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aka_tom_w

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Posts posted by aka_tom_w

  1. My only experience by being shot at in real life is on the receiving end of a paint ball or having been shot at by "friends" wielding .177 pellet rifles or AirSoft rifles. I am not sure that makes any difference in this discussion. smile.gif (and yes I have been hit by both paint balls and .177 lead pellets and airsoft plastic 6mm BB's).

    I am not sure I see a problem with small arms accuracy in the game.

    Is the claim that small arms are too accurate?

    If someone suggested US inf units with body armour are getting killed at too high a frequency when they should only be getting a yellow base and ending up slightly injured I would tend to agree with that, but I would not say small arms are too accurate in the game at all.

    I think what you are seeing is the appropriate level of accuracy when combatants are too close. Most folks here may be seeing high small arms accuracy because the fighting in most scenarios takes place in urban environments and the ranges can be quite short, that in turn means more damage and greater accuracy.

    (short range = easier to hit, factor in, training (US shooters are well trained and should be a good, or better then "good" shot), plus they fire a 3 round burst, plus many of them have some form of scope or optics).

    I think small arms accuracy is pretty well modeled. (I think this will be more obvious and "feel" better when v1.05 comes out)

    I actually agree with you that weapons accuracy is entirely too great in the game which is one of the reasons I do think running to cover gives them a better chance. Since they die while crawling, hitting the dirt doesn't seem to really give them any advantage but it forces them to remain in the kill zone for much longer. Six of one, half a dozen of the other I suppose.
    I think this is nothing more then a by product of poor tactics and close range.

    Guys in the open should get cut to pieces, I think the game models this well.

    If the squad is in the open and pinned it won't matter if they run or crawl or hide, If there is no cover, the shooters will, (and Should) cut them to pieces with accurate small arms fire. (And I don't care which side is doing the shooting, any unit caught under fire out in the open with no cover is toast in this game, as it should be).

    [ December 10, 2007, 08:15 AM: Message edited by: aka_tom_w ]

  2. the real issue is that a ridge line is not treated the same way a wall is or a roof top is.

    Guys take up good positions along a roof top

    send a squad up to a low wall and they spread out.

    But a ridge line is a tricky thing for the AI to figure out and say "Oh this is (ridge line) where I need to spread out in a line at the crest because I may or may not have LOS and LOF to something that can shoot at me".

    So the suggestion of a line a breast formation option or button (somehow) is not unreasonable IMHO.

    I would like to suggest there may be a few changes in some other aspects of the game (not this exact example) that will mitigate how bad this is now when they release v1.05.

  3. This would make the game a little more complicated,
    hmm

    It would make the game A LOT more complicated, off the top of my head your request for all those features would take the BFC team (mostly Charles and Dan on graphics) about 12-18 months to perfect.

    When v1.05 comes out you will see just how far we have come in the last four and half months alone, and you can see for your self the rate of recent progress just to perfect the features already in the game that still need to be tweaky and fixed.

  4. This would make the game a little more complicated,
    hmm

    It would make the game A LOT more complicated, off the top of my head your request for all those features would take the BFC team (mostly Charles and Dan on graphics) about 12-18 months to perfect.

    When v1.05 comes out you will see just how far we have come in the last four and half months alone, and you can see for your self the rate of recent progress just to perfect the features already in the game that still need to be tweaky and fixed.

  5. This would make the game a little more complicated,
    hmm

    It would make the game A LOT more complicated, off the top of my head your request for all those features would take the BFC team (mostly Charles and Dan on graphics) about 12-18 months to perfect.

    When v1.05 comes out you will see just how far we have come in the last four and half months alone, and you can see for your self the rate of recent progress just to perfect the features already in the game that still need to be tweaky and fixed.

  6. I think there is an issue here that is somewhat unspoken. I agree with skelley, and I would like to suggest one of the problems here is intolerance and religious fundamentalism.

    Not all Mulsims, that's not the problem the problem is radical fundamentalism and I agree with skelley:

    You can't negotiate with people that want you dead more than they want to live.
    When suicide attacks are considered by the enemy as a legitimate tactic because they want you and all your "kind" dead more then then want to live, there is a problem and the solution does not include trust or communication or negotiation.

    The only words I can think of go something like this:

    "Terminate with extreme predjudice."

