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Crispy1209

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    Colorado
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    Soldier

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  1. I can't remember off the top of my head, but I believe our SASR is 5.56, and it is accurate out past 600m. Don't insult my intelligence, I'm well aware that a lot goes in to long range marksmanship, which is why our snipers have to go through so much training. It depends on the Soldier and their experience level, but it is also still very possible to hit targets out to 300m with an M4 in a combat situation especially with an ACOG. I at least expect them to hit targets that far out when they are lying prone on a berm, have not been running, and are not being shot at. But if the enemy can hide from my guys IN THE OPEN, and I can't do anything about it but wander a Stryker or a squad in to get nailed, it's a little ridiculous. I understand them being able to hide from my behind cover/concealment and can take measures to negate the risks of getting hit from there, but if the enemy can be completely invisible in an open flat area whenever they want, that's a little much especially when I have a sniper team that is well trained in target detection positioned in a good vantage point that still cannot see them. Snipers are very effective for recon and target detection and can take out important targets at long range IRL, but if they can't detect a BIG ATGM launcher sitting in the middle of a runway and they can't hit the broad side of a barn at 500m that makes them completely useless.
  2. Well in buildings, I understand them being more difficult to hit, but I was firing at a gunner standing on top of a technical 600m away waiting to hit my guys when they came around a corner, and my sniper team fired upwards of 10-15 shots before I finally just told them to stop. The enemy also doesn't usually KNOW there are snipers present until their buddy gets schwacked. Usually our snipers don't fire THAT much anyway, one of their main uses is observation. So if they can't observe enemies 300m away lying around in the open and can't hit important targets of opportunity farther than 400m away, then they are pretty much useless. You don't get sniper support all the much in the game anyway, so when you do get it, they should be pretty useful. I'm not expecting them to be Gods of War that can kill everything in sight, but when they are in a good vantage point, they should be able to see guys out in the open who are right under their noses, and if I want them to take out a key target they should be able to hit a man-sized target standing on top of a truck at 600m.
  3. Well you can keep the standard scripting, but have a TTP's menu where you can specifically set how you want them to act in certain situations once you get more experience with the game.
  4. It shouldn't be much more than a simple macro. They already have a pretty good system for AI scripting, I'm sure they could do even better with that. It would just be "Assault toward enemy and return fire if you do not currently have attack orders on that enemy and the enemy fires at you within 50m" but in whatever method they use to script it. There's nothing super sophisticated about it. If the AI is capable of determining the safest path to a building as far as cover and concealment go, then they should be able to do that.
  5. I've noticed a few tweaks that need to be made to CM:SF. First, visibility/observation needs to be improved, especially for the US. It doesn't seem as bad for defenders, but when I'm attacking, quite often there are enemy Soldiers that manage to hide from me out in the open in a road or flat paved area even when I have a sniper team (who have had a significant amount of Target Detection training) above them. Also Soldiers, especially for the US side, need to be more accurate at longer ranges. I understand if they've been running around and are exhausted, but perfectly rested troops should be able to hit a target AT LEAST out to 300m with an M4, and certainly farther especially if they are firing several shots. I can't speak for the Syrian side, but judging by the fact that they generally don't have optics and going by what I've seen from other Middle Eastern militaries who have a bigger budget and better training than they do, I am about 99% sure that they are not as proficient in marksmanship as the US. The sniper teams are downright ridiculous, my sniper team in one mission was perfectly rested and could not hit targets 600m away. Most of our sniper teams can hit targets at about a km away with the first shot consistently. A lot depends on the sniper team, but that's about what they're expected to be able to do, many can hit targets even farther out.
  6. I have been very happy with the amount of realism in CM:SF and intend to buy CMA soon once I have more time to play computer games. One big issue I've had with it is the amount of micromanagement. As it is right now, you have to manage everything from battalion level all the way down to team leader or sometimes individual soldier level. The AI is good at doing certain things like finding safe routes to objectives you give them, but it takes too long to do certain things that should be automatic, which also makes playing on Elite difficulty more difficult. I've been wanting to play more on Elite against a harder enemy, but to actually be able to maneuver my guys I need to be able to pause it or else they sit there like little robots and get slaughtered while I give orders to my other units. Why not have a TTP's/SOP's screen where you allow the user to define how to AI reacts to certain situations and conducts certain actions? Then the user can specifically define how they want their Soldiers to react to ambush, react to near ambush, react to contact, clear a building, etc. This would reduce the amount of micromanagement needed by a lot. Even the the situation was slightly different and you needed to change a few things, it would just be a matter of moving around a few waypoints or something instead of having to specifically give out each order for each building. Also a multiplayer coop mode or support for multiple players per team is also needed, so you can create some form of a chain of command where you divide up which units each player has control of.
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