Sgt.Rock of Easy Company
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About Sgt.Rock of Easy Company
- Birthday 03/16/1989
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ChetrCheese99
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Texas
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I think the reason multiplayer is such a low key element of CMSF right now is because it is harder than it should be to get a game set up. Unless you have friends or clanmates that play as well, getting a multi-player game running is near impossible. What Combat Mission needs is a server browser capability, like most FPS's (and TOW). I think the amount of people who play CM multiplayer would skyrocket, as well as garnering more sales from MP centric wargamers. You could even go as far as have a join-in-progress ability for servers, for missions that have reinforcements that show up (if the option was set at the start of the server).
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Improving the look of CM Normandy
Sgt.Rock of Easy Company replied to panzermartin's topic in Combat Mission Shock Force 1
On winter maps, like Ali-Baba said, we need some snow being kicked up from wind. -
Improving the look of CM Normandy
Sgt.Rock of Easy Company replied to panzermartin's topic in Combat Mission Shock Force 1
What we need are decals, especially on vehicles. They're not very graphic intensive but add so much to the experience when surveying the battlefield. Even something like TOW's decal system, only tracking penetrations on vehicles and some ricochet's, would make the CM experience that much more fun. Being able to see the whole in the side of a sherman put there by your Tiger would be an amazing feeling. Also, we need more robust tracer modelling. Right now they're like pencil thin laser beam's and very long. We need something more realistic, with more volume. VBS 2 does a good job in their modelling of tracers. (can't find the VBS 2 tech demo, but these will do). http://www.youtube.com/watch?v=QLteD6FBmhY&eurl=http://www.redorchestragame.com/forum/showthread.php?p=415783 And about the explosion special effects; why does there need to be physics involved? I'm sure however you calculate the explosions work just fine, but why can't yall add a few more partical emitters and make them look more volumetric? Or adjust the emitters so its a quick, violent explosion followed by a large kickup of smoke and dust? like... Also, small arms against vehicles need to be less like little explosions and more like sparks (like the TOW bullet/shell hits). Also, bring back the sparks from CMBB tank hits. But now apply it across the board. Put it into bombs, small arms against vehicles, tank burn-off, large calibre hits on vehicles (or metal), etc. I loved the sparks in CMBB and I think they would bring just that much more into the game. -
With Combat Mission constantly striving forward (both gameplay wise and graphically [nice job on the new airbursts]), there are a few features that I don't want left behind. Most importantly would be decals. Basically textures indicating where bullets (or high velocity projectiles) have hit objects. This would give indication to the intesity of a firefight or show knockout hits on vehicles (think TOW tank combat). It would be jaw dropping to look around at buildings shot up and vehicles with multiple holes in them. It would be an addition that shouldn't tax computers (TF2 can handle 4092 decals with out a drop in fps) but add so much to the immersiveness. Secondly, it would be nice to see model damage to vehicles, other than catching fire. At the very least, could we at least get an alpha texture applied to tracks or wheels when they are blown or rendered useless? A little more complex, it would be nice to see things blown off of the vehicles (think TOW again). Skirts and wheels blown off, tracks thrown and unraveled, lights and sensitive equipment shattered or torn off. It was great when we found out the vehicles would be relatively unique, each tank having somethig slightly different from the other, but it would be just as nice to not see a bunch of KO'd vehicles burning the exact same way. While it would be nice for this stuff to be in CMSF, I'm really looking at the WW2 module's for this. The combat is slower and it would really suck in the player. We were blindsided with the dynamic lighting update, so maybe something will hit use while we're looking the other way
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AT4 underpowered?
Sgt.Rock of Easy Company replied to Piecekeeper's topic in Combat Mission Shock Force 1
Alpha particles won't penetrate skin, paper or clothing. Beta particles will partially penetrate the skin and sheet metal will stop most of them. Gamma rays will go straight through you and 15cm of concrete or 20cm of earth will only stop half of them. -
CMx2 WWII---FIRST SCREENSHOT!!!
Sgt.Rock of Easy Company replied to RuhrRiver's topic in Combat Mission Shock Force 1
What an amazing battle, that Stug is one heck of a beast. Can't wait! -
Yes.
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Well, they're a little oversized to keep the resolution up. As for the numbers, yes, theyre in order except one. It goes: 219, 215, 220-228, 230, 229. A few were just a little mixed up in the back before I threw together a final copy for the pdf. Other than that, the errata seems to be just a bunch of mished-mashed corrected graphs and a few pages on various corrected(or additions) topics. Ill check again and make sure everythings where is supposed to be, but if so, thats the errata.
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I believe so. The short time I had to actually read some of the hard copy, I noticed in the back some of the same subjects as throughout the book. I'll look again, but I'm pretty sure its there. I have photo's taken and saved to my computer (full book in .PDF now) and could just send you the Errata by email or the like.