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7,62 Tactical action game, sequel to Brigade E5

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  #1  
Old 09-27-2010, 03:52 PM
Neuromante Neuromante is offline
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I completed this mission some day ago. I sent a militia unit to the camp which, also out of luck, arrived exactly at 00:00. Soon as they entered the sector I went in too. While they were getting slaughtered by the rebels (hardly scoring a single kill) I set up on the high ground, my ghillied sniper with another dude equipped with a suppressed assault rifle on one side and the rest of my team to the other. While my MG fired without rest these long burst THROUGH the trees and into the camp, my marksman with a night sight and my CQB guy were covering it from other threats, meanwhile the suppressed sniper and the other guy were picking them off while staying undetected. I think I went through 3 belts of ammo, my SAW constantly overheated, at one point I was wondering why it didn't melt or something. Took me a few tries but in the end I did it from start to finish without deaths on my side. Awesome mission and awesome game.
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  #2  
Old 09-29-2010, 05:39 PM
JackintheBox JackintheBox is offline
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bring heavy weapons............

Standalone&underslung launchers, RPG`s, LAW´s whatever you can get bring it!
Just blast into the rebel groups und shoot the stunned lads afterwards.
The downside to this though is that,
A: Heavy weapons rely more on your actuall skillpoints than any other weapons in the game. So you might fire some blasts into the sky/mountains/foilage if your mercs are not trained.
B: Judging the angle and range of heavy weapons will require some practice.
Most players find it very frustrating to use them(which they are) and will disregard them immediately.
But once you get the hang of it, they work very well in such scenarios.
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  #3  
Old 09-29-2010, 07:56 PM
IceShade IceShade is offline
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I don't use them often, but they can be quite handy in very specific situations.

I have a RG-6 and a RPG-18 assigned to my merc with the highest HW skill. The RPG-18 is used against walls, because hitting the ground is too inaccurate.

A good example of when I used the RG-6 to great effect: In the prison map, before you enter the building from the tunnel, you have to go around a corner and go into a hole in the fence. This is the only way in, and it was being guarded by a single prone guy. Knowing that exposing myself to him for more than 2 seconds would result in a hit, so I tried to avoid that.

2 options came to mind: Quickly fire a good burst from the hip at him and hope to confuse/shake him up a bit and take him out with someone else (quite risky).... or note his position and pepper the area with 6 grenades from the RG-6. The latter was really effective.

Eh, so much for that anecdote. For the jungle camp, stock up on a ton of rifle grenades.. while the enemy is busy with your militia, just shoot everything explosive you have into the camp and hope it kills enough for you to do your thing.
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Old 09-29-2010, 09:32 PM
JackintheBox JackintheBox is offline
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Quote:
just shoot everything explosive you have into the camp and hope it kills enough for you to do your thing.


Quote:
I have a RG-6 and a RPG-18 assigned to my merc with the highest HW skill.
Actually i have the RPG on another guy.
I also aim for walls and similar stuff so the lower skill does not matter that much.
If the target is pretty straight from your merc he will at least hit close to it.

The RG-6 can just be devastating!
But as said, its very hard to correctly judge the angle and force behind the shot.
Ive never been able to properly lob a nade over some terrain and have it land on my target.
The angle just seems to be very finnicky.

Additionally i have a rifle grenade launcher on my AE and usually i dump like five points into the skill at the start.
The rest can be trained comfortably, while shooting smoke nades into the jungle.
But again, precise shooting is difficult and straight shots are most reliable.


The best shot i ever made was this



Its one of the front guard towers of el vertigo,
through the eyes of the tower guard....
I had FAT luck there!
And i totally aimed at something else^^


sry for derailing the thread into Hwp´s


Last edited by JackintheBox; 09-29-2010 at 09:56 PM.
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  #5  
Old 04-20-2011, 10:39 AM
AJJY AJJY is offline
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Default Night combat

I tried night combat, I am litlebit confused.
I did cheat (console cgl 14 to buy Vintorez, subsonic ammunition and night googles), but I did not get Splinter Cell type combat. I am quite confused about scopes in night.
So some questions:
1) How good in night are night googles. What is their angle of view?
2) How does work night scopes? Are they weaker then night googles?
3) How much is affected by eyesight skill?
4) How does work standard scopes in night?

Sometimes I went out with NG on and spot some enemy. Then I switch out NG that I can shoot at enemy through night scope, but I can not see enemy through night scope which I can see through NG.

Sometimes I am searching enemy with weapon ready and do not see enemy through night scope even few meters away. Ones in old mines I spot enemy, but lost it. Tried to follow his path till stuck on path. Though that just another path-finding problem, but when I went back and turned again, for my surprise and disappointment, I was stuck in ... enemy solder (my stealth skill is high...)...

So can somebody explain night combat? Night scopes, night googles, eyesight, range and angle of view.
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  #6  
Old 04-20-2011, 12:30 PM
Kuujis Kuujis is offline
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Quote:
Originally Posted by AJJY View Post
I tried night combat, I am litlebit confused.
I did cheat (console cgl 14 to buy Vintorez, subsonic ammunition and night googles), but I did not get Splinter Cell type combat. I am quite confused about scopes in night.
So some questions:
1) How good in night are night googles. What is their angle of view?
2) How does work night scopes? Are they weaker then night googles?
3) How much is affected by eyesight skill?
4) How does work standard scopes in night?
1. You can actually check fields of view with the corresponding buttons in the UI. They show you how far you char can see and how well. IIRC NV googles make field of view more narrow, even if you do not turn NV googles on.
2. Scopes also limit FOV, the more they zoom, the more FOV is limited, but the further PC is able to see. NV scopes simply work better during night time, and worse during day time IIRC. You can check that while aiming with "scope" targeting selected and turning on field of fire view (next to FOV).
3. Better eye sight means character is able to see further and if enemy is in yellow/red areas of FOV - better eyesight means you will notice them earlier.
4. IIRC - they work, but as expected - their effect is worse than during day time and worse than NV during night.

Quote:
Originally Posted by AJJY View Post
So can somebody explain night combat? Night scopes, night googles, eyesight, range and angle of view.
Night combat is about seeing your enemy first That about covers it. Also - you are much more visible, if you shoot without suppressor. And - if you use alt while clicking on an enemy - your character will continue shooting at him even if he vanishes from your sight. And... spotters are nice, when they have 2-3 snipers to cover their asses and are able to sneak well
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