LoooSeR Posted March 13, 2021 Report Share Posted March 13, 2021 @N-L-M I think you may enjoy this part of my playthrough of Syrian Warfare. Previous ones showed mostly small action like "clear a house from apes with machine guns", this one is a bit bigger in scale. AFAIK units are carried over to next missions, so aiming for no casualties. My forces reached a field south of highway, and it separates city blocks, creating no man land. Southern part of that field is occupied by network of trenches dug out between few buildings. For several reasons i decided to assault it. At this point i'm familiar with game mechanics enough to stage such attacks, but to this point enemy threat was escalating, so no idea how it exactly will play out. Totally best tactical map of operation ever made. Yellow shows that open field. I suspect it is full of mines and is overwatched. Red - known enemy denesive fortifications (circles shows buildings, lines - trenches). Blue - planned path of attack. Preparations for assault of southern defense line of Nusra. Swaped T-72AV on highway for T-72A. Will use both AVs in assault. Spoiler I like how vehicles don't give a shit about what they are going over, lol. Loading infantry, refueling vehicles. Preparing mortar team to cover my northern flank, if action in south will trigger local akbars. Moving BMPs and BTRs to starting positions Using buildings as cover against possible artillery/mortar fire. SPG team and infantry placed in the building to overwatch roads intersection that leads to enemy positions. Sniper team overwatches streets nearby and dirt road that is going to enemy controlled city blocks. T-72s also moving to assault starting positions. They will soften enemy most forward forces and open path for BMPs. One T-72 is placed on the road to lock down it from possible enemy counter-attack or VBIEDs rushes. Will use this intersection as starting point. If needed, tanks can get back here under cover of SPG-9 team and infantry. I tasked engineers to recon area on my southern flank and found AT mines everywhere near abandoned trench. This adds to a whole pool of problems to deal with while assaulting a network of trenches. Engineers are now clearing this area from mines. VDV infantry squad will grab this 12.7 M99 anti-material rifle, to increase firepower/versatility of a squad. I plan to use infantry a lot in next phase, so they need to have bigger guns in the mix. This gun have superior range to SVD, penetration against lightly armored vics and can still be used again enemy squishies, especially weapons crew (like HMG teams or SPG crews). Area which we are going to assault. It have enough buildings for infantry to bound to, and we need to clear it anyway, as it blocks my path through the field to the north with possible AT firepower located here. Trenches ends on S-E corner of the map. City blocks that are protected by trenches. Area near highway doesn't look good enough for direct assault, enemies from northen block can hit us from the flank. Assault starts. First step will be to soften enemy defenses and try to shield my troops from possible counter-attack. This mean that i can't commit all forces in nearby area for attack. Spoiler Tank rolled into this group of buildings to use as cover. Preparing a breaching point for infantry, enemies in this building have eyes on area behind small houses to the right, which i'm planning to use as concealment for BMPs. This compound of structures looks good enough for infantry to hold on, as enemies will be in 1 direction from it, which also creates several places where we can hide from direct fire. Mortars continue to shell my tanks. Damaged engine deck with one mortar round. This one landed near a tank, i'm moving it behind building to break LOS to Nusra infantry. Second tank moves up to lure mortar fire. Sniper team spotted an enemy T-62M, i ordered them to fuck off from the roof. Tank gun shell hit not far from them, but probably they had AP loaded, so snipers have time to run down the stairs before next shell is loaded. T-72A that was on field overwatch position not tasked to move up and deal with T-62M 125 mm shell managed to penetrate and set on fire enemy T-62M, crew bails out. 115 mm didn't penetrated my T-72, so this duel is a win for me. Crew is out of this tank, i hope it doesn't explode. Fire stopped, it appears this T-62M will be recoverable later. Now my Gvozdikas joined operation - they are suppressing Nusra squishies in trenches. Tanks did their part, i moved them back, but enemies still need to be fired at, to cover next phase of assault. Spoiler Bad guys have RPGs, SPG teams, even mortars in those dug in positions. BMPs are now rushing to breaching point. Close mortar hit. Vehicle is ok. One bad guy was spotted in the building, was not seen by tanks. 3rd BMP will go to next set of houses, to the south of trenches. It will drop sniper team and marines to create an L-shaped formation, and use buildings height to get rounds into those trenches. First 2 BMPs are dropping infantry, with BMP-2 moving to building corner to deploy smoke and fire autocannon to cover dismounts. Something else hit engine. 3rd BMP is moving to buildings on the right. Risky move. Mortar round and SPG rocket missed. BMP-1 also missed, heh. Nusra militants with SPG-9 This was even riskier that i anticipated, but went well enough. At least now it have some cover. 3 storey house in this group of buildings is going to be good position to fire down at baddies, especailly with AGS. Assaulters in first set of small houses are very close to enemies, SPG-9 team cornered into end of trench. Green circle shows max range for hand grenades of my closest infantry soldier. Air controller and sniper team are in the house on the right, while assault squad with AGS and RPOs are on the left house, they are covered by smoke screen. RPG launched by enemies hit a corner of stairs, behind one of soldiers that was moving up the stairs to the roof. Assault squad answered with RPO. Tanks are involved in trench clearing. Mortar hit pretty close, without buildings this assault would be rather deadly for my troops. In second set of houses, Marines and sniper pair are getting into their positions. Now this firefight is happening everywhere. Another RPO rocket connected to a target, one trench is cleared I resumed artillery support, to speed up assault. Last of SPG-9 gunners in nearest trench is going to eat a round from 12.7 in a few seconds. Technical with ATGM on top of it was spotted by Marines and sniper team. It was a good decision to not assault trenches with tanks head on, heh. Spoiler T-62M with slat armor is left in no man lands. Building with plenty of enemies inside was quickly leveled with another airstrike. SPG-9 militant ate 12.7 on lower left corner of pic. Just to illustrate how quikcly this assault is happening - a marine with AGS and sniper with 12.7mm just reached a roof of captured house. 2 survivors left, one was killed by first burst by AGS And here is last one, getting shot by 12.7 and by AGS. Snipers took out MG gunner next to ATGM technical. More enemy forces are behind trenches. For example in backyard of this house there is an RPG-29 and his number 2 on the roof working as a spotter. And here are some of reasons to assault this area - enemy Gvozdika 122 mm SPG and supply truck. One needs to be taken out, as it is capable of firing from this position at almost all of my troops on the map, and supply truck is needed because i'm low on supplies. My own 2S1s are not doing counter-artillery barrage. Meanwhile Marines shot AGS grenades at the ATGM techy. One solid hit, vehicle on fire. Nusra's 122 mm SPG was hit directly and now is a history. VDV team now overwatches trenches. This area is not 100% safe, mines are now my main concern. Marines and sniper team. I moved sniper pair to closer position, they can reach this RPG-29 team. Assault operation is complete, only enemy visible is this guy, hiding behind a building from my snipers. Now i'm planning for next move. N-L-M 1 Quote Link to comment Share on other sites More sharing options...
LoooSeR Posted March 15, 2021 Report Share Posted March 15, 2021 Fucking finally. 6 hous and 50 minutes total, without restars or loading savings (with them it is easily over 7). Lost 10 guys (almost all of them in start of the mission when i didn't bothered much with proper care for units) and 1 vehicle (technical that got hit and was destroyed by fire, crew managed to bail out before it burned down). During this operation, my forces destroyed a battalion worth of enemies (711 infantry, 49 vehicles, up to a tank like T-72A). I have to say, map design was pretty good and looked very well, mission design was also interesting and devs threw several situations to solve within main objective and even after it. And yes, Green Buses made their way into Syrian Warfare, lol. N-L-M 1 Quote Link to comment Share on other sites More sharing options...
