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SlowMotion

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  1. Like
    SlowMotion got a reaction from panzerde in Add something new please.   
    In other games there are much better looking graphics, true. But graphics quality doesn't really bother me in CM2 games. It's some other things that do, but there aren't many things that annoy me anymore. I've been using these games since CMBO and remember how things were let's say during the first 10 years. Nowadays most things work nicely. 
    One graphics thing I'd like to see improved is how difficult it is to see map height differences. In nature hills are easy to see if one side of a hill is in shadow and another part of a hill is not. In the game I struggle when trying to see which hills are higher than others - especially when there are no trees.
  2. Like
    SlowMotion reacted to Aragorn2002 in Add something new please.   
    SF2 is actually also very good. I especially like the fact that the Dutch forces are included. Some great scenarios, among the most enjoyable I've ever played. But again, each to his own.
  3. Like
    SlowMotion reacted to Redwolf in Add something new please.   
    Hmmm, I wouldn't want to miss the NATO module. That would mean the Bundeswiesel is gone. No way.
    I guess I take an incomplete force happily if it offers some fun.
  4. Like
    SlowMotion reacted to BeondTheGrave in Add something new please.   
    Id like to make a reverse suggest to the one that OP made in the first post:
    My ultimate wish would be for the series to transition away from individual games to some kind of platform system. Something like DCS or IL2 (I know I know, people dont like to compare CM to the competitors, but bear with me). Instead of buying CMCW or CMSF2 or whatever, you just buy the CM starter kit. Which is basically just the front end. Hell maybe even BFC could throw it up on steam. Its the thing in which all the games live. You launch it and it takes you to a unified front end. On menu for missions, campaigns, PBEM, the editor, etc. Of course with the basic front end you dont get much, maybe like a get started scenario or something. Instead you just by modules. Different map types, different unit types, campaign packs and scenario packs. As you 'plug in' the modules it unlocks things in the menus. Get the SF2 module pack and you get the missions in the mission menu, campaigns in the campaign tab, new units and TOEs in the editor, and the ability to create and play PBEM games in the multiplayer menu. Instead of siloing content behind different modules and executables, it would also open the series/games/modules up to more cross content experiences. Maybe unlocking the CMBN vehicle pack would let creators use those assets in CMFI. I think both the BFC devs and general scenario creators would benefit from just having the doors thrown off like that. But I bet there are a lot clever things that people could if the games all lived on the same 'platform.'
    Of course I understand also that doing something like that would be a HUGE amount of work, and probably need a change in the monetization model too. So probably unlikely to happen. But to me its such a waste to see so much beautiful content siloed off in each game, unable to cross over from one to another. Especially since everything is on the same engine with, I assume, the exact same game systems underlying each. 
  5. Like
    SlowMotion reacted to dbsapp in Add something new please.   
    Agree and disagree. 
    Agree that game needs more healthy criticism instead of permanent worshipping. In many aspects it feels outdated, ancient and cumbersome. 
    Some things could be fixed quite easily without much time investment (at least it seems so). E.g. movements command, hunt etc. 
    Disagree that modules feel the same. In my opinion they are all quite different and require different playstyle, variable strategies and approach. You can't command your Soviet troops in Red Thunder the same way you manage US troops in CMBS. That's one of the best achievements of Combat Mission: basically it's the same engine, but units properties differ substantially and it makes different game every time. 
  6. Like
    SlowMotion reacted to benpark in Add something new please.   
    You are missing Scenarios, Campaigns, Master Maps,and Quick Battles from your list.
    I think most of us here would like to see some additional graphic improvements.
  7. Like
    SlowMotion got a reaction from dan/california in Engine 5 Wishlist   
    I would like a new option to Scenario Editor. It would make it possible to have good force balance in all 3 playing modes: H2H, human vs Red AI, human vs Blue AI.

    I think this could be done if each unit would have an option that can be selected "only for AI player". 
    If this would be checked, this unit would appear in the battle only when the AI is playing this side. Otherwise it would not appear.  By default the option would not be selected.

    This way you could first select units that would create good force balance in H2H mode. Then add more units for Red/Blue side that would allow AI to compete against human player. And check this option for these AI-only units.
    I think this would be a very simple way to do it and you could get good force balance in all modes. Now usually balance is good in one mode, not as good in the other 2 modes.
  8. Upvote
    SlowMotion got a reaction from RMM in Engine 5 Wishlist   
    I would like a new option to Scenario Editor. It would make it possible to have good force balance in all 3 playing modes: H2H, human vs Red AI, human vs Blue AI.

    I think this could be done if each unit would have an option that can be selected "only for AI player". 
    If this would be checked, this unit would appear in the battle only when the AI is playing this side. Otherwise it would not appear.  By default the option would not be selected.

