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salwon

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  1. WEGO is in CMSF. How do so many people miss this?
  2. Ask a veteran of Omaha how effective using tanks as cover is.
  3. There are LOS effects (+1, +2 etc) on unit stance, but once a bullet is fired it either hits or doesn't. So, correct: no "hit modifiers" in any sense. It's harder to hit someone in a trench because it's harder to fire into the lower elevation, not because of a +3 to their cover rating.
  4. Exactly - obviously damage to different parts is modeled, but is AIMING at specific parts modeled?
  5. Not sure if this has been posted already, but here's a fascinating series of AARs of a marine platoon in Afghanistan. Really interesting to see the Taliban's tactics, especially how they focus on vehicles, and how tenuous the CC link is. On the Marine side, CAS CAS CAS! seems to be the rule of the day. Relating to CMSF, I liked learning about the time difference between reality and the simulation - the first ambush described would've been over with near 100% casualties in the game after about 5 minutes. And again, it really demonstrates the need to work closely with the air assets. From the red side, good fire discipline is shown to be crucial - set cover arcs carefully! Micro-managing RPGs is also a good lesson here. Does the game recognize different aim points on vehicles, or do the pixeltruppen not control rocket fire to that level? Anyway you look at it, this is a must-read for anyone on this board! EDIT: Beaten! http://www.battlefront.com/community/showthread.php?p=1122190
  6. At some point in CMx2's life, there will be Co-op. At the exact same moment, there will never again be any reason to play anything else.
  7. First rule of streetfighting: stay out of the streets.
  8. I think they're just for our benefit, but in 1.11 they men will fire at contacts after they go ?, so there's at least some recognition of a lost contact on the AI level. The ? definitely fade over time, and I've seen them come up from dust and direction of fire. But some kind of vehicle/inf marker would be welcome, as well as sound/sight. Maybe color coded sound vs sight? For me, the fading system works well, but I agree some more variety would be welcome.
  9. The helo idea is a good one, but they won't find anyone holed up in the village, just vehicles. One squad out is a good way to go - keep your lavs at ~500m, advance one squad 100m on hunt, then bound the next one up 100m past, lather, rinse, repeat. You might want to use smaller movements as you get closer - say, once your advance squad is 250 away, only advance in 50m chunks. This way one squad isn't left completely hanging where a few bursts will take them out. Keep a lateral distance between squads, about 25m or so. You can cover more area, and one RPG won't ruin both squad's day. If you're feeling particularly aggressive you can move up the LAVs, but I don't like to do this until I'm completely sure there aren't and surprises waiting for them. They can area fire at 0.5km out just fine. You should be able to identify a platoon+ this way, but unless you have something heavy don't stay engaged for long. Once you know what you're up against pop smoke, bring up the LAVs, and get the scouts out of there. If the enemy has anything more than a single squad covering the approaches, you need more than scouts/transports to take them out. Last thing: be prepared to write at least one letter home after the mission! EDIT: rereading the OP, I'm not sure if you have scouts or two full squads. Two marine squads could probably handle up to a platoon, depending on their level and the level of the enemy. But really in a situation like this, you need some dedicated covering fire that's not in a moving coffin. A platoon's MG squad would be optimal. Unless the mission is to just identify the buildings that the arty will destroy, but that's much easier
  10. Well, considering how well infantry is modeled already I don't think it's unreasonable to ask for a slight improvement I love the way 1.10 shows you exactly what action spot you're going to, which makes it easy to see where the teams will end up, but I agree that when controlling a platoon a little more fidelity would be nice. More buildings types/sizes/whatever is almost guaranteed for Normandy. Now that I think about it, I wonder if they'll add in fort-type structures at any point. I know they're working on changing pillbox behavior, I wonder how hard it will be to code in a Metz like structure!
  11. I think it's just the Co-op multi. Once CM gets that in there will be no reason to use CC...for anything, really
  12. 8x8m. We're not going to get any finer resolution than that, and in any case most machines wouldn't be able to run it anyway. Note that the 64m^2 resolution is ONLY for command purposes - hit calculations/projectile paths are calculated at a much finer scale length, down to the polygon. So you may only be able to target the 8x8 square, but unlike in CMx1 your shots can miss by a few centimeters. The only small improvements (ie, not water or coop) that I would like to see is popover tooltips. The toolbar shows a ton of information, more than we need, but it's not too helpful when you have to keep jumping to the manual to find out what something is. I think 1.10 introduced a popup over a weapon icon, which is a good start, but ammo (esp. arty and air) needs something similar.
  13. The red/brown distinction is a 1.10 construct, I believe. Previously there was no way to tell dead from wounded other than buddy aid time (MUCH less for KIA). There's a great Icon mod over at CMMODS that changes the bases to either A) Green/Yellow Arrows (shows facing of soldiers still in the fight) A red cross, for WIA, or C) A Brown skull and crossbones for, well, you know... Makes it much easier to tell where to spend the buddy aid time!
  14. Not sure if this has been answered anywhere: will the smaller mortars be on board?
  15. Use quick to get the right movement speed when "assaulting" teams.
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