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cptcrunch

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Everything posted by cptcrunch

  1. Amen to the lack of time constraints. You are never ever pressured by time in SS. There is always enough time for your squad between missions to hop back to home base to heal/lock and load. Those med conditions are only annoying for the duration of the battle and never constitutes any detriment to the next mission. There should be some time pressure so that you can't always get back to base or you can but some of the objectives will be more difficult to complete. ie. you go back to base and your informant gets shot BUT you can still grab the info and now it's under heavy guard at a different location. There should be a balance ... do you go for easier mission with injured personnel or do you risk a tougher one by going home to heal and load up?
  2. Along a similar vein, does anyone know why shotguns are banned in conventional warfare? Seems kinda moronic considering the assortment of deadly weapons armies are allowed to use .... it's like trying to lose weight by eating a super-sized McDick's meal with a biggie diet coke. I can understand banning toxin gas, nuke artillery shells and bioweapons but SHOTGUNS ?!?!?!
  3. Yeah, Silent Storm is the inevitable evolution of the JA franchise. Better graphics, destructible environments, rag doll physics, rotating camera angles etc. Though I wish Silent Storm would take after some of the neat features of the JA series. 1) offbeat merc humor and one-liners: Hilarious and makes you want to play all the different characters even with the bad stats just to hear what they have to say 2) merc relationships - even better ... hearing mercs cheer each other on during the thick of battle is a nice touch and hearing them grump about other mercs is even better 3) graphic 'special' death scenes: slow mo exploding heads, back blowing out in a burst of blood, human roman candles from a HE hit, scalping the dead 4) weapon jams and breakdowns after use: adds a more realistic dimension to weapons use .... WWII weapons should be a lot less reliable with continuous auto fire. 5) optional sci-fi mode: There should be an option to turn the panzerkleins off with the sci-fi mode.
  4. I am playing axis grenadier at hard and in the first two or three missions, I found out that General Bauer is going to be assassinated. I went back to base to suit up and heal then head back to the place where Bauer is suppose to be wacked. Well ... he did get gunned down but right at the beginning of the scenario. I have absolutely no way of saving the man and there is this big X next to protecting Bauer in the objectives. So I am assuming there is a way to save the guy but how???? :?
  5. No, you only get what PK's you capture in battle. PK's are durable as hell as only beam weapons do any significant damage to them
  6. I would think any of the belt-fed systems would realistically need a two man crew. So the German MGs' and allied RPD would fit the bill. Though I think it is possible to operate silent storm machineguns solo ... the unrealistic part is one guy carrying the machinegun plus necessary amount of ammo. If you really want to make things realistic, you can limit the machinegunner to just carrying his gun plus backup pistol and other equipment but someone else have to carry additional machinegun ammo.
  7. I think around level 14 or 15 would be a reasonable guess. I played allied scout on hard, did all the missions, found all the clues and I wasn't excessive on the random encounters. Only have the Russian and Swiss secret factory sites left and my squad is at level 13. So I would plan around 14 or 15 perks for each character.
  8. You can leave with two PK's at a time through the elevator. Anymore than two and the computer will tell you your team is not close enough to the exit point. So just leave with two to the top level .... get out of the PK's and then return downstairs to retrieve the other two. The "leave" button should be green when you return downstairs .... DON'T push it and instead leave manually back up top to get all four PK's. Push the leave button and you will exit the level to the regional map. Don't bother dragging all the ammo out except for the mortars ... your base should be able to generate ammo for any allies PK weapon. Hope this helps.
  9. Well, Guido, it may not be totally unrealistic to lose all familiarity while swapping an identical weapon. A weapon may be the same but not totally due to manufacturing differentials which may add or take away the weapon's aim. A real case in point is a comment from Shifty Powers, a sniper in the 506th PIR in WWII. He has an extraordinary aim and swore by his beatup M1 which has a small defect in the barrel. He was reprimanded so many times for that defect that he eventually traded the rifle in for an identical new one. Then he found that he has lost his unreal aim and complained he couldn't hit the broad side of a barn.
  10. Gotta be the hollywood special effects extraganza capture of Oberst Koch from the panzerklein factory. Koch took a full auto MG42 burst in the chest sending him flying and the resultant bullets hitting a stack of flammable barrels ~20 feet behind him. The barrels explode blowing a large hole in the floor where the limp bullet-ridden body of our villain fell. I can think of several hollywood one-liner my soldier said after pulling the trigger "Hasta la vista baby" or "Need a light?" or "SSSSSSSSMMMMMOOOOOKKKIIINNNNGGGG !!!!" or "Yippee-kieyai motha*&^#%$#!" or "I am sorry, did I interrupt your train of thought?" or "I wish .... I wish .. you had .. more time."
  11. Yeah, Biggles is right. I had Zinaida use her scoped moisin rifle through most of the game ... she had a whopping 8 in familiarity and combined with increased damage and always inflict critical became a one shot death machine. I get a lot of headshots without even having to aim for it.
  12. Probably the best way to not mess up any civilians is to not use too many grenades especially inside the buildings. Heavy grenades and such will usually wind up collapsing sections of the building .... with civilians inside or your frag grenade took out 3 enemies but also nailed a civilian hiding behind them or that grenade took out those flammable barrels. Full auto fire will have to be forward observed by your scout or sniper to make sure no civilians are close by. When I played the Berger factory, I stayed at the front gate and let the enemy come out of the buildings, the open courtyard gave a great view of where all the civilians are.
  13. It could be because of the easy rating I was playing but I found straight up bandaging using the med items are good enough. The bleeding stops once the bandaging is complete. Taking off critical status will depend on the med item you are using and the skill of the person doing the healing and the difficulty of the status. Obviously a medic using a bullet extractor will heal your critical plus HP's a lot more effectively than your soldier wielding bandages. Some critical status can't be healed during battle (at higher difficulty so I have been told) and have to be treated at home base.
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