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Mirzayev

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Everything posted by Mirzayev

  1. Even still, it is the first time I have seen the reconnaissance fight given appropriate emphasis in a single-player scenario without the entire scenario having a recon TO&E. It makes it very manageable for the player, and prevents the recon from being a "throw-away" asset. It was a very innovative way to "force" the player to conduct an area reconnaissance, without seeming artificial or heavy-handed.
  2. Here is a list of what I typically look for, not necessarily in order. 1. The mission designer clearly stating what you need to do to be successful. This can be in OPORD format, narrative, etc. It doesn't really matter as long as I know what I, as a player, need to do. 2. A task organization that makes sense for the mission size, and is grounded in the real world. Throwing tank platoons at a player can get unwieldy, quickly. You probably don't need seven companies worth of "stuff" to conduct a movement to contact against a company-seized element. 3. Interesting terrain. I love missions set on arid maps because that particular terrain theme is used so rarely. Additionally, having terrain that supports more than one solution encourages replayability. 4. A sense of tension. The reason action in Steel Beasts is so effective for me is the release of tension after finally coming into contact with the enemy. Give some uncertainty to the enemy's position, and make the player find them. 5. Replayability. I love when mission designers give the enemy multiple Courses of Action. You can replay the same mission numerous times and always encounter a different scenario. 6. "Something Different." In @Panzer_Leader's scenario Combat Team Advance at Woodhill, you start with just the recon platoon, and must answer the Commander's Priority Intelligence Requirements prior to having the rest of the Company "released" to your control. This is an example of "something different" that makes a mission unique. Generally, if most of these elements are present, I will enjoy the mission. Realism depends on the situation. It is realistic to have a tank platoon as a reserve. It is not fun if in a two hour multiplayer game, said tank platoon sits out of contact for a full 1 hour and 40 minutes prior to being committed. It is a delicate balance, and one where I will generally sacrifice realism for the fun of the group.
  3. @Ssnake and @Volcano, I recommend splitting parts of this thread to maintain the original focus. I think this is going well beyond productive, on all sides.
  4. Since when did providing reasons for not liking a YouTube video turn into "lashing out?" It doesn't take an entire week to make a quality video. Check yourself, bro.
  5. At the risk of further complicating this thread (perhaps merge all the Matsimus stream comments into a separate thread?) @matsimus I did not like your stream. Here are my reasons why. 1. You are lacking on the fundamentals of maneuvering and fighting your vehicle. I got it, you haven't played Steel Beasts since at least February of this year (date is based on your last published video using Steel Beasts). However, there is a reasonable expectation from the community that if you are going to showcase a game, you need to have some level of proficiency. This is also taking into account that in the past, you have advertised that you will give your viewers exclusive access to tactics, techniques, and procedures in Steel Beasts if they support you with a specific dollar amount on Patreon. I know this is no longer your policy. I won't comment on tactics; seizing urban terrain is a very complex process which will produce a high level of casualties. Even with a fully manned Company in multiplayer, even the best of the community can still muck it up. 2. The stream did not do a good job of promoting Steel Beasts in a positive light. The low FPS is of course an obvious, but blaring issue. Whether you intended to or not, thousands of viewers' "first look" at Steel Beasts version 4.1 will be seeing footage of what they may perceive as a non-optimized mess. 3. It seemed rushed. Your (admitted) lack of preparation, combined with not testing the scenario for performance before streaming, nor seeking help for any issues from the community, culminated in something that was not enjoyable to watch. While you make the point that the stream was meant to promote the game itself, other members of the Steel Beasts community (to include the creator himself) and I have the impression, wrong though it may be, that you were rushing to try to be the "first" to stream 4.1 gameplay. I'm not a fan of non-constructive criticism. Therefor, I offer the following advice on how you could improve for your next video featuring Steel Beasts. 