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Truppenfuhrung

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Posts posted by Truppenfuhrung

  1. Real-Time: more flexible and you can respond to every "bad surprises" right on the spot.

    In a perfect world, we would be able to replay the last 20-30 second of the RT.

    God knows how I would like to watch my javelins strikes over and over...

    Besides that, many times, when a focus on a particular squad on the map I heard a huge explosion in the background. Would be nice to replay those moment instead of screaming in front of my computer "What the f*ck just happen!"

  2. Originally posted by ElectricWraith:

    2. Horribly inaccurate artillery. Come on guys, I expect 10-digit grid coordinate based fire missions to land closer than 50 to 100m away. Especially when my spotter has a direct LOS across flat terrain. OK, 10 digits is an assumption, but I don't think it's an unreasonable one. Oh, and of course the Adjust Fire button not working.

    Except when I call an emergency barrage, I never had any kind of problems with the artillery.

    The next patch should resolve the others issues.

    [ August 21, 2007, 01:05 AM: Message edited by: Truppenfuhrung ]

  3. Norman Schwarzkopf said that the Foreign Legion was among the best soldiers he ever saw. Schwarzkopf was bestowed an honorary corporal in the French Foreign Legion, the first and only American to be so honored.

    And for those who wonder what will happen if a dirty bomb explode in Paris, Nicolas Sarkozy was very clear: nuclear retaliation. I think that the exact quote was: "unleash nuclear fire against the perpetrator". Quite different from Obama reaction...

  4. Playing Abu Susah scenario.

    My strykers are "hunting" toward the village.

    At one point, ATGM are spotted: distance 500m-600m.

    The strykers stop but they don't open fire or pop smoke. I have to do that manually.

    Later on, enemy units are spotted. About 300m in front of me, clear LOS, the stryker refuse to use the 40mm grenades.

    Is there a minimum distance before stryker engage enemy units by itself?

    They seem a bit less reluctant to open fire with the 0.5 cal.

  5. Originally posted by dima:

    Is anyone having trouble getting Syrian ATGM's fired? I was playing first battle (Abu Susah) and the ATGM (the one that was destroying my guys when I played as US) when I played as Syrians I kept targeting enemy vehicles and during the whole game it NEVER fired one missile.

    Same thing here...
  6. Originally posted by Cid250:

    Don't expect many players of the real-time "branch" to come here at CMSF... because this game sucks at real time due to the complexity of the game (real-time gamers hate complexity). This game can not appeal to them... there are much better options for Real Time in the market... CMSF will be a looser.

    I was a WEGO believer, now I play real-time.

    Real-Time give you more flexibility and more adaptability. When the situation is to complex, you can always pause the game to issue your orders.

    Basically, Real-Time is like WEGO, except you determine the turn length.

    Real-Time with the capacity to replay the last 30-15 seconds of the game would be awesome but right now, I like the system.

    For the blue bar... Steve already gave a good explanation. "Blue Bar" will be to slow. Instead of watching a blue bar, I prefer to see some actions.

  7. Originally posted by Battlefront.com:

    Yup, there is something to be fixed there for sure. There was something about this earlier in this thread or elsewhere. While a LITTLE bit of this is expected when there is a slight ridge in the middle of an Action Spot (say 2 guys shooting through the terrain and 7 not), the screenshot you have up is clearly not such an event. Charles is looking into such things now.

    Thanks for your answer !

    I little bit of "shooting through the terrain" of a slight ridge will be fine. I think that we can all accept that. It's not the kind of thing that will ruin a strategy.

  8. Originally posted by Hertston:

    It's terrain, rather than walls, that's really becoming the major issue for me. The 'plan' here ('Meeting at High Altitude') was to move the squad up to just short of the top of the ridge, the Syrians being on the other side, obviously. That's where, visually, they went - but ended up in a firefight through the hill with the results you can see.

    Image1.jpg

    I hope it's a bug otherwise...
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