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Chelco

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Posts posted by Chelco

  1. The problem is that the player can not know which parts are 1:1 exactly, and which are abstracted.

    I totally agree with you. I wasn't being confrontational, BTW. Indeed, I share some of your frustrations.

    The soldiers I see, standing, prone, running - are 1:1. The wall next to them, of a certain size and type, is supposed to be something else? That's just not handy for any player to figure out, and this is where the labeling of "bugs" comes from.

    Agree again. "not handy for any player to figure out" is spot on. Unfortunately, we are left to "figure out" a lot of things. There is a half a year old issue about AI facing at scenario start that we don't even know if it is a feature or a bug. That's one I remember well, but anybody else can chime in with their favorite one. Good luck with the ones you point here. :)

    And I don't think we need to argue that being instantly aware of a wall breach a mile away from your units is either case not realistic.

    Well, if you are playing blue and blue opened the breach, neither is realistic to be instantly aware of the breach one mile away. But again, I see your point.

    P/S: Are you the same RSColonel131st who moderated the Strike Fighter's forum back at SimHQ a long time ago?

  2. I also agree that as the game is 1:1 mostly WYSIWYG, people expect it all to be WYSIWYG.

    -Jenrick

    Even when each soldier has its own 3D model and whatnot, CMx2 has still plenty of abstractions that too often, too fast are labeled as bugs or incomplete features.

    Of Exactitude in Science

    ...In that Empire, the craft of Cartography attained such Perfection that the Map of a Single province covered the space of an entire City, and the Map of the Empire itself an entire Province. In the course of Time, these Extensive maps were found somehow wanting, and so the College of Cartographers evolved a Map of the Empire that was of the same Scale as the Empire and that coincided with it point for point. Less attentive to the Study of Cartography, succeeding Generations came to judge a map of such Magnitude cumbersome, and, not without Irreverence, they abandoned it to the Rigours of sun and Rain. In the western Deserts, tattered Fragments of the Map are still to be found, Sheltering an occasional Beast or beggar; in the whole Nation, no other relic is left of the Discipline of Geography.

    Jorge Luis Borges and Adolfo Bioy Casares. English translation quoted from J. L. Borges, A Universal History of Infamy, Penguin Books, London, 1975.

  3. In fact, RTers want a Replay function, so if we were magically able to give them the same one WeGoers have then even the replay things you mentioned wouldn't be WeGo specific since RTers would also want the same things fixed.

    Good news is that we've got some nice changes in store for you all, WeGoers and RTers both.

    Steve

    Oh, an instant replay of at least 30 seconds back would be great.

    I play RT because I actually like the freedom of chiming in with orders when I find it adequate rather than waiting for the clock for that. I pause frequently, but sometimes something happens and I cannot see it.

  4. One of the coolest things I ever saw in CMSF was seeing how the info on enemy troops is transmitted through the net. I clicked on one scout dismount and some red ?s could be seen. Then I clicked on the scout HQ unit and the red ?s were not there (the HQ was with no LOS the the suspected enemy position).

    After a couple of minutes I re-mount the scout unit to a CFV and move them to another place. A few seconds later I click again on the HQ unit (who was still in the same spot and out of LOS from everything) and the ?s were visible.

    I wonder how the computer-controlled Syrians manage that type of info exchange and if it has any impact on their battle performance.

    Ah, another cool thing: the units have memory of where they saw enemies.

    Sometimes this game blows my mind.

  5. I've been playing around and until now, the relative move orders haven't really been getting on my nerves. It's the way that if i select a bunch of units in a line and move them somewhere, they will form up in a line at the waypoint that I selected.

    At times, I want a group of units to converge on a single location instead of standing next to each other in the same pattern as they were when they moved out.

    Is there a way to do this?

    I'll post some pictures later because its a little hard to describe.

    I am not sure, but I think it is not possible.

    I like how the group move order works, it keeps sort of a formation. Very useful in tank battles like "Bad Moon Rising".

  6. Three casualties, one killed ...

    The Argentine casualty was Cpt Pedro Giachino. He was badly injured as he tried (along with a handful of subordinates) to enter the Government House. I don't know if this is true, but in Argentina there is story about the Royal Marines trying to provide him medical assistance and Giachino "politely" declining while holding a pin-less grenade.

    Anyway, I think that sometimes surrender in CMSF should come way before the near total annihilation we see right now. Just an opinion.

  7. The problem with trying to get flanking shots is that CMSF penalizes moving tanks over stationary. While you are moving you will see the other tank later and die quicker, it seems.

    Is this accurate or not? I would have thought 'hunting' a tank forward would give it an equal chance to spot a stationary tank, but what do I know?

    I'm having a hard time keeping my T90s alive vs Abrams in 'Bad Moon Rising' PBEM - its sooo open its hard to get a flanking shot.

    Hi Sivodsi,

    Do you have a target arc covering the stationary tanks?

    Cheers,

  8. Good point Flanker.

    The "deer in the headlights" moments I was talking about where all with the IFVs looking straight into the incoming doom.

    How powerful the thermals really are?

    Back in 1991, gunners of M1 tanks were able to spot the so-called "floating balls" (actually the heads of Iraqi tank commanders popping out from hatches of cold tanks with their engines off) at ranges of 1,500+ meters.

    Cheers,

  9. You make a good point too.

    A time ago, in a discussion forum of a sim that will go unnamed, I read a discussion about this very issue. Do ATGMs, specifically the ones that Soviet-made armor fires, have a tail have with an exhaust hot enough to be seen through the thermals?

    FWIW in CM at modest engagement ranges you can see the ATGM coming. Even more, in RT play, I'd usually have a pre-ploted "reverse" order pointing towards the protection of a reverse slope on one of my M2/M3s. Order is ready to to become active in one click. It usually works fine, but it requires a lot of micromanagement.

    I don't have any hard facts to account how it works in real life (it would be great if some tanker would chime in on this), only some anecdotal references I read in books here and there. According to those, after the smoke of the puff of the launch is spotted, gunner should fire at the smoke puff to throw off the aiming of the firing vehicle/team, commander should order a violent maneuver to avoid the incoming missile. That's the way tankers in the IDF did it against the Soviet-made missiles fielded by the Arabs in one of the many wars they had.

    In the sim that will go unnamed, I can see the incoming ATGM through the GPS, suppress the offender and move out of harms way. It is quite an exhilarating experience.

    Off course with the Javelin, with its top down trajectory and fire and forget capability, you are FUBAR.

    Thanks,

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