1. Hit the tank range, hard! Whenever I feel myself getting sloppy during any multiplayer matches, I'll make it a point to refresh on the fundamentals of gunnery. I train until I cannot get less than a 100% accuracy rating with an average time-to-kill of 8 seconds or less. This takes time, so you may want to try for something like a 90% accuracy rating with an average time-to-kill of 10 seconds or less if you don't have more than an hour to train on the gunner range. That is definitely doable. Also, refresh your understanding of tactics. Play some Camp Hornfelt scenarios again, then graduate to Tank Platoon in Attack, and Tank Company in Attack by @Zipuli. After that, try some scenarios by @Panzer_Leader, like Combat Team Advance at Woodhill 1994, or Attack on Stadthagen by @Apocalypse 31. Hell, you could record yourself playing these, and highlight some of the Steel Beasts community's creations. 2. I will never publish a video of me playing a single-player Steel Beasts scenario without having tested it at least one time. I know that my specific audience doesn't want to spend time watching me make easily preventable mistakes. Your audience may be different, I don't know. However, if I was testing a beta version of Steel Beasts, and having your love and respect for the community, I would absolutely want to make sure that I am presenting the latest update (that many are excited for) in as positive a light as I possibly could. Messaging is the key here. If your purpose is to bring Steel Beasts to a wider audience, show and tell them WHY they are justified in buying it, and present footage that MAKES them want to give it a try. 3. I understand the live nature of streams versus the much more controlled published videos. Live doesn't always follow the script, and there is a light more inherent spontaneity. Don't be rushed to push out a video to be the "first;" don't rush to failure. Train to a suitable level of proficiency, select a scenario, preferably one that you have played or tested at least once, that showcases what you want to show to your viewers. You can always modify scenarios to include new vehicles from 4.1, and this gives the added bonus of hi-lighting a scenario designer from the community who spent hours, even days, ensuring that his creation was the best that it could possibly be. If you need any help with any of the above points, I'm sure that the community will be happy to help. I can help you with your tactics, if you wish. Just let me know. *Ahem* Now, on to other matters. @Wolfseven Unless you happen to have a direct psychic link with @Apocalypse 31, I would not be so hasty to dismiss everything that he has said as being "just jealous." Many of his points are shared by members of the Steel Beasts community, whether you agree with them or not.
  6. @Gibsonm Sorry, I think I used the wrong word. "Sample Library" might be more appropriate. Something similar to an audition; you read some standard script in whatever language you are proficient in, and that can be used by mission designers to select what type of voice actor they want. You probably don't want someone with a heavy British accent to voice an American Tank Platoon Leader, for example.
  7. I would definitely not recommend trying to "build" dialogue this way. Unless you are VERY good at audio production, it'll sound strange, and unnatural. Think the computer generated voices from the original ARMA (10 o'clock, rifleman at 300 meters!) Probably the best option would be to just ask for voice actors, give them a script of what you want them to say, and go from there. Obviously, there may be quality issues with variances in microphones used, etc, but if you are making everything sound lo-fi, like on an FM radio, it shouldn't matter too much. There could be a repository of "samples" for voice actors, if there is a large number who want to offer their services. Honestly though, I don't know if the number of voice actors on SteelBeasts.com warrants that, as compared to something like Newgrounds.
  8. Shoulda sent a beta to me. Yeah, not too impressive on the FPS front.
  9. Ah, the RUBA. I can already feel the fatigue and stress coming on. 🤮
  10. I'm a simple man. I see a Steel Beasts upgrade, and I purchase said Steel Beasts upgrade.
  11. For what it is worth, I have used my debit card for all Steel Beasts purchases with zero issues. A debit card (at least the American version of it) works perfectly. Maybe this discussion regarding payment methods should be split off into another thread, and this one be kept reserved for new "reveals" for 4.1?
  12. I can take H66, unless there is another with their heart set on such a position.
  13. +1 It'll be good to accurately replicate a HQ element. It makes creating an HPTL a bit more interesting. I chucked a coffee maker into the desert of NTC because it kept tripping the power grid in our TOC, and everyone kept plugging it in because "wE nEeD cOfFeE tO pLaN oUr OpErAtIoNs!" Suffer in silence, Staff!