LoooSeR Posted March 17, 2021 Report Share Posted March 17, 2021 After assault on entrached enemies in the south i had plenty of space to move around and clear out before my forces would hit next major concentration of militants. Plan is to continue along southern edge and establish a foothold for main assault of biggest district of this town. Head on assault from Western part of city to Eastern side is a bad option, not enough troops to cover all area with proper firepower, each unit can face more than one enemy squad in that situation. Spoiler I'm planning to move and grab several group of structures on the right, down the road. Sporadic contacts in area of trenches. Moved BMPs to most southern set of houses to prepare for further movement. This HMG gunner is still alive because house in front of him blocks good LOS to his pos. Engineers are going to use this tractor. EMV - Engineers mobility vehicle, kek. Tanks are still on our side of the field, waiting for green light from engineers. VDV team starts to recon road ahead under cover of snipers. VDV squad was moving ahear of BMPs, as i was afraid to collect some AT mines on the way. Infantry team found small group of militants near their fuel truck. 2 RPG-29 HE rockets salvo on the pic. Spoiler All visible bad guys were killed rather quickly. Assault team will clear out this set of buildings, while VDV squad will cover them with their AT-capable RPGs. Assault squad dismounted from BMP, they will attack on the foot. If building is in view range and number of baddies were already spotted and killed in it doesn't mean it is clear/safe. One survivor was still in that house. Hand grenade range, one grenade managed to get through window frame and took out terrorist. Right flank secured, moving troops to house on other side of the street. Area is mined, although those are AT mines. Decided to wait for engineers, to clear out and to be sure there are no anti-personel surprises. EMV on the way. Next houses to capture. They are in range of snipers, so they will be able to help. After intersection of rendered safe, VDV team bounded to next structure. While infantry is moving and spreading out in captured houses, i'm looking for spots to insert troops. This area at front doesn't look occupied, but trench in the road behind it and blown up tank on the right suggests otherwise. Assault team bounding to next set of buildings. They are chose for this as city disctrict starts and a lot of houses that can be potentially in range of thermobarics. Assault squad moved north along the street until we encountered enemy forces. Those bad guys are in trouble - they are right in the sweet spot of RPO range. It was a good idea to bring snipers here - they have LOS on that AGS gunner. 12.7 knocked out driver, SVD-armed sniper from same unit managed to set on fire driver's cabin, forcing 2nd number to jump out. Truck is going to be capturable. More mines to the right of captured houses. While engineers are working, decided to relocate some of troops to northen section, as frontline is going to be streched after big Eastern district will be captured. Engineers cleared everything between BMPs location and area just captured by infantry, time to move AFVs. Spoiler ATGM was launched against BMP-2 by Nusra. BMP managed to get behind building just in time, missile hit balcony one floor above Assault team soldier and took out piece of that balcony. Damaged part is visible here, heh. Fields are clear, so moving infantry, but don't want to risk BMP going through open field with no structures obsvuring it from suspected ATGM launch site. On the right flank infantry is in fight vs Nusra militants in houses on the edge of city block. Behind them there is some sort of open industrial area, so this section is probably light on squishies, but can have vehicles instead. AGS and RPGs are doing their job of chewing through baddies. After enemies in houses on the edge of buil up urban area were cleared, engineers continued their demining of fields nearby. On the other side of highway, pretty serious defenses were established along the street next to small park. SPG-9 opened fire against my troops at the house that was hit by ATGM. Spoiler Assault team deployed smoke and now rushing forward to next building in order to get to good firing position to finish SPG-9. Can't attack with vehicles, as they will get into firing zone of both ATGM and SPG-9. SPG-9 gunner changed priorities and now shell assault squad. Not far from house there is a knocked out Ural with ammunition supply, that i really need, would like to avoid something hitting it, as it can explode like god damn VBIED. This trench further down the street, deeper into town, have LOS on few assault squad members, which make this situation even worse. On the left enemies are still waiting us, tanks are dealing with spotted enemies. Looks like there are wounded in assault team, can't stay much longer here. I'm trying to play peakaboo with BMP-1 vs SPG-9, in such way to not expose to SPG-9 much and hide vehicle from possible place of ATGM overwatch. I moved my infantry into a trench on the left of captured house, but now hostile AGS started to drop grenades on them. I think there is a safe-ish place just behind bigger apartment house on other side of the street, where soldiers will be out of LOS of SPG-9 and where AGS will not be able to land shots. Working on wounds. Snipers or BMP-1 managed to take out SPG-9 gunner while he was busy shelling house with attacking group. After short brake, assault team was ready. Ordered to take buildings next to them. 2 enemies on the left are in hand grenades range for some of soldiers. -1 bad guy, AGS gunner and RPO grenadier are almost on their firing positions. Found ATGM crew. Building next to ours is clear, while another big apartment house just ate an RPO thermobaric rocket that made house to eject all window frames, lol. 2nd rocket to clear out ground floor. BMPs are now moving, as known ATGM threat was solved by big fireball. Still feel sense of risk, though. Support arrived. AGS gunner dumping grenades of DShK crew. Metis ATGM on the right is on the ground and can be picked up. Sappers are clearing field between just captured group of buildings and our controlled part of the town. Tanks should be able to move soon. Spoiler Clearing a path to knocked out uparmored T-62M. Preparing for next step - capturing this tank. T-72A is on overwatch. City block on the left possibly have eyes on that empty T-62M, maybe ATGM or SPG-9 are there as well. Roads and intersections were cleared enough by engineers, so tanks are not moving to newly captured parts of town. Their firepower will be needed. Spoiler Not waiting for all mines to be dismantled, no time for that. Placing tanks in spots with low exposure to possible locations of enemy AT. Moving more infantry to new frontline, now through field and trenches. Snipers will help spot terrorists in buildings from safer distances. Snipers will also help to clear out places, from where enemy can overwatch empty T-62M. As soon as they got on their positions, first enemies across smaller field was spotted and quickly was greeted by two 125 mm HE shells. Frontline is basically established. Have 3 sniper pairs, Marines, VDV paratroopers, assault squad, Lebanese fighter unit supported by BMPs, 2 T-72AVs and artillery. Snipers spotted another enemy - DShK crew. Several shots didn't managed to connect, as they were almost at max range. Fuel isn't exactly a big problem for me now, but i have no spare ammo supply for vehicles, which is why that ammo truck is very important for me to grab. DShK crew moved their HMG to other spot, snipers missed their shots. DShK crew fired back, wounding one of snipers behind cover. I decided to not leave this small exchange of bullets on it's own, tank was tasked with suppressing HMG. Sniper with SVD was wounded, he is bandaging. Sporadic contacts continue Those slow/small firefights are not exactly good for infantry in long run - they are starting to get wounded. One killed, other pop out. This is grinding of forces, but this is have to happen until tanks and SPGs are getting resupplied. That terrorist is real idiot, trying to hit sniper by firing his AK. Most of his bullets ended up in walls of 2 apartment buildings between him and my sniper, lol. Grabing infantry from right most positions to bring them into captured piece of city, i will need more troops to attack and control increasing area of Eastern sector of this map. Spoiler Mechanics/drivers are brought to repair and take that ammo truck. I scouted this area as much as it could be done without getting into another firefight, but this is still risky. This thing is so needed that at that moment i felt how my heart rate increased, haha. Max speed, get out of there! Great, now this truck will drive around whole map to almost every vehicle to load it. Preparing for next push. I'm not totally sure were it is best to attack - in south i have significant force ready to attack, but terrain is hard and enemies are getting more dense and better armed on average. Northen sector looks interesting, but i don't have much of forces there and terrain isn't that much better, only frontline is tighter. from map edge to highway. 