    This way you could first select units that would create good force balance in H2H mode. Then add more units for Red/Blue side that would allow AI to compete against human player. And check this option for these AI-only units.
    I think this would be a very simple way to do it and you could get good force balance in all modes. Now usually balance is good in one mode, not as good in the other 2 modes.
  9. Like
    SlowMotion got a reaction from Glubokii Boy in Engine 5 Wishlist   
    I would like a new option to Scenario Editor. It would make it possible to have good force balance in all 3 playing modes: H2H, human vs Red AI, human vs Blue AI.

    I think this could be done if each unit would have an option that can be selected "only for AI player". 
    If this would be checked, this unit would appear in the battle only when the AI is playing this side. Otherwise it would not appear.  By default the option would not be selected.

    This way you could first select units that would create good force balance in H2H mode. Then add more units for Red/Blue side that would allow AI to compete against human player. And check this option for these AI-only units.
    I think this would be a very simple way to do it and you could get good force balance in all modes. Now usually balance is good in one mode, not as good in the other 2 modes.
  10. Like
    SlowMotion reacted to LutzP in Engine 5 Wishlist   
    At QB start, export the roster of your side as a text file (indented for unit hierarchy), possibly also listing their key equipment (as seen in the "special equipment" slot). Ability to define fixed camera positions that can be called with a shortcut. Use system fonts instead of the tiny pixelish fonts we see today. Ability to run app in a window (as opposed to full screen). This would enable me to see the battlefield while doing my admin in external apps (like map.army). Ability to re-name units or leaders. This would solve the problem that the QB random unit roster gives me 3 "Recon Platoons" (i. e. all with the same name) or multiple leaders with the same name. Of course, the AI could simply avoid that problem by itself. Not a high priority. Some things that have been mentioned before:
    Co-op support, i. e. splitting the force of one side between at least 2 players. Contour lines or better terrain shading to see elevations better. LOS check improvement, as asked for by RocketMan. That said, I am mostly happy with the game as it is. I come from boardgaming and consider CM as a replacement for admin-intensive games like ASL, so graphics etc. do not have a high priority for me.
  11. Like
    SlowMotion reacted to Erwin in Engine 5 Wishlist   
    A "Wait in Ambush, Shoot, then Displace to Another Location" order would be very helpful for snipers, and any unit waiting to ambush something.
    A complete revamp of the "Acquire" process so that any unit could exchange weapons and ammo with any adjacent unit - up to a reasonable amount of course and with a time delay - like when one sets up a crew weapon.  (ie: Do away with the clickfest "Split into Teams, Mount Vehicle, Acquire, Dismount and Rejoin Original Squad" process.)
    A "Scout Order" - one can simply click on a target location and the scout team uses an AI routine to carefully scout towards it while maintaining self-preservation.  (Currently, scouting is a virtual suicide mission - at least in WEGO.)
     
  12. Like
    SlowMotion reacted to MOS:96B2P in Engine 5 Wishlist   
    CMSF 2




  13. Like
    SlowMotion reacted to Sgt.Squarehead in Acquiring Javelin missiles   
    Look for 'Javelin ATGM Launcher' in the Acquire Panel:

