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7,62 Tactical action game, sequel to Brigade E5 |
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#1
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You're a huge help, man. The "Robbery" mission is the one where the gun runner in Santa Maria asks me to recover a crate of merchandise that was stolen form him. In return I get 16000 eldo and the MP5SD5, the mission was completed when I returned the stuff and talked to the guy, but it's still among current missions. lol. Btw., I'm running the unofficial patch 1.06. |
#2
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Oops, that is a random mission and was supposed to have been fixed with the patch. I guess I have to check it again. thanks for spotting it
![]() EDIT: I checked it and it seems like I missed a line in the e6q.modinfo file. Since it requires a new game for it to be correctly activated, I'd recommend continuing your current game before fixing it. Anyways, here's what the e6q.modinfo file should say: MOD "Quests\mods\RAS\BlueSun" MOD "Quests\mods\outsourcedconfig\outsourcedconfig " MOD "Quests\mods\MercConsultant\MercConsultant" MOD "Quests\E1P\patch_1_05" //This line was missing in the Blue Sun Mod version. MOD "Quests\E1P\patch_1_01" END Last edited by R@S; 07-02-2010 at 05:32 PM. |
#3
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Does anyone know how many main faction missions there are for each side? I think I've done 5-10 for the government so far (the last one I did was escorting the drug baron's friend from the plantation).
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#4
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R@S, thanks!
I've read something about 26 missions, don't know if 26 for each main faction (26 for rebels and 26 for gov.) or for all together. Last edited by beepbeep; 07-02-2010 at 07:51 PM. |
#5
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Anyone got any advice for the jungle camp wipeout mission? I'm supposed to kill everyone there, including Tanya Tormens. I can't seem to find a good solution.
I tried proning and taking them out from the overlooking road (where the two spawn points are), but the enemies have a good enough look at me that after I pick off a few, the 30 other guys manage to get in a few good hits, and then things fall apart. There's no place there to sit and avoid their fire, so even though I have a higher quality of mercs/bullets, their quantity more than makes up for it. I also tried going in at night, and sneaking around opposite the spawn points, to where the firepit with the skeptics is located. Here there is another slight incline overlooking the camp, with two entry ramps. I tried luring the enemies back to me (since there are two entrances), but they never seemed to bite. I got maybe 10 to come up and get slaughtered as they crested the hill, but the rest stay in camp, and once again I have no way to approach the camp, or find a place to wait and pick them off (since quickly one of their 100 bullets finds one of my mercs). In terms of CGL I'm at 9, so I have solid assault rifles now, while the enemy has mostly Saigas and AK74s, with a few RPKs and SVDs. My setup is 6 high quality mercs, 4 with assault rifles and 2 with DMRs. One thing I haven't tried yet is underbarrel grenades, due to my horrible experiences in BE5 with them (they were totally ineffective against armor, so even if you hit a group of 5 bunched up enemies square in the face with a 40mm they'd all take 0 damage). I guess that's worth a shot though, since there's lots of enemies fairly close together. |
#6
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Are you playeing the vanilla game or are you using any mod? If vanilla you should have the silenced SR-25 and a ghillie suit, both very useful in this mission.
I usually split my team in two(I usually only have 2 or 3 mercs in my team), one doas the flanking manouver you discribed and the other team stays by the exit point. When you have 2 teams you can distract enemies and make the run in circles, just use loud weapons and supression fire from the exit point team, while the flanking team uses silenced weapons to kill most of the baddies. I often use a scout to sneak into camp, crawling along the left side of the map until I breach the perimiter. Then you can attack them from behindk while your other mercs pick them off from a distance causing them to run back and forth. Oh, and I always play this misison at night, otherwise they'll spot you too easy and your stealth/silence tactics aren't very effective. |
#7
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I'm playing with your BSM. I've got one guy in ghillie + silenced m14 (seems to have better accuracy and speed than the SR25), 3 with silenced ARs (a G36, FAMAS, and HK416), 1 unsilenced AR (AN-94) and one unsilenced m21 (I guess not quite a DMR like I said, but close enough).
In the morning I'll try m21 + AN94 by the exit and maybe 2 ARs at one end of the map and an AR + m14 at another. (edit: morning my time, obviously you're right and silenced guns/sneaking will only work at night). Thanks for the help! |
#8
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What if one were to forget to pick up the Colonel's uniform from the guy at the police station?
![]() There is a second uniform in "secretboat1.ini", but where is the location of this secret boat? |
#9
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My advice for the Eliminate the Rebel Camp mission is to setup along the top road away from default entrance point. Have a nice solid MG aimed at the path used to get down into the camp and a couple of riflemen beside him (to pick off the tricky ones) but well away from the edge of the "cliff". Then move your marksman towards the edge for a shot or two to stir them up then back him away and wait for them to come up to you.
The sound from the MG should keep them storming up the hill and into the killzone. Be sure to use the dead ground of the center of the road to protect your men from shots from the camp, even at night eventually they will get you. If for whatever reason they stop coming up move your marksman back to the edge for another shot or two or just lob some grenades down towards them. When I went through the last few refused to budge but thankfully it was few enough and they were spread out enough that I could get them in a quick advance. If the bodies pile up too high around the killzone throw some grenades or even the otherwise useless TNT towards them in the hopes of clearing it out. I ran it during the day, but should work at night provided you have a set of NVG’s for your gunner. It’s kind of a sleazy approach to the mission but it works. Suggested armament: 1 x FN Minimi with 200rnd box clip if available (cuts down on having to reload during the fight since it's needed to maintain the killzone); 1 x Silenced DMR of your choice; 2ish x accurate rifles or assault rifles to pick off guys your MG can't hit; and Lots of grenades, because honestly you can't throw enough of these during almost any mission. See the attachment for a screenshot of the setup (I might have drawn mortarmen and not riflemen, sorry about that) Last edited by BravoZulu; 01-20-2011 at 05:45 AM. |
#10
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Anyone know when the mission The Backstab (the one where you have to escort Willi Krauf0 becomes available? CGL? Other missions?
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