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LoooSeR Posted March 18, 2021 Report Share Posted March 18, 2021 Continue to assemble forces for next big push. New toys- BTR-80A with 30 mm autocannon. Interesting - is it inaccurate in this game? Spoiler One of unit i called is AFV crew to man empty T-62M. T-72AV drove out to cover capture of uparmored T-62M Repairing damaged driver compartment. Concentrating troops and armor for next operation, together with logistical support - fuel and ammo trucks. Repaired, refueled and reloaed. Areas ahead are not scouted out enough, i'm going to push northen sector and look what happens. Spoiler Assault teams cross a street to next line of houses with possibly occupied small park behind that line. No enemies, area captured. Looks like now i can put forces in better positions to overwatch. Moving more infantry to captured park area in houses further away in attempt to slowly advance to enemy. Smashing obsticles with BMP to allow infantry more paths to move around. Northern group of forces now is orginised in defensive line, decision made to attack in Eastern part as it looks more dense of enemies and more capable of launching attacks. I think that is enough for assault One of first things to do during assault - capture that Metis ATGM (yellow circle on the ground on the left of pic). BMPs are getting ready, infantry is loading in. Assault starts. BMP-1 fires smoke grenade to cover up troops crossing this street. Spoiler T-62M with slat armor crosses first, it have real chance to survive side hit from RPG-7. Moved something like 20 meters and first enemy is already spotted. RPG shot, missed. Enemies are occupying several buildings in the end of this backyard. Squeezing armor behind buildings to shadow them from known and expected enemy-overwatched angles Mortar round hit, terrorists brought mortars to stop our advance. Judging by angle and tight spot where mine landed, enemy put tubes somewhere in this backyard, maybe even in trench. Armor and inantry are moving up to engage militants in buildings down the street. Highrise apartment house have enemies in it, which is big problem. Too many squishies with RPGs and HMGs are possibly located here, time to call of big guns. FAC is nearby, he can call in some big explosions to clear out path. Building in the end of backstreet ate big iron delivery first. More enemies spotted in highrise building behind one that got bombed And here are mortars that Su-24 spotted. They are in place i suspected, but not in trenches. More bad guys being found by our airsupport. Second Su-24 drop bomb. More enemies, near highway. They are located deeper in build up areas, in buildings that are higher than first row of structures near highway. Attacking along highway would be a problem. SPGs now are working on Nusra mortars. Spoiler After few hits both mortars were out, but one got re-manned. Grach come for rockets attack. Hit building that was bomed and little bit of big house. Re-manned mortar that will get some more 122 mm HE shells. Enemies have active BMP-1 in the end of highway. Single survivor in bombed building, on the first floor. Was saved by all concrete above him and another big structure near him. Snipers are moving closer to edges of enemy controlled town to recon area and catch some dumb heads. More troops are moving into this city block, from here 2 paths are possible - to direct East along the road, or to the north, through buildings and back alleys. Looks like enemies activity was suppressed, small moment to orginise stuff. One of which is capturing this ATGM launcher. Ohhh shiiit.. thats new. My attempt to grab ATGM possibly led to this, soldier was spotted during his run to launcher. Spoiler Which i suspect means that enemies don't see rest of troops to call in MRLS salvos. I need to think of something as MRLS is quite deadly (this is not the first attempt to solve this MRLS attack, lmao). First thing - called airstrike on a house i suspect have enemies inside, but direction of it was chosen so plane could see launch site of that MRLS, to have a look what we are dealing with. Quick raid on BTRs is out of equation, 4 groups of terrorists are defending that JDB creation. So i came up with a mind "trick" - if vehicles were not spotted on their current positions, and infantry running on the street near building with ATGM team was one that actually was seen by enemies, let's make infantry team run out of barrage area, but theough a street so they are seen. I hope enemy MRLS will think that we are running away and bite this bait. Very risky, i chose moment between salvos for infantry to exit building and run away to most likely spots to be hit. Vehicles parked as close as possible to houses, infantry from them was ordered to get into BMP or fuck off to safer city block from where i started this attack. Barrage stopped, but i don't know if it is simply matter of reloading or enemies are relocating, thinking we are in new place. Heh, idiot. Big buildings are limiting possible launch sites to area where my infantry squad went so he had to move. BMP-2 open up with 30 mm. It took 6 rounds of armor-piercing incindiery rounds to kill it. Although it did tried to run away, exposing loaded launcher to 30 mm shells. Missile launch sound made my heart skip a beat, it hit a fencing on the roof of building on top of the pic. It was aimed at BMP-2. Section of roof fencing is missing. With EndWar-like camera working out trajectory would be easier. Looks like ATGM came from this angle, flew over those hangars. Possible location of a launcher. Parking vehicle a bit deeper to hide it from launcher. Moving SPGs closer for better spread of HE shells against next targets. Spoiler Infantry re-occupies buildings. Will take small compound of houses on the right to create a line. Infantry moves first to recon area. That group of structures was empty, all enemies here were killed during earlier firefight. AGS ready, we have some coverage for next infantry squad. In the middle of eastern frontline i also expand controlled area. VDV team under cover from AGS climbed over walls and entered a house in that industrial/warehouse area on right flank. So far combat died out, as i'm moving slowly through buildings, fast long rushes are almost 100% sure way to lose somebody. Using this time to relocate forces according to changes in situation. Sniper pair moves to lonely building in the middle of the field to scout areas ahead. Nothing here. They are deeper in those city blocks, like with highway - houses on the edge are left unoccupied. Using area behind this house as a shadow for BMP from ATGM, i moved it to the road. Industrial area have space for vehicles, so we can either expect AFV counter-attack through here, or use it for our own vehicles to support attack on other groups of buildings. Quote Link to comment Share on other sites More sharing options...
