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panzermartin

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Posts posted by panzermartin

  1. Sorry to sound a bit egocentric but I'm frustrated that CMSF's multiplayer is virtually non existent, while playing single player is from the start a scripted, uninteresting, unchallenging way of playing. Since 1.04 multiplayer is totally broken. Nobody even paid attention that the patch ruined even the basic TCP ip function of the game. Not that it was solid before..huge lags, floating infantry, 3 min delays of orders etc etc.

    CM solo is just 1% of the fun you could have versus a human. CMSF could bypass all the AI weaknesses (most of them are humanly impossible to improve) with a proper multiplayer function, opponents finidning lobby etc. It is RealTime now, so a 2player game could not be that time consuming.

  2. Who cares about the AI anymore. Proper wargames are designed for human vs human and this is where I'm expecting to see improvement. Putting effort on resurrecting a brain dead, scripted TacAi, which has absolutely zero situational awareness and no responsiveness to simulate a fluid modern battlefield is a total waste of time and resources. I dont really blame them for this though, it is nearly impossible to put an auto pilot to such a tactically complex 3d wargame.

    Make CMSF a solid multiplayer platform with no bugs and lag problems, with time out points for TCP/IP RT and you'll have a winner.

  3. Fair points but 5/10 with latest patch? If they mean 1.04 they are way off. Even gamespot gave it a 4.5 when practically CMSF was an unplayable beta.

    Its a 7/10 for me. Despite some impressive simulation moments, game still seems rather short lived and limited and the TCP multiplayer part that I had hoped it will keep it alive is totally screwed right now.

  4. Well the most serious and most awaited 1.05 fix for me is that for the completely broken multiplayer.

    It is my major letdown from the start but sadly very few people played and therefore complained about it.It was never really playable but now its not even an option with connection problems, and crashes. It was about time they looked into it. Hopefully the horrible lags and bugs will go away with 1.05.

    How can a 2007 game can survive without a proper multiplayer function. Dont you people get tired of the scripted single player missions?

  5. Originally posted by CptWasp:

    Really, thewood? this is wonderful!

    Ali-Baba: the lag should be no problem, I play Falcon 4.0 with up to 3 human players and we had no problem at all. The amount of transferred data is very small, normally very smaller than the VOIP stream.

    I never played CMSF in TCP, there is lag actually?

    There is lag, especially when the map is bigger than "tiny". Could be my connection but I suspect its the

    very complex calculations of the engine that result in huge data transfer and consequently lag.

    No RTS or flight sim is near that complex, with LOS/LOF , penetrations, realistic ranges etc. Hope they can do something to improve things.

  6. For me a huge improvement is the removal of the regrouping each time you hit cancel for a squad movement order. Now you can immediately stop your men when stepping into an ambush, or adjust their position more accurately, for better LOF, cover etc.

    Huge step forward. No if they find a way for the squad to adjust formation depending on the terrain (corners/walls/hill crests etc etc) to overcome the half squad hiding/half squad firing issue the game will be a 8+ for me. 9+ if they improve the TCP/IP code and fix the QBs. 10+ when the WW2 title is out :D

  7. Just ran Allah's fist and its as smooth as a CMAK scenario. Unbelievable boost in performance. Even at "best quality" is quite playable now while before it was just tolerable at fast. Woohoo!

    Second, I tested the shooting through berms..its gone!!!

    Thats' it. 1.04 was the turning point. Keep it up!

  8. There was no mentioning of TCP testing for any of the patches. I doubt 1.04 will be different. Guess TCPers are a minority. But how long can you play with the AI?? Its only purpose is to train for the real thing, vs a human opponent. I refuse to play PBEM now that CMSF is RT. Hope they make it work sooner or later :rolleyes:

  9. I know it sounds like a half baked solution but I'm not very optimistic about when we will see such impressive improvements to the TacAi. CMSF might never see them and when WW2 is out the syrian squad behaviour will be pretty much history. I guess a command like "move to/follow target" combined with the type of the target can bring to LOF only the appropriate weapons to deal with it, could be a solution but sounds like a lot of work to code and who needs another command anyway? It wont work either when you know there is a tank around the corner but you have no LOS and unit ID to execute the order.

  10. Beyond the Los/Lof problems I think currently splitting at least the AT team of the syrian squads could serve as a temp solution. Its no more micromanagement than zooming to see where is the RPG man positioned and trying with click after click to bring him to the desired spot by repositioning and jeopardizing the whole squad. I would prefer to split the whole squad ala the US ones to assault, LMG and AT teams because with the current system limitations/bugs a syrian squad can actually do less than in RL. So splitting will be a step towards more realism imo. If the TacAi is unable to decide which are the best spots for the squad then the player should take over, the same way we use reverse to get away from threats the AI doesnt do anything about. Let the player decide how much to micromanage while Charles improves things with time.

  11. Ok, I cant use my syrian squads effectively around corners, hill crests, walls etc. You want to fire an RPG at that Bradley sitting on the next corner? You either dont attack, or you get your whole squad killed in the middle of a flat street trying to bring the anti-tank man in LOF. Would it be too much of a realsim drawback if you could also split the syrian squads, in assault, AT-team etc, maybe with a bigger hit in morale/HQ link or some other distance restriction? Its frustrating to have a 9man squad killed when the only one you want to use and expose is the RPG man.

  12. IIRC Steve once said that CMx1 wasnt designed to be fun but fun accidentally emerged on the way. Well now, they did manage to not have this accident happen again but the result is a more restricted and

    less entertaining game, despite the impressive engine. Its concept is just more complex than an average game should be and fun was lost while pursuing ultimate realism. We got an almost perfect 1:1 simulation, weapons model, morale model but a soulless game, if you can say something like that for a piece of software. Maybe some more lively infantry or improved QBs would make it a much better experience. Time will tell, I personaly count a lot on the WW2 title.

  13. Abbot, I disagree about CMSF being more of an RTS. You obviously havent played one lately because CMSF is a tactical nightmare compared to these things. CMSF is all about decisions. Fast clicks will bring you more losses. The problem with CMSF lies partly in the interface, not the philosophy of the game. Move, target, rotate could be one click like in those games, while retaining the same hotkeys system for the more special commands. It wont hurt its tactical side, rather save time and focus for more thinking and planning.

  14. Originally posted by Abbott:

    </font><blockquote>quote:</font><hr />Originally posted by Ali-Baba:

    I really really wish CMSF to borrow some UI from these massive RTSs. If something, they know the realtime thing years now. Right mouse click should be used for ordering and not camera panning. Facing would be easier by holding down the right button.

    Yeah, Command & Conquer did it right! </font>
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