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Neepster

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Posts posted by Neepster

  1. Still no arty delivered smoke?

    Hello!? I think that is more important than the "shatter gap" or giant Matrox monitor fix...

    As far as I can tell, this remains the single most glaring omission.

    Of course, I haven't played 1.08 yet, just going by the patch notes, so if I am wrong, my apologies.

  2. Still no arty delivered smoke?

    Hello!? I think that is more important than the "shatter gap" or giant Matrox monitor fix...

    As far as I can tell, this remains the single most glaring omission.

    Of course, I haven't played 1.08 yet, just going by the patch notes, so if I am wrong, my apologies.

  3. Still no arty delivered smoke?

    Hello!? I think that is more important than the "shatter gap" or giant Matrox monitor fix...

    As far as I can tell, this remains the single most glaring omission.

    Of course, I haven't played 1.08 yet, just going by the patch notes, so if I am wrong, my apologies.

  4. I think we all agree that 1.06/1.07 is much better than the previous versions and CMSF is now pretty playable and enjoyable.

    However, the one last thing that I think we absolutely must have (and should be easy) is the ability to use arty to deliver smoke. Modern battlefield commanders use smoke a lot to hide movement, so it just doesn't make sense that we don't have this. Heck, CM1 had it!

    I assume this is being worked on, but I am kinda at a loss why it isn't done already. I mean, this would be far more useful to me than night-time dynamic lighting for example.

    Anyone disagree?

  5. Granted there are still a few bugs in 1.06, but this is finally the CM:SF game I wanted to buy.

    I think kudos goes to Battlefront for getting this fixed right.

    It goes without saying that if the game had come out like this, there would have been far fewer and less vehement complaints in the beginning.

    Anyway, I wanted to thank Steve and Charles and Battlefront for getting things right. Thanks!

  6. I absolutely agree with the "hotfix" solution if the bug is already fixed. Don't make us wait another month while the rest of the kitchen sink is thrown in (and maybe inadvertently breaks something else).

    Forget the rest of the "fixes" for 1.06. None of the rest are as killer as the low wall LOS bug.

    Fix the low wall LOS bug and I think that this game is finally really playable.

    As for reverting to 1.04, no way. 1.04 has the "can't shoot downwards" LOS bug plus plenty of others... that is the point of 1.05... go FORWARD, not back...

  7. Not to be a "whiner" or negative or anything, but could we get at least some general timeline from BFC on when 1.05 is coming?

    I mean will it be a week or two or will it be a month or two (or shudder...more)? I'm not asking for a "release date" or anything, just a rough timeline so I know when to check back.

    Thanks!

  8. For those who have been in actual tanks, how easy IS it to see an ATGM launched at you?

    Unless you are unbuttoned or they miss the first shot or two (or you get hit and survive), I can't imagine it is very easy to see someone launch one at you.

    I mean, you are in a big metal can with a couple of small vision blocks to try to look through. I'd be lucky if I could figure out which direction I was driving...

  9. losinsanity.jpg

    Ok, this kinda thing is VERY annoying. My guys on top of the higher building (WITH VERY LOW ROOF WALL) can't see or hit the guys on the lower building with direct fire. Heck, they couldn't even hit them with grenades, although I did see them throw about 5. The only way I could even get them to shoot was to area fire, but all that did was scare the enemy...

    Please tell me this sort of thing will get fixed in 1.05... This sort of thing is very discouraging when you are playing... It's enough to make me stop playing until 1.05 comes out...

  10. Is there anyway we can have reinforcement text for RT show up MUCH larger than it currently is? I am talking 50-72pt font so that new reinforcements aren't sitting back at the start line for 5 minutes before I realize they are there.

    In WEGO it was more obvious since the reinforcements came in at the start of a turn, but in RT, it is VERY easy to miss the notice.

    Anyone else want this also?

  11. Anyone notice that clicking from unit to unit seems to keep adding units to the orders list so that when you give orders, all these unexpected units perform the actions? I'm not holding shift or anything like that. It is really annoying me. I have to click on blank space before giving orders to another unit to prevent this behavior. Lost a whole squad because of this...

    Also, it seems that backspace doesn't cancel orders sometimes. So my guys run off and are getting mowed down because of some wierd order they were accidentally given because of the selection weirdness and then I can't even cancel it.

    Anyone else seen this?

  12. While it would be nice to have this in RT, I agree that the reasons you cite would make it difficult.

    However, I have yet to hear a good reason for why this could not be done in WEGO. The playback files are in memory and could be written out to disk at the start of every turn. Maybe the files would be large, but it should be possible.

    I think it keeps getting dropped because it is a

    "nice to have" and not a "must have"....

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