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panzermartin

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Everything posted by panzermartin

  1. Problems like buggy TCP/IP and QBs remain. Some more vehicles and skins won't make these go away and are not worth the extra cash imo. It wont make much of a difference if the non responding unit is a BMP-2 or a BMP-3. I'd rather wait for the patch myself.
  2. DzrtFox is correct. It is a problem ignored by BFC and even beta testers. I haven't seen anyone posting about playing online smoothly either. Well, apart from that tiny scenario. The funny thing is that they are future plans about cooperative online play with up to 8 players iirc. Riiight...
  3. That's why I still consider CMSF an inferior game to CMx1. Not properly working multiplayer in this massive online gaming era is a huge minus. RT addition was a great step but I was really expecting it to shine in head to head. Maybe till the ww2 release things will get better.
  4. [ May 31, 2008, 08:02 AM: Message edited by: Ali-Baba ]
  5. Combat Mission: Symetrical Warfare (at last) Or Combat Mission: Beyond the Bren Tripods
  6. The syrian answer to the Javelin..Top attack Alibabas. They come in RPG/Kamikaze variants.
  7. I got tired of starting threads about multiplayer bugs/sync problems/lag. Unfortunately, I doubt we will see a smooth online experience any time soon.
  8. A flashing/changing color floating unit icon just when the supression bar is rising or unit has spotted enemies would be much helpful. A small log or minimap ala TOW would be nice too. Takes nothing away of realism and helps a lot to get into the battle. I still get the feeling that CMSF is a Real Time game with the interface of a turn based one.
  9. My humble wish for the WW2 game is some more character in buildings. I'm sure modules will gradually cover most vehicles/weapons but what I'd love to see is more facade textures, gas stations, groceries, pansions, warehouses, cottages, various roof shapes etc etc. I'm not expecting Call of Duty level of details, just some slight spicing up of the landscape. The current building customization system is genial and I hope we will see a further extension of it.
  10. Wow..Weapons of mass destruction on tracks. Btw, those, my peni..er missile is bigger than yours, debates on Youtube are braindamaging indeed.
  11. Is it possible to save an RT TCP/IP session? This bug happens almost if not all the time in TCP/IP. I'm not complaining but it seems like multiplayer testing has been overlooked a bit. [ February 27, 2008, 10:16 AM: Message edited by: Ali-Baba ]
  12. Tiny scenarios are mostly playable apart from these known bugs you mention. Sadly, once the scale gets larger sync problems kick in. There are many people reporting lag issues regardless of connection quality. Non responding units for minutes is the most annoying. I would accept some erratic unit movement, or slight delays but getting no response from your units is weird. I love the current state of 1.07 but since I can't fully enjoy multiplayer CMSF is still a half game for me. A DSL connection should be enough for just a 2 player clash.
  13. I think he means that now the game is so good that he wants to keep it only for himself I'm impressed with 1.06 too. If the code is that flexible in fine tuning core elements of the engine then nothing can stop it from becoming the tactical wargame of our dreams.
  14. Very nice. I like the new sounds and splash screens. I only wish the weapon photos were in a black background instead of white. I think it would match better the rest of the interface colors. All in all good work man.
  15. Armor duels feel like bicycles fighting with uber laser beams. No chance to survive at all. Still can't understand the lack of really big maps for this kind of scenarios. Is the editor lag to blame? Guess we have to wait till WW2 version comes out. Much more fun with the rather inaccurate panzers and shermans even at ranges down to 500m.
  16. Squad behaviour is in most cases quite intelligent with 1.06 but still I wish the AT man could bring his weapon in LOS when I target a vehicle with an infantry unit. Sometimes the RPGman just sits behind the crest of a hill while his mates are exposed. I end up killing the whole unit trying to bring the anti tank into LOF. Shouldnt this be done automaticaly when you target a tank?
  17. Niiiiiiice The latest patch changed my mind and I'm seriously considering buying the module. Any idea when this will be ready? Also, can we expect some additions in buildings/world textures(shop fronts/signs/graffiti)?
  18. Last night actually it was the first time that I had the patience to finish a whole 1:30h mission after a long long time. Infantry was more or less taking postions where I wanted, vehicles were smart enough to avoid unfair armor duels and everything seemed smooth and sensible. No more shooting through ground and weird LOS too. Can it get better? Of course. WW2 would make it instantly 10 times better, with more balanced hardware, clearer victory conditions and denser terrain. My personal wish is to improve head to head play, with pausable RT in TCP/IP since single player is such a lonely habit in the massive online gaming communities of today. I would second the QBs request and how about a QB map generator randomly mixing pre made combatible ,say 200x200m, tiles into larger maps?
  19. I'm not objecting the introduction of the turn system in multiplayer, since it will actually help people like me, with not particulaty stable internet connections. But really, what is the difference of a periodicaly paused RT with a WEGO TCP (except of course not being able to issue orders for a whole minute in the latter)?
  20. I'm glad you are considering adding this to the game. Pre-set pauses sounds like the best option. They could only be a bit annoying if a game is already decided, or during low level activity when they wont be necessary, or when interrupting a tank duel when shells are in mid air But no big deal actually and a skip button might do the trick. Nobody would need a WEGO TCP/IP then. This and enhanced LOS might turn this game into a vastly different experience. Thanks for clearing this up.
  21. What about that time out system used in sports/chess? Instead of the WeGO TCP/IP, this could be very useful in current h2h RT and should be no big headache to add (I suppose). Since I started playing RealTime, WeGO seems completely obsolete to be honest but in multiplayer some battles become overwhelming and a pause with time restriction for each player would be godsend.
  22. Really? Have you tried anything bigger than Al Huqf for instance? I can play tiny scenarios with more or less acceptable performance but as scale goes bigger things get weird to say the least. I've read of people with pings <50 having similar problems. I have a 768k DSL.
  23. I've been patiently waiting, patch after patch and despite the numerous welcome improvements in all areas, multilayer still doesn't work as it should. Lag, numerous bugs, unresponsive units, delayed execution of orders. I know that given the current status of the game it isnt a priority but can we TCPers hope that some day CMx2 will be smooth and playable online? I know read about the new enhanced LOS and the probable performance hit and I can only think that it will make TCP/IP even less playable
  24. While its inevitable to become repeative, I think music score is one of the most professional parts of the game. Catchy, sets the mood of an ala blackhawk down mid east atmosphere. Love the riffs
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