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Starlight

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About Starlight

  • Birthday 02/11/1970

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  • Website URL
    http://www.dreamrealitystudios.co.uk

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  • Location
    Bristol, UK
  • Interests
    wargaming / military equipment
  • Occupation
    Bulding Services Engineer

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  1. I think you are referring to the following link http://homepage.mac.com/gibsonm1/CMSF/FileSharing24.html Also see the following post from a thread here http://www.battlefront.com/community/showpost.php?p=1075742&postcount=2 Links to the same content and separate screen shots, etc.
  2. Umm I don't understand, you do realise that WEGO is part of CMSF, in fact I only play in WEGO and have done so for CMSF, the Marine and Brits modules, so I am not sure if you just have not realised the option is available? I don't think the game favours either form of play over the other, both have their own merits, I just prefer WEGO
  3. I have seen a knocked out vehicle nicely deflect MG rounds and I am sure it deflected 30mm cannon from a Scimitar in the Gravel Pit Brit mission. I had to move the Scimitar forward so its line of fire was clear of the knocked out vehicle to engage infantry nearby. Cannot say I have seen a similar effect for destroyed vehicles, might have to give that a try.
  4. Only the original team can reload itself. It must return to the vehicle and get in, then use the "Acquire" command to allow you to select what ammo you want to resupply that unit with. As far as I know, there is no way to pass ammo from one unit to another.
  5. Every time I run the test with British Light Infantry who are armed with LAW's etc they will use them inside the building causing Friendly Fire. I also tried an assault with a Warrior sat using suppressive fire on the Ground Floor: Target Light orders for the Warrior worked great the squad assaulted the ground floor. Target orders for the Warrior killed 5 and wounded 1 in the assault squad as the 30mm chewed them up!
  6. I would just like to add and I do not know if its an issue since the Brits expansion or not, but I would NOT recommend using the "Target" option for suppression, this WILL cause Friendly fire casualties and could well kill the assaulting troops, you NEED to use "Target Light" to stop friendly fire possibilities. Otherwise a very nice write-up and proceedure I now use for assaulting building either with just infantry or with vehicle support
  7. Ok just did a test with a tiny test map and as far as I can tell the Brits do not suffer any casualties from small arms and grenades, although for some crazy reason they will fire their GL's inside the building when given the Target command, I guess maybe Target Light is needed. I do suffer friendly fire because they decide to fire their LAWS inside the building resulting in almost always 2 dead and a max pin effect which causes them to often retreat from the building!!!!! Ok, further testing proves that Target light does not use the GL's or LAWS and is the ONLY safe way to assault a building.
  8. Are you doing saves in a realtime game? Not noticed this with the wego game.
  9. From the combat footage I have seen of the Brits in Afghanistan, there is not much swearing going on, just a lot of very professional talk. I get the feeling most of the swearing occurs in the lulls or back at base. The following links to some great footage and audio of the 1st Bn Grenadier Guards in combat in Afghanistan, starts right off with footage under fire. http://www.youtube.com/watch?v=ykkxl_EMjwg
  10. Company of heroes does have some very nice soldier audio but it is very Hollywood and clichéd in style and more appropriate for that type of game rather than CM. It would be nice to hear a Scots accent for the Scots guards. But the basic British voices in CM don't sound out of place to me, I will try to listen in more.
  11. I would have thought that with the new CM-Normandy having deformable hedgerows that barbedwire defences which can either be passed through by armoured vehicles or a path cleared by Engineers was just a graphical modification of the same basic code? Both have the same basic movement obstruction, although light vehicles could pass through barbedwire I guess, the main difference is line of sight being easier through barbedwire.
  12. Well I guess they reckon to guarantee first shot kill with the Hellfire and if the targets are close to each other get many with one shot. Afterwards the 30mm appeared to be dropping well short of the cross-hair so would take a number of ranging shots before on target? Also I guess a Hellfire at the point of the IED will destroy it, but also leave substantial hole in the road?
  13. I would like to see the ability to call it a Helo gunship support and it appear as an individual vehicle operating at just above the terrain (either a few meters above for terrain hugging or a series of fixed altitudes 10m, 15m, 20m above for a more overwatch capability). It could then spot with its height advantage or even radar and become the equivalent of an overwatch unit which is prone to AA fire, etc. It would be a rather cool additional element to the modern game with an Apache prowling the actual map in support, with its rockets, hellfire and guns. I suspect that this is outside the scope of the game as there is no AA fire modelled in the game at the moment but I do not see a particular difficulty in the basic movement model for a helicopter? just have it operate at either a fixed height above the terrain or at a fixed altitude with a very simple low speed movement model, simple rudder turn, minor tilt forward and then forward movement without any altitude change would be fine plus the ability to sidestep across a city hunting vehicles and infantry in city streets. ooo I think I got myself a little overexcited there
  14. But the line of sight is more complex than just the whole tile? (or am I wrong here) so that would not truly show the actual line of sight but could approximate the LOS.
  15. I would like to see some form of upgrade on the civilian simulation, for those engagements taking place in clearly populated areas, some form of gauging civilian casualties would considerably influence the style of play and general casualness of trying to eliminate the enemy. No dropping a large bomb from a Jet to get that annoying enemy squad in that civilian building if you are likely to kill loads of civilians cowering in the adjacent buildings, the same with using arty to clear city streets. I like the idea of a general density designation for each tile but I think this could be enhanced with a specific designation of low medium and high density population settings for individual building (without actually modelling individuals) where as the general tile density accounts for wandering civilians caught in the street? You could then indicate civilian casualties for the end of each mission with perhaps a cut-off point at which civilian deaths has become unacceptable and the campaign is lost? Would make for a nice extra in the planning and execution of each mission. I guess finally the ability to model a third party (civilians) in a limited AI role, fleeing vehicles and fleeing civilians streaming across bridges / down roadways trying to get out of the town / city as the combatant forces push into the populated area and engage the enemy. A sort of attack the enemy while protecting the civs. In this instance, very simple AI rules, run along defined path and go to ground if combat fire gets too close?
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