- Joined
- Nov 4, 2007
- Messages
- 14,808
It deletes infantry instantly once it spins up.Not sure how effective it is.I personally go for Gatling guns on my Humvees
It deletes infantry instantly once it spins up.Not sure how effective it is.I personally go for Gatling guns on my Humvees
Yeah, I just mean on my tankIt deletes infantry instantly once it spins up.
On your tank it mainly keeps the infantry away that gets too close. Generally, I would just put more anti-tank weapons on it in case you fight other armor and use a Bradley to cover the tank against the pests.Yeah, I just mean on my tankIt deletes infantry instantly once it spins up.
It depends, sometimes it is better to take the points, other times it is better to take the supplies.Ps. What do you grab as a reward, supplies, or points? I have gone with points so far and then buy the supply I need. Not calculated if I miss out though.
This, the math is pretty clear on this. I wish they add some units to the offer to make it more interesting and not one-sided.It depends, sometimes it is better to take the points, other times it is better to take the supplies.Ps. What do you grab as a reward, supplies, or points? I have gone with points so far and then buy the supply I need. Not calculated if I miss out though.
If I remember correctly 1 Goodwill Point nets you 10 supplies.
So if you can get 7000 GW Points or 10000 supplies, the later is better.
Later you have the choice between supplies, vehicles, infantry upgrades and vehicle upgrades.This, the math is pretty clear on this. I wish they add some units to the offer to make it more interesting and not one-sided.
I actually like the mechanic of being able to steal everything not nailed down to the floor and then tweaking my units just enough for them not to use up too much resources.But yeah, that is pretty time consuming.This, the math is pretty clear on this. I wish they add some units to the offer to make it more interesting and not one-sided.
As I said, the difficulty is needlessly punishing and it's impossible to get by without save scumming.Boy, these cartel missions sure are draining. I'm capturing their HQ while trying to avoid militia trying to kill me since they are forced to fight. Then after capturing the academy a new mission opens up that I only have 15 minutes to complete. And my forces are already spent. I have a feeling I'm far behind strength-wise.
I think I'm gonna restart Novo Tortuga with dozer squadrons.
I hear dozers are actually very tanky.
I just want to point that if you want to beat that mission fully you will need 155mm artillery. I had two at that point.Yeah, I think this is my stop. I can't see myself making it over there. It's crawling with RPG units with laser accuracy, something my men are lacking with it comes to anti-tank weapons. They must train those cartel units well. I don't want to go down in difficulty, as I want equal damage, not some bullshit immunity shield. That was one of my pet peeves with Men of War, which I made a mod for to make the weapons actually damage your men.
Small arms fire is the best, I think.Is there any sure-fire way to capture vehicles? Like what weapons 100% make them burn instead of explode?
I don't know how you could stand to play the game on realistic at all..lolOkay, last message, I promise. I figured out you can just change the numbers in his mod above. This is from his mod on Nexus:
I opened it in Notepad++ and changed all damage to 1 on easy, normal and hard. Going to restart on normal now, and see if it's more manageable without the AI getting extra units.
Edit:
Actually, it was pretty easy to make a mod myself. Unzip (used 7-zip) the needed file from the basis.pak file that can be found in scripts. Then open the file with notepad++ and make whatever changes you want.
Edit 2:
So, replaying a mission now where I got my ass handed to me. And the difference is night and day. The enemy forces seems much more reasonable now. The damage is still high as on realistic mode, but you are not facing 50 heavy weapons every 3 sec.