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Exel

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Everything posted by Exel

  1. Leave the unit selection to the player and not to the computer, and you don't have to worry about bugs in the unit selection routines...
  2. These on one of the most grognard populated and realism worshiping forums on the net, SteelBeasts.com. The general consensus even over there was the same as here; not being able to select your own forces sucks.
  3. Does this mean BFC can release CMSF for the consoles for some big time $$? :cool:
  4. Yeah. Had this been my first purchase from BFC, I'd be officially infuriated by the state of the game now. However since it's not, and knowing BFC better than that, I'm patiently (or impatiently ) waiting for them to fix it.
  5. Think of it as a really early pre-order with muchos bonus content in the form of getting to play the game before it's finished.
  6. Whatever may be uncertain about CMSF's future, one thing is for sure: BFC will keep supporting it and improving for as long as it is standing and the game has an audience left.
  7. The system Pinetree suggested would be a huge improvement over the current one: it would enable the mouse context menu while still keeping the orders grouped to "tab" so as to not keep the menu too cluttered. Just do it with mouse-over hot-zones instead having to click each sub-menu open...
  8. The one that is not moving is a greater threat unless you are sure you hit it *and* knocked it out. When in doubt, shoot again.
  9. T-90 would be nice, at least for more equal custom battles (that is, once we get real custom battles). Russia exporting T-90s to Syria is not beyond the realm of possibilities, especially as this is a fictional future scenario. Don't have to include them in the campaign, just have them available in QBs and for the editor. Come to think of it, why not add the BMP-3 as well. Of course, neither is a high priority addition. But maybe something for the future add-ons.
  10. At least force pools give you a selection of units to choose from, even if limited. In fact I'd say that's exactly what we need in CMSF; a TO&E limited Force Pool to choose units from. It would allow a decent level of customizability of one's forces while keeping the force mix realistic and C2 intact. Steve? Martin?
  11. Seriously, enough with that. RTFM yourself; you can't reassign the command tab hotkeys. Even if you designate different keys for them, they still work inside the command tabs (ie. one key for multiple commands). In any case the hotkeys aren't the topic of this thread, please stay on topic. We have enough clutter here as it is.
  12. Against light tank in the open the machinegun should be the preferred choice unless instructed otherwise (or if the threat is really serious, like an ATGM team). Against fortified positions and buildings, HEAT should be the norm without specifically ordering so.
  13. No gunner is that stupid, so if that is indeed the case it needs fixing. Edit: TacAI does seem to have problems with LOS in other instances as well (like firing at a hill or slope in front of it). I'm confident that it is already on the fix list for the first patch.
  14. Yes, because you need up to three clicks just to start placing any waypoints, instead of just hitting Shift and start clicking the waypoints in. Setting waypoints is perhaps the smallest of the UI problems, since that is actually quite (relatively) fast. Plenty of the other commands are not. Then there's the lack of waypoint editing and proper command queues, but those are different topics.
  15. After so much WW2 games, modern combat is a very refreshing subject to me. And there really aren't many good modern combat simulations out there. Which, even with all the UI/AI/etc problems CMSF definitely is. It's the most impressive simulation of modern combat I've seen since Steel Beasts.
  16. Realistically in modern combat you can't always tell if the other tank has been destroyed or knocked out, since there may be no explosion or other visible signs. That's if the vehicle doesn't light a fire and pop it's turret to the upper atmosphere. Still, tanks shouldn't waste ALL their ammo on a single target if they've already observed several hits on it and the target doesn't respond. If that happens on a regular basis, it is definitely a glitch.
  17. So what's the official Steve-word for getting an interface to do the TO&E restricted unit selection that the CPU does now, or at least briefing of the units you'll be getting? Are you at least considering to give us that much say in the units we get?
  18. Select unit, select command tab, select 'Move', click on destination, right-click to cancel further waypoints. That's 5 clicks. Assuming you didn't have some other order selected before, which would make it 6. Now if you want to change unit facing as well, you have to click again to select the command tab, then select 'Face', then click on direction. That's 3 more clicks, making for a total of 8 (or 9) clicks. Standard RTS controls would do all of this with two (2) clicks; select unit, click on destination, drag for the direction of facing, release. True, there's a hotkey for movement. So maybe not the best example. But there are a lot of commands that don't have a dedicated hotkey. So the example remains valid for most of the commands in game. You can argue if it's adequate or not (I say it isn't) but you can't argue it's as fast as the industry standard RTS controls that almost every single real-time game these days uses.
  19. I've had my share of RTS games as well. In fact, most strategy games I play are real-time. And I *still* have problems adapting to the CMSF RT mode - not because the game would be too fast paced or too complicated for real-time, no, but only because of the UI. It's non-standard, and it's too slow for time-critical real-time playing. Going slow with your tactics is good, and it will win battles. But operating the UI slow will kill you. It doesn't help to know you lost because you weren't fast enough to give the one time-critical order because of the UI, when the other guy worked his UI faster than you. There just is no excuse for a clumsy or slow UI, so please at least don't say it's there to "make it realistic" - that's just BS. At least have the courtesy of admitting that that was the best you could come up with, not "we made it slow on purpose". Because like I said before, a slow UI will mean the battles are resolved by who manages the UI the fastest, not by who is the best tactician. I don't believe that's what you want of CMSF, either. Who's talking about "wild clicks"? Yes, you want to take the time to place those move orders correctly. What you DON'T want to do is waste that precious time selecting the move order. I'm not arguing against waypoints. Waypoints are essential. But is there a reason why setting waypoints couldn't be fast to assign too? Shift-left click is the RTS standard, and for a good reason. Disclaimer: I am not complaining about RealTime. I can handle RealTime. I just want a better UI to go with it, one designed for the needs of RealTime instead of a turn-based game. I want to help to make it better. [ July 30, 2007, 01:37 PM: Message edited by: Exel ]
  20. Having a quick move order with right-click doesn't exclude the availability of other move commands. You could still command special movement (slow, fast, hunt, reverse, etc. etc.) from the mouse context menu, but the point is you could access SOME movement command QUICKLY. In WeGo mode this is not as crucial because you have time to use any menus you need, but in RT mode you have to order the movement NOW and not in 2 seconds (when your unit will be dead already).
  21. Clumsy or not, 5 clicks to order a unit to move is just plain SLOW. In RealTime mode where you have plenty of units to order without a pause, you don't have spare time to waste. Your precious tank will die before you can issue it the order to reverse back to safety. In RT mode the matches are now resolved by who works the UI the fastest, not by tactical genious. CMSF has become the click-fest it has desperately wanted not to be, and thanks solely to the command interface. The depth and versatility of the commands is worthless when you don't have time to execute them.
  22. Close Combat. Most RTS games these days use right-click (or left- depending on player preference) for unit movement. What little special commands they have are all visible in the UI at the same time, not hidden into sub-tabs. CMx2 does neither. No context menu for easy access to commands, and no fast movement orders either. The mouse buttons are wasted on camera controls. The game has attempted to reinvent the wheel, and unfortunately with appalling results. Here's how it should work: Left-click to select a unit, left click and drag to lasso multiple units, left click on terrain to deselect. Right-click on unit for a command context menu. Right-click on terrain to issue a move order, hold and drag to order facing.
  23. True, but it's a bug an I expect it to be fixed soon.
  24. Why don't you change it then? </font>
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