     
  14. Like
    SlowMotion reacted to Sgt.Squarehead in Premature Surrender   
    Area target with a HE weapon.....Problem solved! 
  15. Like
    SlowMotion reacted to landser in Which Combat Mission do you think has the most fun gameplay and why?   
    For me it's CMBN. Partly it's due to the number and quality of the campaigns available, and partly due to the airborne side of things. Allied para operations in advance of the landings (and after it too) are endlessly fascinating for me.
    As a campaign player who does little else, CMBN stands out. SF2 has a lot too, but the gameplay is not nearly so compelling. So CMBN gets the nod from me. The paras, the terrain, the historical significance of the operations and battles depicted, and the force/weapon balance of that brief time period all add up to make Normandy the title I have the most fun with.
  16. Like
    SlowMotion reacted to Bufo in Game Pricing   
    Most of the EU countries have higher VATs.
  17. Like
    SlowMotion reacted to Bufo in Battlefront's first Super Bundle is now available.   
    Nice! Too bad I already have all of them 🙉
  18. Like
    SlowMotion got a reaction from Redwolf in Bug/glitch thread   
    I would be happy if this scenario was changed to have those organic 120mm mortars.
  19. Like
    SlowMotion reacted to Erwin in ODDITIES AND WEIRDNESS OF THE CM2 SYSTEM   
    Note: Some of the items are only pertinent to modern titles and other items are relevant to all titles.
    Re CMSF2 (so far): 1)  Spotting issues.  A two man scout team with no binoculars can spot enemy units at close to 3,000 meters much better than an FO (with super dooper optics tech) or an HQ with binocs.  Folks have opined that it's because one of the riflemen has a "Thermal Imager" attached to his rifle and that is why they spot so well.  However, if that is accurately simulated in CM2 then why don't all RL units have thermal imagers and scrap the expensive and heavy laser designators and other high-tech optics that seem so inferior in the game?
    2)  Related to item 1) Once can have a scout team, an FO, an HQ, a Jav team etc all in the same location, literally lying on top of each other.  The scout team sees an enemy units - but even after many minutes the other teams cannot see it - they do not communicate.  There is something wrong with the C2 system.  Again... apologists say that in RL they often cannot see what their buddy can see.  However, since the Thermal Imager is so much more effective, wouldn't they simply borrow the rifle with the Thermal Imager so they could see for themselves and then line up their super dooper optical gear on the target so they could finally see it?
    3)  The M1046 TOW Humvee crew can dismount and take the TOW launcher and missile with them.  According to the UI it takes something like 1.7 minutes to deploy the TOW and a lot longer to pack up.  But it never seems to deploy. 
    4)  Related to item 2) It is very very hard to use any vehicle mounted ATGM in CM2 as "hull-down" doesn't mean that only the vehicle optics on the roof are exposed.  Instead the top of the vehicle is exposed and can be easily seen and fired at and destroyed.  Without being able to dismount the TOW in this example, it's usually suicidal to attempt to fire the TOW even from a hull-down position. (Not sure if this has been fixed in CMCW.)
    5)  Same is true for the M707 Humvee and other "Arty Spotting vehicles" with Laser and other high hech on the roof.  All of these cannot be safely used in CM2 "hull-down" as they can be easily seen and destroyed.
    6)  The M1114 AGL (Automatic Grenade Launcher) Humvee crew can dismount with the AGL.  However, it must be a spare from the trunk as an AGL remains mounted on the Humvee and can be crewed and operated by another crew or inf team.  Is it correct that the M1114 carries two AGL's?  (Note that the crew of the M1114 with the 50 cal can also dismount and operate it, but in this case the Humvee no longer has the 50 cal mounted.)
    7)  UK HQ's in CMSF2 cannot spot for arty or air.
    😎 Heavy arty falling on top of enemy troops often doesn't incapacitate them.  While it's true that shrapnel may miss, the shock wave of a large explosion alone is usually deadly as it can liquefy one's innards.
    9)  Some vehicles carry ammo that seems to be available for resupply.  But, the crew cannot ACQUIRE any, and/or neither can any other unit mount the vehicle to ACQUIRE any.  Eg: The M1046 TOW Humvee) have quantities of regular ammo eg: 5.56mm etc.  But it seems impossible to acquire any of it.  The crew cannot acquire it, and if you dismount em and mount an inf team, they also cannot acquire any ammo.
    10) LOS/LOF issues.  While CM2 is supposed to be WYSIWYG it often doesn't work that way.  One can get down to level one and eyeball a situation.  But, what one sees from a location often is not what a unit will see at that same location.  Eg: The AI can see pixel-wide gaps in what human examination considers completely blocked LOS.  A related issue is that one can eyeball a situation like a road in town and there is no obstruction down a street to target a building.  But one finds that when one places a unit in that location, it cannot see or shoot at the building.  
    11) Another LOS/LOF issue.  Frequently we find that a crew served weapon can see and target an enemy only to discover that it's only the 3rd ammo loader who can see the enemy, not the main gun/gunner.  However, it is usually impossible to move the MG or gun a few inches to a position where it can see and fire the primary weapon at the enemy.  
    12)  Finding Hulldown positions is often problematic.  Some folks seem to like the "Hulldown Assist routine" available in the game.  But, often it simply leave the vehicle with no LOS to the desired target and one has to waste another turn (in WEGO obviously) manually moving the waypoints to get a hull-down position.  So, one may as well do it manually from the start.  The additional problem is that it is common that vehicles go from having "No LOS' to "Partial Hull Down" with no "Hulldown" option being able to be located in between.  One can spend many minutes dicking around with moving waypoints the shortest possible distance in this, that or the other direction to find a hull-done position (relative to the desired target), but one can only find either "No LOS" or "Partial Hulldown" positions.  It's unclear if this is an issue with the map, (maybe the terrain is strange), or the LOS routine.
    13) Some vehicles like Bradleys when targeted vs a building don't use the desired weapon - their cannon - but instead fire their missiles - which often makes no sense.  (Target Light makes em use their MG's.)  BMP's are similar vs buildings: Sometimes they use their ATGM's, sometimes their cannon, and sometimes their MG - even if one orders TARGET LIGHT.  There is no indication as to why the AI chooses a particular weapons system.
    14) SMOKE and buildings...  Smoke acts as if there are no obstructions or walls and will drift through a building as it is made of wire.  This is actually very helpful when one is attempting to assault a multi-room building.  But, doesn't reflect RL.
    15) When one orders a SMOKE artillery strike and run out of SMOKE, the battery obviously still has all its HE rounds.  However, if you first order HE, when all shells are gone the battery has no SMOKE rounds left - they seem to have been used up as HE.
    16) Some SNIPER teams in CMSF2 carry 50 cal rounds, even though they possess no weapon that can use 50 cal rounds.  
    17) Park your vehicle directly behind a small tree and any enemy fire that comes from that direction will hit the virtually indestructible tree and the vehicle may be 100% unaffected.  Unless the enemy gun/tank moves, it can exhaust all its ammo in this way.  AI controlled guns especially can be made useless by this trick.  It seems that trees are better armor and provide better protection vs AT rounds than steel. 
    18) Attempting to resupply a squad one may split off a two-man team to mount a vehicle, get the ammo, then debark and run to where its squad is.  That takes two turns.  However, the teams may not recombine.  A turn later when one again moves both parts of the squad to the same spot, they may still not recombine.  To get the teams to recombine one has to split the larger squad team into two and then move all three teams to the same spot.  Only then will the teams recombine to the full squad and complete ammo resupply.  
    19) Heavy HE barrage does not seem to damage vehicle/armor subsystems as much as expected.
    20) Some vehicles like the WW2 era 8 wheeled German Rad recon vehicles are supposed to be able to move as fast in reverse as forwards, but in the game move in reverse much slower.  In the game, it may be that all reverse speeds are identical or % of the forward speed.
    21) Crewing oddities.  BMP's usually benefit re spotting from an extra man or two in the vehicle in addition to the crew in addition to enabling the vehicle to "Open Up".  A BMP cannot "open up" if it only carries its 2-man crew.  If the BMP has lost a crewman, and there are no other inf being carried, it cannot TARGET - it becomes merely a transport vehicle.  However, sometimes, leaving an extra two-man team in the BMP will enable it to "open up" and TARGET and other times it won't.  Adding a two man crew from another vehicle to the BMP will still not enable this BMP to TARGET anything and the BMP still cannot "open up".  The extra crew are treated as mere passengers.  It's all irregular and unpredictable.  
    22) Guns in CM2 aim for the center of mass.  So, even when at short range, the gun will aim for the hull even though it may have more chance of killing or damaging the target by aiming at a different part.  If the turret is less well armored than (say) the hull that can mean that a hull-down tank may be more vulnerable than out in the open, as the turret will be the target. 
    23) Tanks can spot inf ridiculously quickly given what we know of tank's poor vision when buttoned up, or in poor visibility, like in smoke etc.
    24) Inf is unable to detect a tank that is  a few meters away on the other side of a wall, or in poor visibility.
    25) WW2 jeeps and trucks have bulletproof windshields. Often making the driver much harder to kill than he should be.
    26) Some vehicles have onboard mortars that do not need to dismount to fire.  However, if one does dismount, deploy and fire, and then remount the mortars in order to move to another location, when one tries to access the mortars for firing, some if not all of the mortar HT's may say "Destroyed", while other mortar HT's are able to accept mortar fire orders normally.  Witnessed in a CMBN game.  Saved game file available.
    27)  Special sniper ammo like "50cal" and "338 Lapua Magnum" etc. is not available for resupply.
     