LoooSeR Posted March 25, 2021 Report Share Posted March 25, 2021 Few more steps left before assault of the last enemy big stronghold. Forces are ready for next push. To the north - a city block full of enemies, and it is last location of big concentration of bad guys. Spoiler Infantry takes positions in houses ahead. Infantry spotted enemies in 2 buildings, one is being worked on by BMP-1 Second one have RPG gunner on top. Moving infantry into a building next to 2nd occupied by hostiles house BMP-1 accuracy is just great! More enemies are spotted in 2nd building when my soldiers entered house next to it. An more baddies are seen deeper in this build up area. RPG gunner on house roof was splashed by AGS grenade, that hut a wall behind him. "Foreign mercenaries". Not sure what they armed with, but one member of the squad that was spotted have sniper rifle. Spotted terrorists were dealt with, finishing line was put by 115 mm HE shell from T-62M Initial contact line had not that many troops, main bulk of militants is probably further north-east. As my troops advance, i relocate T-72As on Western side of the field to new position, to support advancing infantry. Spoiler Snipers keeping overwatch and eyes on areas that tank can't see because of the building next to it. Parked tank here as it provides eyes along the street, positions is far away from possibly location of RPG gunners and i also suspect there are mines near trench in the field in front of the tank. More sporadic firefights on the left part of assault force. More serious resistance on the right. Building on intersection have a lot of bad guys packed in it. More terrorists are in the apartment house on the right. Su-25 rocket attack to thin out baddies. Even more enemies joined firefight from the structure on other side of the street. Moved BTR-80 to positions from which it can use superior range of KPVT against squishes in house on the right flank. Walls and shipping containers will probably stop ATGM, if enemy AT team have angle on that location. Sneaking T-72AV to new firing positions, so it can have some eyes on intersection. Terrorist may throw armed vehicles or VBIEDs at us. Airstrike made plenty of holes in walls, enemies inside are exposed to fire from infantry weapons. Which allowed to clear this structure relatively quickly. Alsowly moving forward troops along highway as well, to keep frontline without blind spots. Spoiler Area to the left of this house is under our control, so moved ZU-23-2 armed technical here to support tank and snipers, if needed. Time to take warehouse zone under control, as right flank of my advancing infantry is becoming less and less secure the further they push enemies. Well, that wasn't well thought out move, as bad guys reminded me. Lucky RPG didn't destroyed vehicle, it damaged engine. BMP-1 shot back, killing RPG gunner. Moving BMP-1 back behind walls and containers protection. Will try to recon with infantry. VDV team was ordred to move in and do some recon and take position near crane. 2 soldiers decided to move between containers, bulk of the squad is moving in through different entry point. Area behind guard house is clear, nobody is seen in house itself. BMP-1 moved back to breach in walls, enemy was spotted. He probably moved around the building, which is why he wasn't saw before in that place. BMP-1 fires, and accuracy of 73mm Grom does it's job - BMP-1 kills hostile toilet, placed next to occupied structure. Quick 2nd shot kills terrorist. VDV team moves up to scout area ahead for AFVs. Spoiler Previosuly i through that ATGM team was located in building right on intersection, but ATGM team was found in highlighted building istead, which means they have some eyes on warehouse compound and potentially can launch ATGM at vehicles into a gap between 2 houses. T-72AV moved on the right flank to offer support to VDV squad if needed, BTR rushing to guards shack to bait a shot from terrorists. Bait worked - enemy was spotted in the suspected building, he probably changed positions to try to attack BTR. Will not try attacking it with troops nearby, enemy is in tricky spot to get to. Artillery will clear this house. Enemy is on 2nd floor and probably doesn't have good eyes on my T-72AV. After several shots HE shell landed in good spot to take out spotted ATGM team member. Continue to advance on the right flank. Spoiler House next to damaged wall section is occupied. Bad situation for VDV team, enemy have highground and solid cover. Decision to place T-72AV for fire support pays off - 125 HE shell quickly finished terrorist on 4th floor, leaving small group on 1st floor. Next shells tank fired destroyed container and walls in the way. Infantry in central part of attacking force is firing AGS at them as well. Walls destroyed, T-72AV have direct LOS on those 3 militants. During this firefight, VDV team was using those containers as cover. Moving them further forward. Even more terrorists are revealed. Mortar team member is in trenches, although he doesn't have a mortar. RPG-29 used against building and fighter in the trench. Enemies in such places are hard to take out. Puffs of smoke - bullets hits. Small arms are also not very good in this situation. Although RPG-29 HEs should able to get the job done, if they are lucky to hit in proper spot. Moving AFVs forward. Reached street, intersection under control from both sides, frontline is straight and flanks secured. We can continue with assault. Concentrating troops for next step. Spoiler So far, sporadic contacts in random buildings, nothing major. Tanks, snipers and RPG grenadiers are taking care of few enemies that are left around. Another militant sitting in the trench. Meanwhile engineers brought to the northern part of the field Heh, and it was indeed prepared to meet my AFVs. Moving T-72A to rest of assaulters, as this position is no longer relevant. Loading snipers into technical to move them as well. New position right next to uncontrolled group of buildings. Snipers didn't spot anybody, possibly no longer have bad guys in it. Airstrike on position that were previously scouted by other plane, enemies had mortars there. Capturing houses in the edge of controlled districts. On the side of highway enemies have just 7 groups of houses under their cotrol. Brought trucks here to rearm infantry. Right flank Left flank of southern part of my troops. Central piece of assaulters. Lebanese fighters with captured ATGM are overwatching street and intersections. Relocated my SPGs. I ran out of supplies in my ammo carrier Ural, so SPGs now have only shells that left with inside of them. Thats why i decided to assault this area instead of taking norther, smaller sector - it is better to crush harder enemy until my vehicles ran out of ammo. Starting to probe enemy defenses. VDV team was ordered to take house on other side of the street, so they are jumping out of the far window. Spoiler .. and over a fence to get to house. BMP-1 will move up shortly to help them, if needed. 1 enemy was found. BMP-1 unloaded point blank into a trench. I don't know what is wrong with this BMP-1 and toilets. Well, buildings are now under our control, looks like only 1 bad guy was left there, haha. Hey, look - a counter attack. Not exactly serious one, 1 techy, 1 infantry unit. BTR-80 took out technical, 14.5 is pretty serious weapon against those tin cans. Closing in to enemy controlled with BTR-80A and infantry along highway. Nusra squad found in a building near intersection. Those baddies are under fire of 30 mm autocannon on BTR-80A, AGS of assault team and ZU-23-2 from technical. BTR-80A autocannon is not exactly accurate Although HEF shells did their job. Now intersection of roads is under my control. Pretty much all pathways through which enemy could counter-attack my troops are now under fire control. Let's start actual assault. Called more troops after enemies refused to surrender. Enemies still have 5 city blocks under their control, and there is hospital in the middle of it. I suspect they have plenty of forces there. Quote Link to comment Share on other sites More sharing options...
