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New Uncon Models?


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Any way we can get some screens of the new Uncons? It's been 50 days since the screen shots in the CMSF2 thread where Steve said they needed to be fixed. MikeyD has since stated they were fixed. It doesn't look like Bil is gonna have any in his AAR thread, so. I am only asking because I know @Sgt.Squarehead is dying to see them. I don't think he should have to suffer any longer than necessary.

 

 

Mord.

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2 minutes ago, IICptMillerII said:

Hot damn these look fantastic! 

The quality of unit/vehicle textures has definitely improved over the years. I noticed quite a jump in quality with a lot of the infantry textures for CMFB, and SF2 seems to be of the same caliber. 

Great work!

Yeah I am sure at some point someone will do a side by side comparison to really show the improvement. 

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HELL YEAH! Man, they are so badass! Even better than I had hoped! The head wraps are a 100x better than the original SF ones. Mikey, you weren't kidding about not needing to mod them.

Thanks VERY much for posting!

 

Mord.

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There are 'Combatants' (as shown), then black-hooded 'Fighters'  (another name for jihadists, I suppose). There are bare-headed 'Spies' dressed as civilians and unarmed. In Syrian military there's the lowest grade 'militia'. Next up is 'Reserves', then 'Mech Infantry',  'Republican Guard', and 'Airborne'. Then there's 'Special Forces' which dress rather like a police SWAT team.

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9 hours ago, MikeyD said:

There are 'Combatants' (as shown), then black-hooded 'Fighters'  (another name for jihadists, I suppose). There are bare-headed 'Spies' dressed as civilians and unarmed. In Syrian military there's the lowest grade 'militia'. Next up is 'Reserves', then 'Mech Infantry',  'Republican Guard', and 'Airborne'. Then there's 'Special Forces' which dress rather like a police SWAT team.

 

And the different branches have own textures?

 

Greetings, alex

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3 hours ago, SeinfeldRules said:

Those uncons look perfect to model US-backed Syrian Democratic Forces up against pro-Assad Regime forces. They've clashed a couple times in the Deir ez Zor region, would probably make perfect CMSF2 scenarios.

Someone (cough cough) may be already working on current Syria scenaros for CMSF2....I dont know who though....😏🙄

 

PS. please tell me uncons have specialist teams with HMGs, ATGMS, etc...

Edited by boche
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59 minutes ago, boche said:

PS. please tell me uncons have specialist teams with HMGs, ATGMS, etc...

Fighters (not shown in Mikey's pic) have access to recoilless guns, Atgm, and a tripod mounted Dshk in CMSF, as well as technical mounted versions, plus a Zu-23-2 technical, so they should have them in SF2. I am hoping they'll have some onboard mortars (I thought Steve said they would). Fighters represent well financed terrorist organizations or foreign insurgents while the plain Combatants (above) represent every day type Syrians that decided to take up arms against the invaders so they probably won't have as much (or any) team oriented weapons. Though they do have technicals with light and heavy MGs, and a recoilless rifle. That's just my guess going by what's in SF1.

 

Mord.

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7 minutes ago, Mord said:

Fighters (not shown in Mikey's pic) have access to recoilless guns, Atgm, and a tripod mounted Dshk in CMSF, as well as technical mounted versions, plus a Zu-23-2 technical, so they should have them in SF2. I am hoping they'll have some onboard mortars (I thought Steve said they would). Fighters represent well financed terrorist organizations or foreign insurgents while the plain Combatants (above) represent every day type Syrians that decided to take up arms against the invaders. They also have technicals with light and heavy MGs, and a recoilless rifle.

 

Mord.

hmm yes I remember the old CMSF. I did recall fighters having all that stuff, I should have said combatants. I would like combatants to have access to those things aswell, if not well those teams will just have to be fighters and that is that. Thanks Mord :)

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@boche

No worries, my man. But yeah, that's all only guess work going by the past. Who knows, they may have changed some things? We can now split Syrian squads into teams and that was a no go (outside of Airborne and Special Forces) in SF1.

 

Mord.

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20 hours ago, waffelmann said:

And the different branches have own textures?

I'd really like to see waffelmann's question answered.  In CMSF 1, the lack of variation in Syrian textures really limited red v. red scenarios, which were my favorite. I am really hoping there are different textures available for Republican Guard, Airborne, etc.; or, better yet, multiple available options on the "appearance" drop-down menu in the editor for the various flavors of Syrian units.

Just having those options available would hugely expand the scenario-making possibilities for red v. red.

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Let me think.
Lowest level Syrian military gets plain fatigue textures with no ammo harness. Standard military shares standard camou fatigue textures. Airborne has their own textures (but the difference is subtle). Special Forces have their own texture. Syrian tankers get their own texture. There's no selectable appearance options available because there's no great appearance changes needing to be modeled. Its not as though anyone needs winter uniforms.

That being said, each military branch gets multiple random uniform variants, some as basic as the amount of wear and fading of the fabric. So there's some variation in the mix. Combatants include one guy in a blue oxford shirt under his jacket, another in a sports windbreaker with a college sweatshirt under it. Also red Converse sneakers.

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12 hours ago, LongLeftFlank said:

I liked your mix and match Uncons mod, with Combatants a 50/50 mix of masked and unmasked (Spy) guys. That's how they generally fight when TV cameras aren't filming.

Thanks, man. Yeah, I thought the various Mix and Civil War mods really added to the immersion factor and brought the looks to more along the lines of what we see in Youtube vids. Unfortunately, we won't be able to do that anymore. As far as I know (I believe Blimey reported it?) BFC killed model swapping. I think we took it too far with cross game pollination and they got pissed and put a kill switch on it.

