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Euri

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Posts posted by Euri

  1. 3 minutes ago, Muzzleflash1990 said:

    what you would categorize as major changes?

    Some major changes would be for example:

    - meaningful consequences of breaking Comand & Control (eg restriction of ability to give certain orders, as area fire - see discussion under Engine 4.0)

    - abitliy to determine stance for teams (now small teams lie prone into vegetation and see nothing)

    - abiility to determine towards which direction to pay attention to when hunting

    - choosing formations  (column, wedge, line etc) 

  2. From what I can recall: 
    Spotters and Air controllers were much more efficient in CMSF, if I remember correctly (it has been some years since I last played it). They can plan sequential missions with different artillery and air assets, while in CMBS this is not possible. Also I have the impression that the rate of fire of MGs and assault riffles is slower in CMSF

  3. 39 minutes ago, Erwin said:

    Thanks.  That was good to know.  A new cool name to describe folks... that most will have to look up.  :)

    Would the adjective/description be "herostratic"?

    Sounds correct. For example: "It seems that CMBS players have strong herostratic tendencies"

  4. I am writting this from PBEM experience. The player has god like control over all troops (as if they are schyzophrenic and he is talking in their heads) irrespective of whether they are in CC or not. And if one can bring fire indiscriminately on suspected positions, spotting efficiency becomes less relevant than it should be)

  5. Another very easy feature to introduce (for Iron mode) is the following: any squad or vehicle that is out of command and control of its platoon leader should be unable to initiate area fire anywhere (maybe except to last know contacts of this unit)

    A more hard feature to intoduce (for Iron mode): any squad or vehicle that is out of command and control of its platoon leader should be out of control of the human player. Only TACAI decisions. There can be one possible excpetiont to this (probablyevent more hard to implement) : Movement orders will be valid if only towards the last known direction of the company Platoon HQ

  6. I have the impression that this game has rendered air controllers and air strikes very inefficient compared to CMSF. I dont understand why an air controller cannot instruct at the same time multiple strikes espessially from fixed wing assets. Although I have no military experience at all, during the past I have been playing Falcon 4.0 BMS simulation a lot. It would suffice to enter the GPS coordinates on the plance computer and then the formation (it is never one single plane) would plan the approach and take care of the bombs realease. Same was with Anti tank CAS missions. The external input was the area where the tanks where and then it was up to the pilots to identify the vehicles through the weapon systems and launch the mavericks. 

    I dont see why an air controller is not able to order and plan multiple air missions at various time intervals. The way the game is now, it is a lot of waste of time and inefficient deployment of resources. 

    Can someone with military experience explain me what am I thinking wrong?

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