LoooSeR Posted March 25, 2021 Report Share Posted March 25, 2021 Assault on stronghold 3 SPGs will assist with my attack on remaining forces of Nusra in this part of the city, south of highway. Spoiler Plenty of different infantry units are now converging on 5 groups of buildings. Assault starts - enemies are spotted. A lot of them are in hospital building and in every single house around it. SPG-9 on overwatch. Tanks and infantry were rather quick with finishing off bad guys in the building on the left. More enemies in ruined building behind SPG-9 occupied apartment house. That SPG-9 can do a lot of damage before going down, this one is lucky to be just outside of tanks LOS. First shot hit side of the building, nobody was killed or even wounded. Lucky miss. BTR-80 managed to take SPG gunner, but i didn't wanted anybody to reman it. Tanks are shelling ruins behind bombed house. Infantry advances to next compound. It appears to be clear. Tricky angle. AGS can't put grenade into last enemy in ruined house. Tanks also shells this guy, but he is prone in far corner of the first floor. More troops rush to newly captured group of buildings. Nusra SPG gunner and his number 2 (isn't spotted currently) were chilling in the middle of the road until my forces got close enough to see them. Those guys are fucked. Spoiler Airstrike on buildings on the right flank of the hospital. A lot of Nusra terrorists packed into those city blocks. ATGM operator spotted on the roof. He just fired a missile, his position allows to overwatch some spots on the roads. Lucky for me he tried to squeeze missile between buildings, it hit a balcony. Another airstrike. A lot of bad guys here. I will not be able to isolate each building and fight with only it, if my units move in, they will have to engage several enemy teams in the same time. View of the whole area. SPGs started to drop their payload on it. Other side of highway went active and started to fire in direction of my troops. Spoiler Tank and SPG-9 teams are returning fire. Gvozdikas continue to hammer this district and mainly hospital building. Plenty of foreigh mercs and AT operators are in it. Another enemy got hit. Those are ISIS shitbags on northen part of the map. Airstrike on ATGM team location. Another one, to soften defenses. Nusra teams tries to take better positions They are going to be slaughtered in matter of seconds by all this firepower, heh. Another ISIS terrorist got shwacked BMP looks like was belonging to ISIS, thats why it didn't helped to Nusra forces around hospital. Mortars decided to insult it, i guess. But tank stopped it. Another ISIS akbar appeared in our sights, he tried to put an RPG rocket into side of T-72A that was working on BMP-1. 2 SPG-9 and sniper pair on overwatch made short work of him. Smokescreen in case of more of those baddies popping out. Moved tank back to safer spot, SPG-9 teams and sniper support will sort out defenses here. That house is still partially usable as fighting position for assault team. Spoiler 3 SPGs are shelling 3 different places. Hammering roof of this hospital because AFAIK there was AT team on it. Yet more activity on northen side of the highway - enemy was spotted and splattered by a tank. ISIS infantry was cought moving in, mortars, snipers and SPG-9 HEF rockets are not going to leave them alive. Seeing all this shit coming from left side of the highway, i decided to move up northen section of forces, to help troops at the right side of the highway. Spoiler Crossed small park, dropping infantry at the next street. VDV squad and snipers on the roof of a house on the edge of our controlled territory, i used them to spot results of artillery barrage. Still enemies left alive, didn't shelled this building. Now i will. Quick look at the parking lot of hospital shows there are no large amount of enemies left here. Left side of the highway - a line of troops was made to lock down street nearby and prepare for further push. Have ATGM operator in the mix in order to counter AFVs, if enemies will deploy them. Tanks are moving closer to hospital. On right edge of the operation area snipers scouted out group of buildings, it appears all enemies here are dead, area is ours. Nusra have only 2 city blocks left. Capturing building right next to hospital itself. Looks like artillery barrage, SPG shelling, tank fire, AGS and sniper support did their job. Not much left here to take, but i move troops with aim to take last buildings and lock down highway for good. Now infantry will capture hospital and houses on the street next to it. A lot of soldiers in this apartment house, lol. Spoiler Assault teams rush towards bombed house using safe approach in order to provice overwatch for hospital assaulting team, as their approach might be not secure. Perfect. ATGM operator here will be able to control part of highway and part of road on other side of it, leading to highway. Relocating SPGs a bit to prepare for last assault. I suspect it would be easier, enemies don't have much space to move around and probably their numbers aren't that big. Infantry on right flank rushes to shelled buildings, all enemies there are dead. Everything to the south of highway is now clear. Reamining territory under enemy control is now cought into L-shaped frontline, which should make assault it easier, as i have options of approach and to establish firelines. More terrorists are spotted just after my forces captured buildings on the edge of the map. Spoiler SPGs and tanks are working on new targets. And that is all. Now i need to orginise forces for clean up of reaming uncontrolled piece of town. Putting more firepower in this area as enemies may try to move vehicles down the highway, like VBIED Ural they tried like 5 real life hours earlier. 2 T-72s for firesupport are going to be left here. T-72A is in the front because it have HEF, while AV is almost bingo on HE ammo. Mortars also deployed for support of forces on the other side of highway. Prepared to move big amount of infantry. To be continued. Quote Link to comment Share on other sites More sharing options...
LoooSeR Posted March 25, 2021 Report Share Posted March 25, 2021 Interesting thing - HMGs can penetrate walls and put big holes in walls/fences. Pretty cool, not even mil sim shooters have this. Spoiler In the same way walls of buildings are getting damaged, although they usually need something with bigger oomph Spoiler After few RPGs After plenty of RPGs Some other stuff Spoiler VBIED attack on uncle Mansour. Quote Link to comment Share on other sites More sharing options...
LoooSeR Posted April 2, 2021 Report Share Posted April 2, 2021 Endgame of Damascus mission. Majority of map is under our control and enemies have just fiew areas under their control. More troops forward to squeeze enemies even more. Spoiler HMG crew and assault squad getting to overwatch position. Move infantry to next building. BMP drove over anti-personel mine in a park, engineers were dispatched to clear it out. Heh, my truck managed to not find those, even if it drove through that park. Assault team took house on road intersection with pretty good coverage of buildings in enemy-controlled zones. Most importantly that big highrise apartment building on the left is in effective range of RPO. If anybody sneezed in that house, he will be spalettered in seconds by thermobarics. Looking at this some people may think i overdone this whole firesupport part of infantry tactics by putting HMG, AGL, anti-material rifle and thermobaric rocket launcher in same building... and they will be kind of right. Moving up closer to enemy controlled group of houses. Still no contact. Assault team breached into first building in terrorist controlled zone and it quickly became clear that this place is empty. Hey, look, first enemy in last 10-15 minutes! HMG, AGS and soon BTR-80 are dealing with it. That was quick. 14.5 is pretty good weapon in SW for most of non-military grade AFVs. T-62 is covering "long" area on other street Pushed BTR-80 right next to destroyed technical to kill enemy behind it. Ow wait, what? I won? Almost all units are no longer under mine control now and Russians are telling terrorists to give up. Now i'm playing as Russian search team that tries to find eyewitnesses of terrorist chemical attack provocation. 1 BTR, 2 Tigr armored cars with 12.7 HMGs, Ural transport truck. Map is full of question marks that my troops should investigate. Spoiler Enemies are also trying to find those civilians and kill them, so we are racing against terrorists. Another one slipped through frontline troops using backallies, driving through them on full speed Preparing for impact, heh. Famous Green buses are arriving to this part of town to take remains of militants to Idlib. Technical driver made a wrong turn and got dealt with. Tigr arrived to first point. Spoiler Moving Russian infantry, that i still control, to other search locations. Found one of eyewitnesses, need to get there fast as enemies are near them. Infantry in northern part found group of terrorists that was hidding. Smoke deployed, soldiers are retreating into a building right next to them. Syrian troops quickly reached this place to help. Holy shit Next location was searched, but enemies showed up. Tigr deployed smokes and now is breaking LOS. Spoiler Hostile technicals are pursuing Tigr. 2nd Tigr and GRU team is fighting another group of terrorists that disguised as civilians. GRU team doesn't have good anti-vehicle weapons, but they managed to hold technical in place long enough for BTR-80 to arrive -1, explosion from that technical knocked down walls nearby, lol. SAA technicals with ZU-23-2 and AGS arrived to finish off last one. Last group of civilians that we must save from terrorists. Tigr got hit by HE grenade from revolver grenade launcher used by attackers. Spoiler Moving targets are much harder to hit for enemies, especially with grenade launcher. You lost, mr terrorist guy. Green buses are waiting for Nusra leftovers. Civilians are loaded into Ural and truck is moving to exfil. 2nd Tigr is dealing with technicals as well, but SAA forces are also nearby, enemies are going to be smacked hard. Few words between old enemies, Wahid and Anvar. Wahid managed to slip through this time. And this was an end of this operation. Will post summary of other ones some time later, not in such details as this one. Quote Link to comment Share on other sites More sharing options...
