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panzermartin

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Everything posted by panzermartin

  1. Hmm, I guess the video is sliiightly edited. Unless the Gustav fires heat seeking air missiles. And the boom seems to come from explosives inside the car. I think this is more realistic:
  2. Has anyone by luck stored the map somewhere in his HD? The link has been removed by mediafire and I didnt backup the original I was planning to extend it a bit.
  3. Hey dont push them..perfectionism can be quite exhausting
  4. In CMx1 we had some unrealistic(?) fast artillery and we could even walk the barrage with constant adjustments hunting down moving troops. Response times at least for US/German were maximum 3-4 minutes for the heavier calibers. Mortars came in in less than a minute. CMSF artillery may be accurate but is less rensponsive than that and some times delays are huge, espceially for the Syrians. Makes me wonder if in analogy we will see extremely slow artillery delivery times in the Normandy title. Or is the syrian artillery responsivenss worse than the german or american in WW2? Also, did firing patterns exist back then, like for instances the line or area target in CMSF?
  5. Multiple skins would be sweet. They made this possible with winter skins in CMx1. Why not add some extra 3-4 slots for each 3Dmodel? Let the user decide if his Vram is enough to handle them. WW2 with its camo variety would be ideal for such addition. If extended to flavor objects and buildings, well, this would be just amazing.
  6. It seems the network reached the 50 members limit so I created another one for anyone interested. Name: CMSFLOBBY Pass: damascus
  7. Cheers Taki..Definetely not a fair fight what we played (A meeting engagment that had 4 Bradleys vs 4 somewhat retarted BMP-2). The Brad is almost as good as a tank compared to the blind and paper thin BMP-2. Good H2H scenarios are rare and a late habit of mine is making a custom force selections on community or stock maps I find interesting using the editor. Unconsiously i mimic CMx1 type combined arms meeting engagments with an asymmetrical touch of course. More and experienced mechanised units for the Syrians vs mostly infantry based US opposition with a couple of vehicles. Balance turns out ok and some games are real fun. Other people I played have made some very nice Red on Red scenarios with mirrored forces. Would be helpful if BFC could add a mirror tick box on the QB generator to ensure absolute balance for us "gamey types
  8. Hmm..the Beer Tent Putsch??. Now that I think about it, I would clearly feel safer if they preffered some local "goods" over beer
  9. At last..Germans saw the light and decided war isnt the most interesting thing in life
  10. I thought the 1.11 would fix minor things, apart from pathfinding.
  11. I still think that is a shame we wont see the IDF in CMSF. Every time I think of mid east wars Israel comes to mind. By far the coolest blue force equipment too.
  12. If the syrians had Javelins they would call them "The Hand of Allah". Its that good..But yeah I agree about the blurry capabilitites of the hardware. All I can say is play and test more. I've run a few tests myself to see what works and what not with some custom scenarios I call "firing range". Last night I was testing the barret .50 sniper rifle. It was cool to see penetrating a BRDM damaging the radio and forcing it to retreat. Or crippling a BMP-3s optics/targeting system. There is not a chance I can figure this stuff out in a raging real time battle.
  13. Trying my best..There is a little bouffet and champagne for every new player
  14. Hi Taki, have you tried the hamachi CMSF network? I'm online most week nights GMT+2. See thread here: http://www.battlefront.com/community/showthread.php?t=84994
  15. Paper Tiger I'm in love with your maps. Is there a way to extract them to make my own 2player scenarios? Multiplayer is what I mostly play nowadays, it would be great if I could use these beautiful landscapes.
  16. Steve said a sort of pausable TCP/IP would be introduced for the WW2 game. If that rolling 30 secs replay makes it too, I wouldnt miss WEGO that much.
  17. Other Means, yes I know. I'm actually using yours as a base with a few changes Just wanted to inform people that Online RT can be difficult without assigning hotkeys.
  18. Maybe you can download a keyboard hot key utility and you can map "ALt-I" to a single keystroke. Cant think of any other alternative.
  19. Yes of course. Thats why I'd like to see BFC getting help with the terrain objects. To be able to provide us with more than just the essentials.
  20. A small norman castle..why not? Europe is literally filled with towers and old buildings, it wont harm to add some history and medieval flavor to a map. It would be nice to see BFC collaborating with a 3rd party for Normandy environments just like they did with the british module to expand the editor capabilities. Some industrial buildings, harbor facilities, railways, etc.
  21. Hope to see you there. 1.10 has done miracles to online stability and lag issues. Even big scenarios are now playable. Of course shortcut keys mapping is essential for proper real time gaming. Makes it a lot easier than cycling through the tabs to find the right command.
  22. I run my own tests with different MGs, Inf targets and I noticed more or less the same. A regular squad could run in "quick" mode across the map under a single mg fire with no real worries, apart from a casualty or two. Once stoped and in the same spot the squad becomes easily pinned due to the concentrated suppressing fire. The spreading of the squad when running helps it to avoid the concentrated incoming fire and thus the supression effects. It seems when in the open running fast can be more effective than an assault move. I remember running in CMBB/CMAK under MG fire was suicidal and infantry was instantly pinned but I dont think this was more realistic either due to the squad men being tied up together in a tiny base. Once I put two mgs in the above test the targeted squad did hit the dirt rather quickly though. Overall its not that unrealistic but certainly rushing infantry around the map is a lot easier in CMSF than in previous CMs. Maybe some slight tweaking of MGs supression and accuracy on moving targets should be considered for the WW2 game. I cant imagine a company running 100m in flat grass in front of a firing MG42 without serious problems. I general expect a more special treatment to HMGs, since they were much more feared back then than in today's more fluid and fast paced battlegrounds. EDIT. Heavier MGs like the DSHK or the 0.50 cal have no problems pinning down moving targets. 7.62mgs on the other hand seem to lack the firepower to do so. Shouldnt the superior rate of fire of the latter allow them to perform at least equally at supressing moving targets?
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