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panzermartin

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Posts posted by panzermartin

  1. In the future patches will we see something like this? The game autopausing for both sides, say every 3mins, allowing for more detailed planning till the realtime action and ordering starts again? It could be optional, preferrably for the bigger scenarios. I guess it would be a good substitute of the TCP WeGo system.

  2. I really wonder, who was complaining about cherry picking of units? That, combined with the variable rarity gave CMBB/CMAK an endless lifespan. I mean, I must have played countless 2000pts meeting engagements on the same village/med hill/mid trees type map and each time was completely different due to the unpredictable force mix. And cherry picking alone wouldnt buy you a victory and could cut both ways if your 400pts KingTiger got immobile or destroyed from a lucky shot.

    I'm all for bringing back the unrealistic cherry picking of units. What CMx2 needs is more game in it and less "real world" limitations.

  3. Los/Lof was not a problem in CMx1. I would happily trade infatry 1:1 with a more accurate LOS system, a base with 9 pixel soldiers but not 1:1 tracking of LOS/LOF. Right now is too confusing. And I completely hate having men of the same squad spread all over the map, some stuck in trees other at some walls and the squad icon floating in the middle of the desert.

    I was thinking if there could be an auto normalizing feature of terrain elevations in the scenario editor in order to fit in the LOS grid more accurately. Like eliminating a pointy hill crest in the middle of an action spot or whatever. Or just make the terrain mesh less fine than currently is?

  4. True but it was only around building corners and totally predictable. Los/Lof across terrain, hill crests, berms etc was close to perfect and in hundreds of games I played, I never had a "WTF? how did he see me through the hill" incident. Now its totally unpredicatble, you can even lose tanks taking shells in the belly while hidden behind berms. I need to concetrate and play the game not fight with the abstractions and the bluriness of the LOS/LOF grid. Once I start getting into the game one of these bugs pops ups and puts me off again.

  5. Hmm, yeah, I'm still disappointed with LOS behaviour. I was playing the 1st campaign mission with 1.03 and had put an M1 tank behind the berm, not visible to anyone. Yet, it was knocked out most probably from what it seemed a bottom hull hit-if this is modelled anyway. A shell passed through the ground and hit it in the belly, while it was on the incline. Quite a lousy way to lose an Abrams. Los/Lof problems though reduced are certainly not eliminated with 1.03. Waiting for more improvement in this critical part of the game.

  6. I really have a HARD time finding opponents to play CMSF. Be it chat room, hamachi network, forums, there is noone out there. Heck, the only one I found online in the CMSF hamachi network today was a guy who wanted to play CMBB :D

    Is it difficult to add a lowly link from inside the multiplayer options of the game to a dedicated CMSF chatroom, even the proving grounds one? It seems that no matter how many stickies and opponent finding forums we have players are still getting lost.

    I cant play single player anymore. Its all about attacking sneaky insurgents in balconies, clearing block after block and battling against a static AI that needs written instructions to trun around the next corner. I cant compare this with the gaming heaven of online CMx1.

    Seriously, where is everybody?

  7. Yeah especially sandy terrain is superb. Still as Rollstoy said, trees need some work. When distancing the camera from the ground shadows disappear and they look like floating in the air. They need some underbrush to blend with the terrain a little better. Map designers should have this in mind and combbine trees with brush/grass etc.

  8. Btw, great work Kwazy. Colors and textures are spot on, very pleasant shades. I like the fact that you didnt overdone the colors but you kept a realistic pallete. Just a minor thing, the "grass" texture could be a bit more earthy. It is just a little too saturated after 1.03 imo.

    Models are the best I've ever seen in a wargame so far. Hope some time in the future you'd be able to code visual damage as well.

  9. About the lighting, it would be good if scenario designers always set the hour at 16-1700 with clear weather. terrain is completely different with rich contrast/shadows and very well defined elevations. Pretty atmospheric too. I also noticed that sand reflects light really well and its ideal for a hilly map.

  10. Yeah, that's what the game should have been when it came out. It's a shame because it was only a a matter of a month. Gamespot would be MUCH kinder with 1.03 :(

    Some observations:

    -Some older maps look a bit weird now because they were done with the older textures in mind. Particulary the green grass looks a bit brighter/cooler/ than normal. Some more red in it perhaps would do the trick. Overall, when making a new scenario the terrain looks much better, the cliffs particulary. Congrats!

    -I get the same checkerboard terrain with another poster in certain scenarios.(wilcox for instance). It must be that hazy effect.

    - Shooting through terrain still occurs but in less frequency than before. Seems to have been noticably improved indeed.

    Overall game runs better with no random FPS drops. That alone is enough improvement to get back to playing. Thanks BFC and keep it up!

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