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Statisoris

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Posts posted by Statisoris

  1. :D I've noticed what you are talking about a bunch of times. I thought at first the round was ricocheing off a building or the gunner was making some kind of amazing bank shot with the 105mm and then after seing it a bunch of times I began to think, what the heck am I thinking, that sure does look really funny and makes no sense. So the grid's the problem?
  2. If you really think about it, all CM:SF pausable real-time play is, is WEGO with user defined WEGO time intervals that allow for RT interaction. I dont understand your argument about not being able to watch the battlefield b/c you have too many troops on the field. If you played with a large amount of troops in WEGO, you would have the same or less overall control over your forces vs RT. I usually only allow the game to run maybe 1 minute max in RT, before I pause and check out the world and issue new, corrected orders. Same feel as WEGO if you ask me, except you have more control.

  3. Updating to the new ATI Catalyst 7.9 drivers and using the above mentioned hotfix have improved framerates for me as well. I have had some funky game behaviour since applying the updates though. I have been getting this wierd bug where CM:SF gets all pixelated and starts to blink really fast, and it gets worse if you dont shut the game down and restart. It happens after playing for a long time.

  4. For realism in Elite mode, it should probably take a little longer to identify the enemy unit type, unless its very obvious. I really dont know how you could instantly tell a HQ combatant unit from a regular combatant squad at 500m. If you think about it, you might not know that combatant HQ unit was an HQ unit until you pick over their dead bodies. Syrian army formations might be a different matter, since HQ units and their associated officers and personel would appear different from a regular infantry squad.

  5. I know these days the US probably would never "close assault" a vehicle unless the soldiers were in a pretty bad situation, however, there have been a few accounts of enemy combatants and fighters storming vehicles and getting really close, mostly with RPGs. In one incident early in the war, a combatant charged the rear of an M1A1/M1A2 with an RPG and fired it at the grating at the rear of the tank. He was so close when he fired the RPG that it blew him away too. I dont recall hearing of them throwing grenades into tank hatches, but have heard of them throwing grenades through open windows of trucks and hummers.

  6. I've seen them use the grenade launcher against my Strykers, but it was very innacurate and fired pretty slow. Never seen it used against my infantry.

    Just found this in the manual for your ammo question.

    "It can use two types of ammo, both of which are

    used by the crew served AGS-17 grenade launcher; the VOG-25 (High Explosive) or

    the VOG-25P (Delayed Fuze High Explosive)."

  7. That is a pretty good way to justify it, I will have to rethink my reactions.

    If you as the player represented the battalion commander or some other high ranking soldier, with the modern US C2 system, could you make an instant call to someone such as team leader or vehicle commander? These days do radio calls have to be transferred, connected or passed through a chain?

    [ September 04, 2007, 06:52 PM: Message edited by: Statisoris ]

  8. I have been wondering how all of you are handling targeting, movement and other actions in relation to your units and spotting. I am curious since handling this stuff in different ways can make a scenario harder and more realistic or easier and unrealistic.

    A simple example of what I am talking about. (Elite mode assumed)

    You have a force of 2 Strykers A and B and 1 sniper team. The sniper team is in position 10m left of Stryker [A] who is [unbuttoned]. Sniper team and Stryker [A] have total knowledge/intel of each other. Stryker B is 150m to the rear but within LOS of Stryker [A] and your sniper team. Suddenly your sniper team spots an RPG unit on top of a building and it is within firing range of your Strykers, however, your Strykers have no frigin idea that RPG team is up there. The Strykers do have an open line of fire to the top of that building. What do you do in this situation and similar situations? Do you "role-play" and try to keep the game as realistic as possible or use every option at your disposal with no concideration for reality.

    I personally try to "role-play" it, doing what I think would happen based on the current intel.

    In the above situation I would not allow my strykers to engage in any way until they atleast had a [?] possible target/limited intel of the enemy or until something very obvious occure such as an explosion right in front of the Stryker. Sometimes I will not engage until the target is fully identified, but will take defensive action if something obvious just happened, ie, a big puff of smoke and a resulting nearby explosion, but you have to keep in mind that a buttoned tank on the move might be totaly unaware of even those sights and sounds. What are all of your thoughts on this issue?