  14. The technical aspect would be that chemical munitions are identified as possible to use, and the Mission Oriented Protected Posture (MOPP) would be upgraded to MOPP 1, and the combat effectiveness of your infantry would be reduced to 75%. Upon upgrading to MOPP 4, there would be slightly reduced vision, primary peripheral, and an increased risk of heat casualties. This is according to doctrine. For the human element, your Soldiers would groan as they put on their Joint Service Lightweight Integrated Suit Technology (JSLIST), and sit around for days sweltering in a garment with the breath-ability of a giant trash-bag. Everyone would soon smell like a mix of sweat and the unpleasant chemical odor the JSLIST puts off when exposed to moisture. Until chemical munitions were used. Soldiers would scramble to put on their gas masks, in a mad flurry of tightening straps, and exhaling noises as they clear their masks of any potential chemical agent's residue that may have come into contact within the few seconds of exposure to the open air. This would be followed by putting on rubber boots and gloves, and even more sweat somehow forming on their now covered faces. Hopefully, a blister agent wasn't employed. Any fighting from an armored vehicle would be relatively the same, with hatches being closed restricting vision for both friend of foe. The infantry would have the worst of it, rapidly running out of breath due to sucking oxygen through two canisters. Both sides would suffer equally. Afterwards, units would need to be deliberately decontaminated, for fear of spreading the agent throughout the theater, denying mobility corridors to both friend and foe. After fermenting in your own defecation for up to 30 days, each Soldier's battle buddy would have the honor of helping remove the JSLIST, and being exposed to whatever horrible odors await inside. Having served their purpose, these would be sealed in an airtight bag, along with the Soldier's equipment, and would be destroyed. The Soldier would rub charcoal all over his body to help remove any lingering inert traces of the agent, and at long last get some relief as he is sprayed down at multiple decontamination stations with water, although the water need not be potable. Fighting in a CBRN environment is a suck-fest, no matter which conflict you are trying to simulate.
  15. Welcome! I would check out the Starter Pack if you haven't already: http://www.steelbeasts.com/sbwiki/index.php?title=Starter_Pack From there, check out some missions, with ones like Camp Hornfelt, Tank Platoon in Attack, or Tank Company in Attack being a good place to start. Otherwise, interact with the community. There is a wealth of knowledge out there! For multiplayer, there are plenty of opportunities. Check out the Multiplayer Engagements section of the forum for some of the latest listings; there are numerous events going on each week. Also, don't worry too much about joining a multiplayer game for the first time. There seems to be a trend among new players that they aren't "ready" to play a Multiplayer session. If you have done all of the tutorials on a specific vehicle, and have completed the tank range, you are generally "ready enough," to participate. Just talk to the group, and they can generally find a spot for you that will work with both what you want to do, and with your skill level.
  16. Nice to see the Engineers getting some love! I'm guessing there will be published times for how long it takes to dig fighting positions in each of the "realism modes." This should make a deliberate defense a bit more interesting to plan, while also offering the ability to make it work within the context of a "regular" Steel Beasts game.
  17. Perfect! Another high-speed optic to drool over... 🙂
  18. Gents, When loading an AAR file upon the conclusion of a scenario, the AAR file does not contain any of the .pln file graphics/overlays, and also does not contain any graphics created by users during the scenario. An example is below: Operational Graphics upon the conclusion of a Kanium Scenario. Operational Graphics displayed upon loading the AAR file. I'm not sure if this is intentional; being able to have the graphics saved to the AAR would be very beneficial for reviewing missions in the future.