LoooSeR Posted April 7, 2021 Report Share Posted April 7, 2021 Review of Full Spectrum Warrior: Ten hammers. FSW:TH is a tactical squad based action game where player controls squads of infantry (up to 3) to fight enemies in a series of linear missions. Game is a continuation of original FSW with some improvements to squad control and gameplay. Developed by Pandemic Studios and released by THQ in 2006. I saw an article about it in games magazine around 2006, and recently i decided to try it out, as it was not your standart 3rd person military shooter. Reviews according to Wiki were giving it scores around 7/10, which will be interesting to compare with mine impression of playing it almost 15 years after release. Visuals Well, for a game from 2006 FSW looks not very well. And it is not totally surprising - it was also released on consoles. Although visual side of FSW suffers from lack of art direction, which for most levels make them look generic and uninteresting. Lighting is also pretty bad, makes internal enviroments to look very flat. And this is 2 years after Far Cry, which had dynamic lighting... But map makers at least tried to make levels different, so there are some unique-looking locations in some of missions. Spoiler This is highest detalisation of interiors in this game. All others are much more basic... ...Like this one. Half-Life 2 was already released 2 years prior, at devs managed to make internal spaces look way better thanks to use of light and art direction+texture work. Few rooms have objects inside of them. Basic effects as well. Lamp made out of 2 sprites. Usually this technique used for grass, not for such objects. I have feeling that models are out of proportions. No light sources inside make this place look flat and boring. On top of it being 99% grey. To be fair, sometimes you play in somewhat more interesting places. Still, light system produce very flat looking picture. Very few places in FSW are at this level of detailisation. This house looks like Tim Burton's movie prop. Reg. plate says "Zhihad". Note that enemies are clones of each other, heh. Nice window glass. Gameplay FSW is a squad based game with a bit unusual controls. Player control squads and can give orders to a squad or section of squad (2 man teams). This makes game feel like an RTS but in 3rd person. You can switch between squads (virtual camera is glued to your units, no free-floating RTS camera) and give order to any other unit, not only selected one. Most of commands can be done with a mouse and few buttons (console DNA). Basically it is point and click, but only within certain range and inside of visual arc of selected team. Left click will open menu to choose action, you can give specific fire sector for a squad, and they will attack enemies in it automatically. Each squad have soldiers with different specialisation and special attacks. Squad leader can fire accurate shots, grenadier - fire M203, MG gunner - suppress and so on. Spoiler Team leader selected, currently using his special ability - to accurately double tap target. Game have cover system, and this is main mechanic in FSW. You move from cover to next cover, fight from it, control exposure of your units to enemy location by picking certain part of cover to move to and so on. Cover protect your soldiers from certain angles, danger level/suppression level is shown in a meter on the right corner (appears when unit is under fire). When it reaches max level, casualty will occur. Cover system is somewhat abstracted, as your soldiers can stand fully exposed, but because they are within "safe" arc of this cover, they are 100% safe (at least from bullets). Spoiler When reaching corners, TL will check what is beyond it. Majority of the game will be like this, move to cover from which you have LOS on bad guy, shoot enemy, move to next one and repeat. Use of those special abilities require soldier to "expose", so they are risk-reward kind of deal. Weapons ammo is tracked, so reloading is needed and sometimes affect gameplay. Squad ammo load is also limited, so resupply at specific points on the map is required time to time. But squad ammo is abstracted, you have one ammo resource and soldiers can fire any weapon no matter catridge used until you have this resource. Casualties (or wounded, to be precise) are to be carried to medevac points, where you may receive replacement (number/avaliablity depends on mission). Spoiler Moving up and down the stairs is done via specific command, and when squad is executing it, player can't give orders to it. Very likely that devs instead of doing complex stuff with AI, instead of giving them ability to fight on stairwells they just skipped this problem by blocking controls and forcing AI to complete their move command. Also, there are no multiply floor buildings in FSW. Resupply/Medevac point Bad guys AI is non-existant, they act like on rails/scripts. Firing at them when game thinks they are in cover will suppress them. More fire - better suppression. Enemies usually spawn in, player very rarely have first move on baddies. They also have spawn points on the map, after killing number of mooks in the area those spawners will vomit some more militants to fight with, but thankfully number of spawning cannon fodder is limited. Spoiler Bad guys in FSW are really basic and some of them are doing really dumb things. They either run to nearest cover and stand there, or run between 2, maybe 3 same scripted positions, or just stand in same place and eat bullets. Maps are linear and most of the time have limited space to move. At times you will get open space of flanking route, but those are also quite limited in size or complexity/scale. Spoiler Quite obvious level layot - go foward down the road with very little space to the side of main path. Most of levels are like this. Can't go there. Tactical invisible walls. So all this dictate certain gameplay style - in a nutshell FSW is cover based shooter, where to kill enemies you need to find better angle/flank enemy position, or use special ability, and instead of controlling 1 character you control a 2-3 squads most of the time with RTS-like control scheme. Closest analogue is.... Gears of War. Enemies require plenty of shots in their direction. You never fight from the open and attach yourself to cover. Enemies are spawning from special places, so in order to prevent it you fire some explosives into that place. Baddies almost always start engagement. Linear level design with few not very big arenas or alternative paths. All of this is in place in both games, strangely enough. At times you are given Bredly or BMP-3 to command, vehicles can move only on allowed spaces (usually roads). They have HP bars, 1st RPG hit always detrack them. I found those vehicles fun to use towards end of the game, as they allowed to skip parts of levels. Spoiler Way to deal with IFVs in FSW is smoke and about 3-4 rockets. Impression Full Spectrum Warrior have unusual control scheme, which even towards end of the game was sometimes not very intuitive. It is not like i have problem with RTS with a 3rd person view with camera stuck to selected unit, i played a lot of Tom Clancy's EndWar RTS with exactly the same way to command your units and same virtual camera mechanics. Map layout with few obvious flanking routes when game give your "hard" enemy to fight (like technical) and linear paths most of the time makes game feel like all other shooters out there in mid 2000s. Very basic enemy AI that stick to same place coupled with map designs very much limits any tactical aspect of FSW. You are playing usual cover based shooter, but with a twist that your weapon choice decreases if you lose "Hit points" (as each soldier in your fireteam have unique weapon and special abilty, and act as hit point, if you boil down squad mechanic). Find angle on bad guys or use aimed fire/explosives to clear out baddies. Sometimes you may even use smoke, but i didn't bothered much with it outside of few instances. In "3rd act", towards end of the game, i felt bored by gameplay. It never really progressed, player don't get any new ways to interact with game/enemies. I liked to use vehicles simply because they allowed to "skip" parts of levels and they felt a bit different to use than infantry. FSW never presented with interesting "tactical puzzle" outside of "There is big scary MG on the road, but there is very convinient short flanking path just nearby!" Story in nearly non-existant, although several levels when you are "escorting" bus with survivors/embassy workers was not bad and added to experience. Spoiler Conclusion Rather unusual game on surface, but not really if you play it for more than an 30 minutes. It doesn't go far enough to reach a place where it could have provided unique experience. If you played any RTS and linear cover based shooters, you played most of what this game can offer. Nearly immobile enemies armed with probably the most basic AI in shooters that i saw and limited map space cuts down tactical side of FSW quite seriously. Combination of those are probably the reason why it is barelly remembered today, even if there are plenty of games from mid 2000 that are still mentioned by gamers in some way or another. Quote Link to comment Share on other sites More sharing options...
LoooSeR Posted June 10, 2021 Report Share Posted June 10, 2021 Recently replayed all old Ghost Recon PC games (original, Desert siege and Island thunder). Not sure if review is needed for those, or if anybody is interested. In short - it is mostly good tactical-ish shooter. Couple of surprising things i noticed this time, like wounded enemies animation change or bullet chaning trajectory after hitting human body. Yet another Ivan was defeated! Spoiler And if anybody is interested, could do Jericho review (posted screens on previous page), or do Inversion instead, a half-Russian Gears of War clone with gravity manipulation gimmick, was made by same studio that did Timeshift. Spoiler Quote Link to comment Share on other sites More sharing options...
Lord_James Posted July 2, 2021 Report Share Posted July 2, 2021 This looks interesting https://www.dreadnoughts.ultimateadmiral.com Build your own navy, from torpedo boats to battleships. Won’t be surprised if you see a lot of G3, Super Yamato, and Montana like ships (or stuff from the ship bucket alternate universe page). Quote Link to comment Share on other sites More sharing options...