  20. Like
    SlowMotion reacted to z1812 in Steve Grammont interview.   
    Steve Grammont has been interviewed at the Grogheads Site. Just featured today.
    http://grogheads.com/interviews/21100#more-21100
  21. Like
    SlowMotion got a reaction from LutzP in Engine 5 Wishlist   
    Very simple request: allow players to use bigger font in briefings. Current font is way too small.
  22. Like
    SlowMotion reacted to Artkin in New PBEM system and more than 2 players.   
    We want this! 
  23. Like
    SlowMotion got a reaction from LutzP in Engine 5 Wishlist   
    If these annotations could be also moved during later turns, it would be easy to make plans on big maps. This is useful if you play H2H against someone who might sometimes send file once a week.
  24. Like
    SlowMotion reacted to Artkin in The Official Map Conversion Thread   
    In this thread please share your map converting (from title to title) experiences.
    To start, I will show how to convert Stumont from CMFB to CMBS.
    For this map, open in Hexed.it (A website). Change this value to 0A for CMBS. (There are specific values for each game).

    When you open this map in CMBS, it will crash when loading. This is due to a certain few buildings. Swap these buildings for modular buildings in CMBS.

    Congrats now you have Stumont in CMBS!
  25. Like
    SlowMotion reacted to akd in Bug/glitch thread   
    That would be Blue vs AI only, not in H2H.
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