  19. For those who are interested, below is the issued BLUEFOR Operations Order and the initial plan. OPERATION CONQUEROR Task Organization: Shaping Operation 4 (SO4) A1: 4x Leopard 2A6 Decisive Operation (DO) A2: 4x Leopard 2A6 Shaping Operation 3 (SO3): A3: 4x Leopard 2A6 Shaping Operation 1 (SO1): B1: 4x Marder 1A3 Shaping Operation 2 (SO2): B2: 4x Marder 1A3 Shaping Operation 5 (SO5): Fires & Effects: P65 (1x FOV90), P1 (6x M1064), P2 (6x M1064), P3&4 (2x Supply Trucks), P5 (MLRS Strike Package), 4x Batteries of 155mm Tube Artillery, 8x CAS Sorties Sustaining Operation (SUSOP): TF Trains: H65 (1x Marder 1A3), H1 (2x Supply Trucks, 1x Medical Evacuation Vehicle, 1x Armored Recovery Vehicle) I. Situation. A. Terrain. The terrain within our AO favors the defender. A mixture of forests and fields will naturally canalize and force the slowing of tempo of any attacking force. The defender can readily make use of the abundant cover and concealment afforded by the heavy vegetation, and will be able to exploit the open fields to form natural kill zones. A north-south flowing river in vicinity of (IVO) Phase Line (PL) CLAYMORE limits the travel of defending and attacking forces from west to east to bridges located IVO OBJ MARKET in the north, and OBJ GARDEN in the south. B. Weather. The weather favors the defender. Light clouds with a 0% chance of rain, combined with a visual detection range of approximately 3,000 meters will enable the enemy to engage attacking forces at the maximum effective range of his weapon systems. The presence of “good weather” will limit the effectiveness of the potential technological overmatch of our thermal systems at range. C. Enemy. Our enemy is estimated to be at Battalion (+) strength, with approximately three (3) companies located within our AO. Additionally, the enemy is likely to have one (1) platoon of reconnaissance assets, which will operate within the disruption zone from PL BARBIE to PL ARROW. The enemy is conducting a deliberate defense within our AO, and will employ obstacles and prepared battle positions to deny friendly forces the ability to seize terrain IVO OBJ MARKET and OBJ GARDEN. The enemy’s battle zone will be established between PL ARROW and PL CLAYMORE. The enemy is likely keeping approximately one (1) platoon of armor in reserve to reinforce OBJ MARKET or OBJ GARDEN, and to enable a counterattack. The enemy is equipped with ATGMs, and will employ them within the disruption zone and the battle zone to attrite friendly forces. Enemy composition and task/purpose is estimated as the following: i. SO3: Recon Platoon (+). Task: Disrupt; Purpose: enable the fixing of friendly forces by SO1. Composition: 6x BRDM-2AT operating as three (3) sections. ii. SO1: 1st Company. Task: Fix; Purpose: Enable the DO to destroy via a flank attack. Composition: 6x T-72B1s, 3x BMP-2s; expected to operate as 3x Platoons positioned north of the 265 Northing. iii. DO: 2nd Company. Task: Destroy enemy forces via a flank attack; Purpose: Prevent enemy forces from advancing WEST of PL BOW. Composition: 6x T-72B1s, 3x BMP-2s; expected to operate as 3x Platoons positioned south of the 265 Northing. iv. SO2: 3rd Company (+). Task: Defend OBJ MARKET and OBJ GARDEN; Purpose: Prevent seizure of terrain by friendly forces; retain freedom of maneuver for follow on enemy forces. Composition: 9x BTR-80s and 3x T-72B1s; positioned on OBJ MARKET and OBJ GARDEN with one (1) platoon of armor in reserve. D. Friendly Forces. There are no adjacent units within our AO. Friendly Forces located to the NORTH and the SOUTH of our AO will remain in blocking positions to the WEST of PL BARBIE. II. Mission. TF SCHMETTERLING conducts an attack to seize OBJ MARKET and OBJ GARDEN to deny Russian Forces the ability to project ground combat power WEST of PL CLAYMORE. A. Purpose. The purpose of this operation is to deny Russian Forces the ability to project ground combat power to the WEST of PL CLAYMORE. We will accomplish this through the execution of an envelopment to seize OBJ MARKET and OBJ GARDEN. This will enable friendly forces to control passage from EAST to WEST across PL CLAYMORE, and will isolate enemy forces located to the WEST of PL CLAYMORE from their higher headquarters. B. Key Tasks. 