LoooSeR Posted September 10, 2021 Report Share Posted September 10, 2021 Started to play old Red Faction. Feels like Half-life 1 but with cutscenes, occasional terrain real time destruction physics and less refined level design. I like how in several places player could bypass heavily guarded tunnels with liberate use of explosives. Sadly, this physical terrain destruction system is not used to it's full potential and most of the time there you can;t blow up a shortcut to service tunnel, destroy enemy cover and so on. Note: some structures also can be blow up like this. Different materials also are present for this tech - same explosion can make different size craters in different types of rock/concrete/etc. Funnily enough, i think Vivisector would have been even better if this tech was included, as game levels are huge open areas with most of sctructures located as add-on models, so if you would blow up a wall of some indoor level in place where you were not supposed to, level would not just end up, but have a lot of more landmass to chew through, or this hole could open up a pass to surface. Red faction games had probably one of the best destruction physics in FPS. Spoiler Lord_James 1 Quote Link to comment Share on other sites More sharing options...
Lord_James Posted September 10, 2021 Report Share Posted September 10, 2021 6 hours ago, LoooSeR said: Started to play old Red Faction. Feels like Half-life 1 but with cutscenes, occasional terrain real time destruction physics and less refined level design. I like how in several places player could bypass heavily guarded tunnels with liberate use of explosives. Sadly, this physical terrain destruction system is not used to it's full potential and most of the time there you can;t blow up a shortcut to service tunnel, destroy enemy cover and so on. Note: some structures also can be blow up like this. Different materials also are present for this tech - same explosion can make different size craters in different types of rock/concrete/etc. Funnily enough, i think Vivisector would have been even better if this tech was included, as game levels are huge open areas with most of sctructures located as add-on models, so if you would blow up a wall of some indoor level in place where you were not supposed to, level would not just end up, but have a lot of more landmass to chew through, or this hole could open up a pass to surface. Red faction games had probably one of the best destruction physics in FPS. Reveal hidden contents RF: guerilla is one of my favorite games. The building destruction mechanics/physics and environment design are fantastic, and very satisfying. Fire fights, especially when you bring explosives, could get very cinematic and chaotic; more than once I was significantly injured (and laughing til I was red in the face) by a flying I-beam or concrete from a nearby wall. Quote Link to comment Share on other sites More sharing options...
LoooSeR Posted September 10, 2021 Report Share Posted September 10, 2021 1 hour ago, Lord_James said: RF: guerilla is one of my favorite games. The building destruction mechanics/physics and environment design are fantastic, and very satisfying. Fire fights, especially when you bring explosives, could get very cinematic and chaotic; more than once I was significantly injured (and laughing til I was red in the face) by a flying I-beam or concrete from a nearby wall. Same here. Played it many years ago, still remember it. It was rough in several areas, but sandox destruction was very fun. Would be cool if somebody managed to pull off a game where both terrain and building destruction would play a significant gameplay role, instead of being mostly a generator of great looking destruction. Would be very hard to programm reliably functioning AI for such game, Vivisector had great enemy bodies damage system, Siege have pretty cool walls damage, add Red Faction-like physics and make it center of gameplay and i will be happy gamer. All this stuff is possible on modern computer, but at cost of less flashy graphics, i suppose. Quote Link to comment Share on other sites More sharing options...
Lord_James Posted September 10, 2021 Report Share Posted September 10, 2021 21 minutes ago, LoooSeR said: Would be cool if somebody managed to pull off a game where both terrain and building destruction would play a significant gameplay role, instead of being mostly a generator of great looking destruction. Would be very hard to programm reliably functioning AI for such game, The terrain and building destruction sounds like Minecraft (lol, it auto capitalizes when I type it), and enemy’s are decent about moving around the map, but I think that’s because Minecraft is: A. Very simplistic in its design, fewer poly’s to keep track of. B. Doesn’t differentiate between “building/structure” and “terrain”. C. Doesn’t have “shrapnel physics”, where pieces of the environment go flying with lethal intent (except for TNT). But after thinking about it, this also sounds like “Space Engineers”, which I would recommend to anyone who would like Minecraft better if they wanted something with more polygons, in space. It’s roughly 50/50 on the combat and building departments, with some nice 0g and gravity physics, and a nice looking block damage system. Quote Link to comment Share on other sites More sharing options...
LoooSeR Posted September 10, 2021 Report Share Posted September 10, 2021 Red Faction 1 is done. Few notes. - Linear level design most of the time, but several maps were one big place with loading screens between subsections of them. - Not very clear telegraphing to a player which way is "main" and progress campaign, and which one is sidewalk to dead end with few extra items. - Not bad details in understructible parts of levels, almost barren landscape in parts of maps that have destructible terrain. - Destruction features are used rarely, most of the time Red Faction is a rather generic shooter. - Not many interesting guns, and not much of cool effects or death animations coused by them, except explosives and rail gun (singleshot meme gun). - Rail gun is very fun and almost like cheating. It have a scope that can see enemies through walls (but short ranged), and gun penetrates everything. So you can clear rooms by standing outside and firing at bad guys. - Several levels were vehicle driving (flying/swimming), but it is junky (especially for ground vehicles). - AI avoids your crosshair almsot constantly, which turns combat into running cockroaches hunt, who changes running vectors all the time. Outside of that, they are pretty dumb. - About 3 forced stealth section, which were not interesting to play through. Quote Link to comment Share on other sites More sharing options...
LoooSeR Posted March 4, 2022 Report Share Posted March 4, 2022 Bought new PC (great timing with all those sanctions and exchange rate going crazy). Decided to play all the Crysis games. I played 1st, addon and 2nd one years ago, never got my hands on 3rd one. Oh yeah, destructuble trees. Spoiler I like how AI have special animation to react at objects moving to fast near them. Also when moving downslope AI moves head to look down, looks more natural Enemies still have problems with bunching up, like in Far Cry "Ohoho, nice joke" Only looks empty Spoiler Tank looks decent enough for sci-fi game. Usually those are getting eye-gouging artwork. In 2007 that was very detailed building interiors. All objects are have physics models, even walls and roofs that you could destroy. Spoiler "North Korean" Mi-24 look alike Me and boats = shit doesn't work Spooky cemetery, how scary "Low level" enemies/grunts have special animation when they vault over something - they lose their balance Bootleft NK nanosuit Aiming right at this enemy nanosuited soldier. A bit easier to see when it moves. Quote Link to comment Share on other sites More sharing options...
Lord_James Posted March 9, 2022 Report Share Posted March 9, 2022 On 3/4/2022 at 1:48 PM, LoooSeR said: Bought new PC (great timing with all those sanctions and exchange rate going crazy). Decided to play all the Crysis games. I played 1st, addon and 2nd one years ago, never got my hands on 3rd one. Oh yeah, destructuble trees. Reveal hidden contents I like how AI have special animation to react at objects moving to fast near them. Also when moving downslope AI moves head to look down, looks more natural Enemies still have problems with bunching up, like in Far Cry "Ohoho, nice joke" Only looks empty Reveal hidden contents Tank looks decent enough for sci-fi game. Usually those are getting eye-gouging artwork. In 2007 that was very detailed building interiors. All objects are have physics models, even walls and roofs that you could destroy. Reveal hidden contents "North Korean" Mi-24 look alike Me and boats = shit doesn't work Spooky cemetery, how scary "Low level" enemies/grunts have special animation when they vault over something - they lose their balance Bootleft NK nanosuit Aiming right at this enemy nanosuited soldier. A bit easier to see when it moves. I have 3rd crisis on the 360. It’s pretty fun but the ending is weak imo. It’s definitely a fitting ending, but the final boss shows up and is defeated very quickly, within like 20 minutes. Not sure how much I should spoil, though. Quote Link to comment Share on other sites More sharing options...
Lord_James Posted March 23, 2022 Report Share Posted March 23, 2022 I think the funniest thing in Elden ring so far is that the game feels like it’s insulting the player by telling you to “find maidens” and “touch grace”, and I can’t help but think of it as find bitches, touch grass Quote Link to comment Share on other sites More sharing options...
