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Exel

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Posts posted by Exel

  1. I don't give a **** about 'command and control' this and 'realism' that. Part of the goodness of CM has ALWAYS been the ability to go into quick battle, put together you custom combat team, and go into battle. CHOICE is what makes games good. If they really want, impose bad arse command penalties for not including expensive command units. FFS even in the REAL army you can get task forces at PL level!

    Any excuse they give is utter ****. If you can't pick basic units at the PL level, and specialist units at the team level, its just not right.

    -- just give me the old points based system any day. I wanted to pit a Stryker platoon against a reinforced BTR "Stryker" platoon. I just wanted to see how one matched the other. It is very tough to do in this game.
    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.
  2. Originally posted by Phoenix:

    And yah, you can count on BTS getting a patch out quickly. Anyone who's been around here long enough knows they are attentive.

    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 :D ) waiting for them to fix it.
  3. Originally posted by Childress:

    Sorry to say, but I coming to the conclusion that this game should have been released in 2008.

    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. :D
  4. Originally posted by Redwolf:

    Yeah but seriously. One of the two enemy tanks is moving and the other is not. The one that is not moving you already shot at. You didn't shoot yet at the one that is moving. Which one do you pick for your next target?

    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. tongue.gif
  5. 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. ;)

  6. Originally posted by VicKevlar:

    I remember the decision and the many reasons why in CC4 we removed the points based requistion system and switched to a force pool. When the game was released it was a small riot from players wanting the old system back.....akin to what I'm seeing here.

    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?

  7. Originally posted by Lindan:

    RTFM.

    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.

  8. Originally posted by Shrike:

    From my experience in the demo, I'd say that is exactly what they were trying to do. Rounds can now strike intervening terrain/vehicles (like an individual tree). I'll wager that the M1s could spot the live tank behind the dead one and were firing on the live one. The round just happens to hit the dead tank because it's in the way.

    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.

  9. Originally posted by athkatla:

    Are you saying it is too slow to assign waypoints? If so, that's BS as all you have to do is left click on the ground where you want the waypoint, and carry on left clicking for further waypoints. Couldn't be faster! :confused:

    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.

  10. 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.

  11. Originally posted by Percopius:

    Exel, you keep sayingh 8 clicks. Its one. You hit 'B' (move, quick), and click once.

    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.

  12. Originally posted by Battlefront.com:

    Exel,

    As others have said, slow and steady wins battles, it doesn't lose them. WeGo folks will have more problems with this concept than others because in WeGo if you aren't futzing with every unit every 60 seconds, you aren't playing the game :D Different play style.

    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.

    Also, there is a reason why you want to keep those 5 moves sometimes instead of circle and click. CM's terrain is very detailed. Wild clicks like that, at least in built up terrain, are just invites to disaster.
    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.

    Also, waypoints allow your soldiers to regroup. If you use one move for a long distance your guys will get spread out far more than you want them too.
    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 ]

  13. Originally posted by Tzen:

    Okay, I agree that you should be able to click and drag to set the facing direction, but that's about it.

    CMSF gives the player many different types of movement. Most other RTS games have a generic move order and then maybe like an attack-move order.

    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).
  14. Originally posted by athkatla:

    What is clumsy to some, is not to others. I have no problems at all with the way the game works, and I have already had lots of enjoyment from the game. Of course people have different opinions, but what are the developers to do, make it right for those of you who want it changed, or make it wrong for those of us who like it as is??

    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.
  15. Originally posted by Tzen:

    I don't recall any (decent) strategy games other than CMx1 that even use a right-click menu for commands. RTS or turn-based.

    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.

  16. Originally posted by Yskonyn:

    Would be true Exel if the keyboard commands would translate in smooth camera movement, which on my rig, they do not.

    Mouse view is the only way to smoothly control the camera unfortunately.

    True, but it's a bug an I expect it to be fixed soon.
  17. Originally posted by -E:

    </font><blockquote>quote:</font><hr />And while I'm at it, I'll infest another thread with my rant about how the K-hotkey in one tab orders a Hunt command, yet in another it makes your crews BAIL OUT... :mad:

    Why don't you change it then? </font>
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