1. Conduct a penetration of enemy defenses to PL BOW to enable the seizure of OBJ MARKET. 2. Suppress and seize OBJ MARKET to allow friendly forces to exploit the enemy’s support zone. 3. Conduct deliberate resupply operations EAST of PL CLAYMORE to maintain tempo to suppress and seize OBJ GARDEN. 4. Suppress and seize OBJ GARDEN to isolate and defeat enemy forces to the WEST of PL CLAYMORE. 5. Retain control of bridges IVO OBJ MARKET and OBJ GARDEN upon the successful seizure by friendly forces. 6. Effectively shape the TF’s deep fight through the employment of Fires and Effects to enable the seizure and retention of OBJ MARKET, and OBJ GARDEN. C. End State. A. Terrain: Bridges IVO OBJ MARKET and OBJ GARDEN are seized and retained by friendly forces. B. Threat: Enemy forces from PL BARBIE to PL KEN are isolated from their higher headquarters; enemy is unable to reinforce to the WEST of PL CLAYMORE. C. Civil: Minimize collateral damage to civilian property and infrastructure to what is necessary for mission accomplishment. III. Execution. A. Concept of the Operation. We will accomplish the seizure of OBJ MARKET and OBJ GARDEN by conduct an envelopment of the enemy IVO PL CLAYMORE. This operation will be conducted in six (6) phases. I. Phase 1, Movement to Contact, will begin upon crossing the Line of Departure IVO PL BARBIE. During this phase, the TF will defeat enemy reconnaissance assets within the disruption zone to the north of the 26 NORTHING. The TF will destroy enemy defensive positions located to the north of the 26 NORTHING up to PL ARROW. B1 and B2 will dismount IVO PL DISMOUNT, and will clear suspected enemy positions to PL MOUNT. A2 will remain on line with B1 and B2, and will provide support via direct fires. A1 and A3 will defeat enemy defenses from the 265 NORTHING to the 285 NORTHING, with A1 oriented EAST, and A3 oriented EAST and SOUTH. Fires and Effects will suppress enemy defenses in the close fight IVO M1, M2, A1, A2, before shifting assets to the deep fight IVO A3, A4, A5, and A6. This phase will end upon the TF reaching PL ARROW. II. Phase 2, Penetration of PL BOW, will begin upon crossing PL ARROW. During this phase, Fires and Effects will obscure friendly movement to the NORTH of the 26 NORTHING by employing smoke IVO SMOKE 1. Fires and Effects will prioritize the deep fight IVO OBJ MARKET, but will maintain at least 1x Battery and 2x Mortar Sections (4x M1064s) on call for targets of opportunity. A1 and A3 will continue to attack to the east maintaining the previous orientation of direct fires up to PL BOW. A2, B1, and B2 will continue to attack from PL ARROW to PL BOW, and will clear IVO LRP 1 and LRP 2. TF Trains will establish the initial LRP IVO LRP 1. This phase will end with the TF postured on PL BOW. III. Phase 3, Seizure of OBJ MARKET, will begin upon the TF being postured on PL BOW. During this phase, TF Trains will establish the second LRP IVO LRP 2. A1 will establish a support by fire position IVO BP A1A oriented on OBJ MARKET sector 3. Fires and Effects will suppress enemy defensive positions IVO OBJ MARKET. A3 will establish a blocking position IVO BP A3A oriented to the SOUTH and WEST to fix any enemy counter-attack during the seizure of OBJ MARKET. Upon successful suppression of OBJ MARKET, A1 and Fires and Effects will CEASE FIRE to enable A2, B1, and B2 to clear and seize OBJ MARKET. Fires and Effects will shift to suppress enemy defenses IVO OBJ GARDEN. A2, B1, and B2 will establish in battle positions IVO PL KEN (BP A2A, BP B1A, and BP B2A) to prevent the enemy reserve from retaking OBJ MARKET. TF Trains will relocate to IVO LRP 3. This phase will end with A2, B1, and B2 