1, 2007 Share Posted August 1, 2007 Originally posted by Bunyip: No wonder there's so many civilian deaths in Iraq. Huh? Why? because someone in a game is "flattening every building"? stupid comment. 0 Quote Link to comment Share on other sites More sharing options...
CRourke Posted August 1, 2007 Share Posted August 1, 2007 I wonder if this is a sign that the AI isn't disciplined enough when it comes to holding fire.... I'd think in the real world, enemy inf in hidden positions would wait until a) strykers came in easy rpg range, or infantry dismounted. 0 Quote Link to comment Share on other sites More sharing options...
Michael Dorosh Posted August 1, 2007 Share Posted August 1, 2007 Originally posted by CRourke: I wonder if this is a sign that the AI isn't disciplined enough when it comes to holding fire.... I'd think in the real world, enemy inf in hidden positions would wait until a) strykers came in easy rpg range, or infantry dismounted. It's because at present the AI triggers are time activated rather than context sensitive. Not sure how the TacAI does things but it would be difficult to predict when/if enemy infantry were going to dismount. I suppose a bunch of IFVs coming to a dead stop in front of you would be a pretty good clue though, wouldn't it. The AI does have preset ambush ranges, so you can determine engagement ranges with some rough degree of accuracy. There is no "wait to dismount" order unfortunately. 0 Quote Link to comment Share on other sites More sharing options...
thelmia Posted August 1, 2007 Share Posted August 1, 2007 That's pretty much how I play all the Combat Missions- use infantry to find the enemy, then destroy it with high explosive. Given the terrain in Syria, infantry are even more vulnerable. I tend to unload them in the lee of buildings and let them move around inside. Being out in the open is dangerous. 0 Quote Link to comment Share on other sites More sharing options...
Michael Dorosh Posted August 1, 2007 Share Posted August 1, 2007 I tend to dismount early, but use the smoke dischargers on the Strykers A LOT. Never know when an RPG will kill a vehicle and the men inside it. 0 Quote Link to comment Share on other sites More sharing options...
metalbrew Posted August 1, 2007 Author Share Posted August 1, 2007 Originally posted by thelmia: I tend to unload them in the lee of buildings and let them move around inside. Being out in the open is dangerous. Being inside buildings is only marginally safer than being in the open. There's no concept of hunker down and seek cover inside buildings, even with the 'hide' command and very short cover arcs units are easily spotted in buildings. Small arms fire easily perforates heavy buildings (this seems to be a big bug actually, we'll see where this stands after the next round of patches) and human players will area fire the building to the ground. It's safer to stay in the AFV and pummel the enemy from afar with little risk to yourself. 0 Quote Link to comment Share on other sites More sharing options...
cow_cookie Posted August 1, 2007 Share Posted August 1, 2007 I use my infantry as really high powered tank decoys. They'll scout around for tanks with an M1 lurking behind. When they find one, they can usually get off a javelin in time to kill it. Meanwhile, the M1 will roll up to finish off any remaining tanks since Syrian tanks tend to roam in packs. 0 Quote Link to comment Share on other sites More sharing options...
thelmia Posted August 1, 2007 Share Posted August 1, 2007 Originally posted by metalbrew: Being inside buildings is only marginally safer than being in the open. It's safer to stay in the AFV and pummel the enemy from afar with little risk to yourself. Yeah, I've noticed that. 0 Quote Link to comment Share on other sites More sharing options...
jomni Posted August 1, 2007 Share Posted August 1, 2007 There should be negative points for collateral damage. I think they should include that in mission objectives... not just friendly casualty tolerance. POA2 models that. It places civilians per square km of the map and if you recklessly fire artillery, killed civilians will affect your score. 0 Quote Link to comment Share on other sites More sharing options...
thewood Posted August 1, 2007 Share Posted August 1, 2007 That is a great point. I hope someone at BFC looks at POA2 for assymmetrical warfare. They do it very well and the military uses it for planning in new weapons. 0 Quote Link to comment Share on other sites More sharing options...
jomni Posted August 1, 2007 Share Posted August 1, 2007 Just don't copy the whole game and make it 3D. POA2 is a commander simulation (you won't see the frontline fighting) and CMSF is not like that. Just learn from some features. 0 Quote Link to comment Share on other sites More sharing options...
thewood Posted August 1, 2007 Share Posted August 1, 2007 I had mentioned in another thread how it eventuall becomes like work. 0 Quote Link to comment Share on other sites More sharing options...
Michael Dorosh Posted August 1, 2007 Share Posted August 1, 2007 Originally posted by jomni: There should be negative points for collateral damage. I think they should include that in mission objectives... not just friendly casualty tolerance. Have you looked in the scenario editor? 0 Quote Link to comment Share on other sites More sharing options...
metalbrew Posted August 1, 2007 Author Share Posted August 1, 2007 Originally posted by jomni: There should be negative points for collateral damage. I think they should include that in mission objectives... not just friendly casualty tolerance.I'd be OK with that. For now, under these rules, I'm leaving everywhere I visit looking like a smoking crater though. 0 Quote Link to comment Share on other sites More sharing options...
jomni Posted August 2, 2007 Share Posted August 2, 2007 Ah yes! Why didn't I think of that. You can give the attacker the objective of preventing the destruction of the buildings in the Mission Editor. 0 Quote Link to comment Share on other sites More sharing options...
thewood Posted August 2, 2007 Share Posted August 2, 2007 Missed that too! That is great. Every Scenario should have that. 0 Quote Link to comment Share on other sites More sharing options...
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