 

2 hours ago, Sequoia said:

I think unit tags would deliver what Rokossovski is after perhaps, though previously what tags were available wasn't well documented.

You wouldn't need tagging to create variations within the same formations, you can do that easily enough without them. However, if you do tag, say regular Mech Infantry, Republican Guard would still use the same textures, as I am guessing, like in SF1, the two share uniforms.

 

In SF1

Militia/Reservists share a uniform

Mech/Republican Guard/Airborne share a uniform

Special Forces have their own

Doesn't sound like this has changed ('cept maybe for Airborne)

 

There's really no way around it unless BF gave every formation type it's own uniform Bmp.

 

However, if one were to constrict the anti-government units to Militia/Reserve/Uncons/Fighters Vs Mech/Republican Guard/Airborne/Special Forces you can have fairly discernible sides. With one caveat, for some reason Reservist Mech Infantry ATGM teams share the Republican Guard uniform.

 

Mord.

Edited by Mord
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11 hours ago, MikeyD said:

Let me think.
Lowest level Syrian military gets plain fatigue textures with no ammo harness. Standard military shares standard camou fatigue textures. Airborne has their own textures (but the difference is subtle). Special Forces have their own texture. Syrian tankers get their own texture. There's no selectable appearance options available [snip].

MikeyD, thank you for responding.  Unfortunately what you describe is what I feared -- CMSF 2 not taking advantage of the "appearance" options already available in the other CM2 titles.

The appearance drop down menu allows scenarios where the same type of unit (Syrian regulars, say) to be present on both the "blue" and "red" side and have the appearance of belonging to different armies or factions. This enormously expands the options for red v. red scenarios. (Think Ethiopia v. Eritrea or any other clash involving eastern block equipment on both sides).

For example, the availability of two different options in the "appearance" drop down menu for the Ukrainians in CMBS ("standard" and "digital camo") in effect allows the creation of an entirely different faction. I use a mod the turns "digital camo" into the appearance of an unconventional force, which can either represent Ukrainian militia, or the Russian-backed separatists.  So, a scenario might include both Ukrainian troops, and the very same unit types but with a different appearance (and usually different soft factors) fighting against them as separatists in the same battle.

Similarly, in CMSF2, if there were multiple options in the appearance drop down menu for Syrians, it would greatly expand the possibilities for red v. red scenarios because Syrians on side "A" could look different from the "Syrians" on side "B."

11 hours ago, MikeyD said:

[Snip] That being said, each military branch gets multiple random uniform variants, some as basic as the amount of wear and fading of the fabric. So there's some variation in the mix. Combatants include one guy in a blue oxford shirt under his jacket, another in a sports windbreaker with a college sweatshirt under it. Also red Converse sneakers.

That is all good to hear, but what I'm talking about is a different appearance between units, not a different appearance within units.  Variation within a unit does not create a different appearance for the same unit type selected to fight on different sides.

2 hours ago, Sequoia said:

I think unit tags would deliver what Rokossovski is after perhaps, though previously what tags were available wasn't well documented.

Thank you for the thought, but unfortunately I don't think so. Adding a unit tag would affect both sides.  So if one uses a mod tag to change the appearance of, say, Syrian regulars, it would change the appearance of those Syrian regulars that appear on both sides of the battle; thus it would not allow the Syrian regulars on side "A" look different from the Syrian regulars on side "B."  That is something the "appearance" drop down menu permits -- if Battlefront provides for more than one option.

Edited by Rokossovski
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39 minutes ago, Mord said:

[Snip] However, if one were to constrict the anti-government units to Militia/Reserve/Uncons/Fighters Vs Mech/Republican Guard/Airborne/Special Forces you can have fairly discernible sides. [Snip].

Ninja'd by Mord :)

That's what I used to do with CMSF1, because the Militia/Reserve troops had the solid color uniforms that were distinguishable from the camo used by regulars (and Republican Guard, and Airborne). The militia/reserve units, however, had significant equipment deficiencies and an absence of unit type choices, but it was the best option available.

I was hoping that the upgrade to engine 4 standards would include taking advantage of the options created by the "appearance" drop down menu that did not exist back when CMSF1 was designed.  I'm still hoping they will slip in a drop down option for the Syrians, even if in vanilla CMSF2 the difference is a subtle one -- mods could use the option to create other variations as needed.

39 minutes ago, Mord said:

[Snip] With one caveat, for some reason Reservist Mech Infantry ATGM teams share the Republican Guard uniform.

That sounds like a bug.  I hope they squash that before release.

Edited by Rokossovski
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25 minutes ago, Rokossovski said:

That's what I used to do with CMSF1, because the Militia/Reserve troops had the solid color uniforms that were distinguishable from the camo used by regulars (and Republican Guard, and Airborne). The militia/reserve units, however, had significant equipment deficiencies and an absence of unit type choices, but it was the best option available.

That I don't mind so much, because I always figured the rebels wouldn't have access to as nice equipment as the government backed forces. But I am all about MORE options than less. So, I am definitely on the side of making SF2 everything it can be. I could still do what I wanted (rebels use inferior equipment) if it were changed, where as you couldn't (rebels have access to better equipment) if it weren't changed.

Did you know though, That a Reservist Tank Company could have either a T-55, T-62M, T-62 (1975), or T-72 early? All by changing the equipment status in the editor? It'll be MUCH easier to make those choices in SF2 at least.

 

28 minutes ago, Rokossovski said:

That sounds like a bug.  I hope they squash that before release.

Yeah, I was thinking that myself. There were a few bugs and nitpicks that were lost in the shuffle by the time they turned their full attention to Normandy. After 16 or so patches LOL. I don't blame them for needing to move on. One thing that will be cool to see is Syrian tankers actually sporting their pistols instead of AKs, which was left out of SF1.

 

Mord.

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