established in a hasty defense IVO PL KEN. IV. Phase 4, Reconsolidation and Resupply, will begin with A2, B1, and B2 being established in a hasty defense IVO PL KEN. During this phase, TF Trains will conduct resupply of ammunition via the tailgate method. Priority of Supply (PoS) is A2, A3, A1, B1, and B2. A3 will conduct a withdraw to BP A3B to fix enemy forces IVO the NORTH/SOUTH road running from OBJ GARDEN to OBJ MARKET. Upon the establishment of BP A3B, A1 will conduct a withdraw to BP A1B, oriented on OBJ MARKET to prevent enemy forces from retaking the bridge crossings. This phase will end with A1 established in a hasty defense, and all callsigns reporting an ammo status of GREEN (greater than 90% ammo). V. Phase 5, Seizure of OBJ GARDEN, will begin upon A1 established in a hasty defense, and all TF callsigns reporting an ammo status of GREEN. During this phase, A3 will shift to BP A3C oriented SOUTH to allow for freedom of maneuver for A2. A2 will maneuver to BP A2B and will suppress OBJ GARDEN sectors 2 and 4. Fires and Effects will continue to suppress OBJ GARDEN. B1, and B2 will stage IVO PL ISIS. Upon suppression being achieved, B1, B2, and A3 will conduct an attack to seize OBJ GARDEN. Fires and Effects will fire 1x MLRS strike on OBJ GARDEN upon B1 and B2 crossing PL ISIS. A2 will CEASE FIRE upon A3, B1, and B2 reaching LRP 4. Fires and Effects will cease fire upon B1, B2, or A3 crossing the 22 EASTING. A3, B1, and B2 will conduct an attack to seize on OBJ GARDEN up to PL ANUBIS. This phase will end upon A3, B1, and B2 reaching PL ANUBIS. VI. Phase 6, Defense of OBJ MARKET and OBJ GARDEN, will begin upon friendly forces reaching PL ANUBIS. During this phase, A3, B1, and B2 will establish hasty battle positions oriented to the WEST/NORTH-WEST to prevent enemy counterattacks from seizing OBJ GARDEN. A2 will on order relocate to BP A2C to prevent enemy forces from seizing OBJ GARDEN. A1 will remain oriented on OBJ MARKET to retain control of the bridge crossings. TF Trains will establish IVO LRP 4 to conduct sustainment operation as required. Fires and Effects will fire on targets of opportunity as requested by line platoons. This phase, and operation, will conclude upon the receipt of a change of mission from Higher HQ. IV. Sustainment. LRPs will be established IVO LRP 1 (Phase 2,3), LRP 2 (Phase 3,4) LRP 3 (Phase 4), and LRP 4 (Phase 6). Platoons will request resupply of ammunition from TF Trains upon depletion of ready-racks. Priority of Recovery is Self, Line Platoon, and TF Trains. Tow disabled vehicles to the active LRP for maintenance. Priority of MEDEVAC is Self, TF Trains. V. Command and Signal. A. Command. The succession of command is as follows: H6, H5, A2, B1, B2, A1, A3. B. Signal. KANIUM SOP is in effect for frequencies. Voice is used for TF Command Net; requests for sustainment are conducted via P: free-text, and A: voice via TF Command Net.
  20. Cuito Cuanavale is the operation that is always talked about (mainly due to a combination of a successful Cuban IO campaign combined with the SADF's unwillingness to publicize the war), but I would much rather see Operation Askari. Another more interesting option would be to make an alternate history scenario where the Cubans invade South-West Africa (as it was known at the time) with an Armored Brigade. Major General Roland de Vries had made a plan for this possible scenario, which was a defense in depth starting in the vicinity of Calueque, and ultimately drawing the Cubans into Etosha to conduct a deliberate defense. That would be particularly interesting.
  21. @Nike-Ajax H65 will be occupied by @Gibsonm. Please send me the .sce when it is finalized.
  22. @Bond_Villian Doing a quick reverse image search revealed that this picture is taken at the Golan Heights, with the actual destruction occurring during the Yom Kippur War. I would make the educated guess that it is a Sho't variant.
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