LoooSeR Posted March 24, 2022 Report Share Posted March 24, 2022 Playing around with recording of gameplay, Metro Exodus. Quote Link to comment Share on other sites More sharing options...
LoooSeR Posted March 24, 2022 Report Share Posted March 24, 2022 On 3/9/2022 at 9:33 PM, Lord_James said: I have 3rd crisis on the 360. It’s pretty fun but the ending is weak imo. It’s definitely a fitting ending, but the final boss shows up and is defeated very quickly, within like 20 minutes. Not sure how much I should spoil, though. Crysis 3 was better than 2 in first half, but stumbled in second half. Overal, i will put it between 1st and 2nd one in fun factor. Warhead is still best Crysis IMO. Crytek looks like didn't understood what made it work in first part of their campaigns and what went wrong with alien sections. Quote Link to comment Share on other sites More sharing options...
Laviduce Posted April 2, 2022 Report Share Posted April 2, 2022 I was playing War Thunder for 8,5 years before I got got banned for cheating according to Gaijin 2,5 weeks ago. Advice to myself: Do not spend a single cent on any exclusively online based software/game/simulator. Quote Link to comment Share on other sites More sharing options...
Alzoc Posted April 2, 2022 Report Share Posted April 2, 2022 21 minutes ago, Laviduce said: I was playing War Thunder for 8,5 years before I got got banned for cheating according to Gaijin 2,5 weeks ago. Advice to myself: Do not spend a single cent on any exclusively online based software/game/simulator. Did you check your account security? I had once somebody just casually playing on my account for I don't know how long, despite securing it with two different email adress and a phone number. I only noticed because he changed my default line-up on the US tree. Guy didn't even bothered trying to change my password to lock me out. Managed to get him kicked out and had to add another layer of security on my account. Whole thing ended up being rather benign but it shouldn't have happened anyway. Gajin account security is quite frankly utter shite. Lord_James 1 Quote Link to comment Share on other sites More sharing options...
Lord_James Posted April 2, 2022 Report Share Posted April 2, 2022 20 minutes ago, Alzoc said: Did you check your account security? I had once somebody just casually playing on my account, despite securing it with two different email adress and a phone number. I only noticed because he changed my default line-up on the US tree. Guy didn't even bothered trying to change my password to lock me out. Managed to get him kicked out and had to add another layer of security on my account. Whole thing ended up being rather benign but it shouldn't have happened anyway. Gajin account security is quite frankly utter shite. Oh? You can get someone to play that frustrating and grindy game for you? For free? No way! Just kidding, sorry to hear that. 38 minutes ago, Laviduce said: I was playing War Thunder for 8,5 years before I got got banned for cheating according to Gaijin 2,5 weeks ago. Advice to myself: Do not spend a single cent on any exclusively online based software/game/simulator. I would offer you my account, which I haven’t played at all in 3+ years: I don’t have any vehicles over 6.7, and no aircraft over 5.3 (unless some BRs have changed), but that would also be a tos problem. I have A LOT to say about WT, even after all this time, but it would be very rant-y and probably some of my points would be out of date or the situation would have changed (for the worse, because that is the trend). Quote Link to comment Share on other sites More sharing options...
Laviduce Posted April 2, 2022 Report Share Posted April 2, 2022 30 minutes ago, Alzoc said: Did you check your account security? I had once somebody just casually playing on my account for I don't know how long, despite securing it with two different email adress and a phone number. I only noticed because he changed my default line-up on the US tree. Guy didn't even bothered trying to change my password to lock me out. Managed to get him kicked out and had to add another layer of security on my account. Whole thing ended up being rather benign but it shouldn't have happened anyway. Gajin account security is quite frankly utter shite. My ban was on March 13/14th. I checked "recent" online acitivity but thanks to the way the "online login activity" is registered I can not go back far enough. But IMHO, i seriously doubt it was an account (or PC) hijack. I had changed my password last fall/winter so I doubt my account was hijacked by someone. Also if my PC was hijacked then why is only conveniently WT affected ? I also thought about potential trojans or viruses but there again this malware also conveniently only affects WT. So i doubt that that was the reason either. I did have custom WT.live sights installed but I have not touched those since fall, prior to the motherboard implosion. The only user mission I have installed is from WT.live as well and I have not updated since last year. The user skins I got from the Gaijin market place. So these IMHO, can not be the culprits for this ban. I did had to have my motherboard replaced 6 weeks before the ban. I had to have windows "fix" itself. I lost all major desktop shortcuts and certain programs stopped working. I had to create new shortcuts for some (including WT). I did not reinstall WT but i think i did a file check and it worked again. According to some internal sources there was a change in the hash number in my gaijin aces.exe 4 weeks before my ban. Then my source said that this was about 2 weeks before my ban. Frankly I am not sure how accurate these statements are. To calm myself down I did check my download history and I could not find any weird or unrecognizable .exe. file, .dll. or folder in that history log. Around February 28th (2 weeks before my ban) I did install Core Temp to monitor the temperature of my CPU after a burned smell had emanated from my PC. All temps turned out to be OK and I never found out what had caused that smell. I do think I let WT run while I checked the temperatures. According to my insider source the change in the aces.exe was potentially inserted while WT was running. But that is only his opinion. Gaijin is not saying anything besides copy and paste statements. Since I currently work from home and my USB sticks/data carriers have not left my sight. At this point in time , I seriously doubt that this mystery software (or whatever it is) is even on my PC. I was thinking of pulling my ISP traffic data. I doubt I got this "cheat routine" of of Amazon. To add insult to injury , I got myself two no so cheap premium vehicles after I allegedly "cheated". 22 minutes ago, Lord_James said: Oh? You can get someone to play that frustrating and grindy game for you? For free? No way! Just kidding, sorry to hear that. I would offer you my account, which I haven’t played at all in 3+ years: I don’t have any vehicles over 6.7, and no aircraft over 5.3 (unless some BRs have changed), but that would also be a tos problem. I have A LOT to say about WT, even after all this time, but it would be very rant-y and probably some of my points would be out of date or the situation would have changed (for the worse, because that is the trend). I appreciate your offer Lord_James but I could never accept your offer even if it was not a TOS violation. This move by you and me accepting it would just throw good money after bad. Even if you or someone else paid me to do it , I could not do it. Why would anyone spent time, money and effort in an endeavor for fun, business or otherwise if you just got ripped off after 8,5 years and thousands of dollars spent ? What shocks and disappoints me the most is that a couple of other players that also got screwed over (potentially) said, that they would be willing to return to WT. How in the f***ing world can you go back to a company that screwed you over like that ? I mean I like WT but a move like this crosses too many lines even for a WT crackhead like me. Anyway, since Gaijin refused to be constructive or cooperative I had seek legal counsel in the mean time to potentially "resolve" this matter. My legal counsel said that I (and others) were potentially "shot-gunned" to demonstrate that they, Gaijin, are doing something against cheaters. He went on to say that these companies do not invest much in parts of their companies that do not directly make them money. So yeah, sometimes people get thrown under the bus and this time , after 8.5 years, my number came up. According to him and what I could hear from others, this behavior is not limited to Gaijin. EA , Rockstar and others also seem to have been doing this in the past. They just do not have the resources and willingness to tackle a problem like this individually. With hundreds and thousands of users and a company size of no more than 500, a lot of these processes have to be automated. This came from one WT forum administrator concerning my case that surprised and disappointed me: Spoiler To be fair, WT forum administrators do not seem to have any inside knowledge of things such as this. A this point in time I am not even sure if I will return to WT even if my ban is lifted. There have been a couple of other odd bans in WT lately (and over the years): Quote Link to comment Share on other sites More sharing options...
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