    [ December 07, 2007, 08:20 PM: Message edited by: aka_tom_w ]

  7. Originally posted by KAding:

    Hand-to-hand combat was pretty well done in the Close Combat series IMHO. You just heard some fighting noises and eventually one of the guys dropped dead.

    I think something simple like that is all we need in CM:SF some HtH sound effects/fighting noises and then one guy or guys left standing. (Even the just the old sound track for HtH fighting from CMx1 would be a good start IMHO)

    smile.gif

    That should do it.

  8. Originally posted by M1A1TankCommander:

    Having first hand experience in the US Army combat arms definatly helps in this game smile.gif

    Id love to see a game between a military veteran and a regular gamer. Who would win? Whose tactics would rule supreme? Or is it about who clicks the hot keys the fastest?

    Well

    Playing the Syrians is hard...

    Its hard to configure this battles (IMHO) in this game for a fair fight between two humans.

    Its fun to routinely kick butt as the Blue side against the Red AI, but try playing (when TCP works) the Red side against an even half decent human player playing the blue side, the Javelins alone will make it very hard to do well in a "fair" fight as the Syrians. I am not sure "who can click faster" is really a big deal when it comes to playing the Syrians (they are brittle and crack and route easily) and dealing with the never ending Javelin hits on your vehicles. IMO

  9. It would not be wise to suggest the engine cannot model or abstract close combat, I would suggest it just takes time to put it in (somehow). ;)

    In the CMSF setting, that's true. But those remaining 10% of cases stand out when in those rare instances soldiers get really close to each other and... nothing happens.
    Yes..

    As per my earlier post, that is the issue for me and it might not have anything to do with close combat resolution or lack of close combat being modeled graphically, (although it appears that way) it might be something else like spotting or close in room proximity walls and furniture abstraction always thinking those two soldiers are separated by an unseen wall and can't do any real combat.

    But if it was Jack Bauer at my command in there, smile.gif he would know how to identify, locate and kill the unseen targets right through the wall with only one round! :D

  10. This thread might be more productive (maybe?) if it was re-titled close combat abstraction missing (or something definitive like that)

    The issue is relevant because friendly and opposing units and soldiers appear (in some cases) to be sharing the same room or even the same square meter of floor space without any interaction or combat. I am thinking of images or in game examples I have seen where one live friendly soldier is laying prone under one prone opposing soldier, sometimes they seem to pass in the same space (exactly the same space) and not even spot each other.

    I would be happy with something like the same audio cues from CMx1 so you could just hear the close combat and imagine the rest, but we don't even get that, they just share the same space and nothing happens in the room sometimes. :(

  11. Hi

    Is anyone else out there running Windows XP to play CM:SF on Leopard running the nVidia GeForce 8600M GT card on a Mac BookPro?

    I have just updated the video drivers for Bootcamp 2 with the latest nVidia software release and somehow the game does not look as good (it still looks fine) but not really as good as it did before the upgrade to Leopard and Bootcamp 2 and the new drivers.

    Is anyone else playing CM:SF with the same hardward nVidia card as me?

  12. I was playing a night time scenario and I fired a Javelin in the dark out at a BMP (maybe ~400-600m distant?) and it went out and sort of did a big loop and a curl and a sort of "hmm which way should I go?", fish tail move (looked very organic like a shark swimming) then swooped back down back toward the launcher and then swerved over to the left slightly (it was the most amazing Javelin flight path I have ever seen) and it came in and did not do a top attack (IIRC) but flew straight on into a near-by Stryker. (Ka BOOM!)

    It looked like it was about to do a top down attack on the intended target, but I think the target was moving (I have seen javelins hit moving targets before so that's no problem) and it was dark so it looked like it really got confused and disoriented and did not just fly away off the map, it somehow automatically re-acquired (as the new intended target), the near-by Stryker and destroyed it and most of the near-by dismounted squad. The KO'd Stryker was about 100-200m (guessing) to the left of the launcher.

    I have never seen anything like it, but it did look like a completely realistic (but unintended) flight path, it was smooth and steady and appeared to be under control of a clever internal guidance mechanism throughout the entire flight.

    The aerobatic maneuvers were almost breathtaking to behold.

    Has anyone else ever seen anything like that?

    I don't think its a bug, it happened once and it looked like something that could happen in a real life combat video maybe seen on YouTube or FOX: "When Javelins Go Bad" It happened in real time so I don't have a save game, but it would be nice to post and show the replay of that flight path.

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