  9. I'm running a Intel Core 2 Duo E6600, ATI X1900, 2GB RAM on Windows XP pro and am using balanced settings with framerates ranging from 20-25fps. When I switch up to max settings my framerates drop down to 10-15 fps according to what I'm looking at. I hope the performance issues are just little bugs BF can crush and they just havent had time to sort them out yet. I just feel a game with this level of graphics should be able to run no problem on our systems at around 30fps or higher. Maybe there is a load of number crunching going on under the hood that I dont understand, but I dont remember anything mentioned about the pooty performance yet.

  10. It would be awesome if the canister round and the MPAT round were added to the game. We also need selectable "mission load-outs" for our M1s. In a low intensity conflict with no enemy armor present, a larger portion of HEAT, MPAT, canister and fewer sabot rounds would be more logical.

    * USTanker * - do you or have you served in an M1A1/M1A2 during the present conflict? If so, what does your ammo loadout for most missions look like there?

  11. The whole contact/spotting system needs more work. With all of the strange things such as super delayed spotting of very large/obvious targets right in front of many units and units not being able to target known active enemy targets due to some problem with them being behind a little bit of concealment. A vehicle should be able to target a unit behind cover or concealment if it is spotted, so the vehicle could direct somewhat accurate fire with the intention to penetrate concealment. It also would be nice if sound contacts were used almost exactly as in previous CM titles. I really thought that was a well desinged and intuitive system for illustrating sound contacts.

  12. Not at present on the Javelin, however, many US teams/squads will start out with atleast one AT4 in their default inventory. I would like to see a load out editor in the mission editor. At times I would have loved to start an assault squad AT team with a full load out of Javelins, or add a load of AT4s/RPGs to a defending US/Syrian unit. Being able to load up on these weapons without their ICVs/IFVs on map would be a nice creative touch to the game in my opinion.

  13. When attacking into an urban environment from that is surrounded by open terrain I tend to use my Strykers in conjuction with some heavy armor. For ever 8 Strykers, maybe 2-3 M1A1/M1A2s.

    With a small example force of 1 Fire Support Stryker,1 command Stryker, 8 ICV Strykers and 3 M1A1/M1A2s here are the steps I normally take when assaulting a built up area from surrounding open terrain.

    1) At a good distance from the urban area, I position my heavy armor "unbuttoned" around the urban area to cover as much of it as possible. At the same time I position my stryker platoons in generally oposite approach directions to the urban area but with as much cover/concealment as possible. If I happen to have a fire support vehicle or recon vehicle I will place these in overwatch/recon postions a good distance away from the urban area.

    2)Next, when everyone is in position I order 2 of my subordinate tanks (buttoned) to advance slowly towards the Urban area with their leader (favorably) in a position where he can observe the advance. This slow advance is pretty much used to stir up trouble to get an idea where a portion of the enemy forces may be, especially ATGMs and RPGs, as these would be probably be used on the advancing tanks, hopefully with little effect.

    3) Heavy armor continues to advance towards built up area until it is unsafe to proceed or until contact is made. When contact is made, the armor will engage with possible support from Strykers in favorable postions. If large amounts of enemy infantry are spotted on building roofs, I will have my fire support vehicle or other qualified unit call in some anti-personnel mortar support to clean off some of those roofs.

    4) If no contact is made I will order 2 strykers to advance toward the urban area with the remaining platoon in favorable overwatch postions. These strykers will advance to the position of the nearest tank, stop, pop-smoke and order the mounted infantry to assault the nearest building with a favorable position. If the infantry assault goes well, the strykers in overwatch will advance as the empty strykers reverse back into overwatch postions.

    5) After this point the dismounted infantry in perimeter positions, begin to slowly move into the built up area with sniper teams/platoon HQs in covering positions. Assualt teams advance and search each building. As areas are cleared, strykers will advance behind heavy armor to provide support and resupply.

    6) As assault continues and most strykers move into the built up area, the command Stryker, fire support Stryker, 1-2 ICV strykers and some support infantry will remain outside of the urban area to catch any escaping enemy forces and to provide limited fire support for infantry.

    Its a rough overview, but in general I follow this plan most of the time when assaulting with a mixed force into urban terrain.

  14. I feel the same way. I was frankly scared of RT in this game b/c I was so in love with WEGO on the other BF games and traditionally I have never liked 90% of RTS games due to the hyper clickfest element of them. When I found out the game was mostly designed around RT it made me depressed b/c I thought I was losing something that was unique and fun. As a result of all these feelings I started playing CM:SF only in WEGO, but one day I tried out real time just for giggles. After that session, I dont think I've loaded a game with WEGO since. The game just seems to flow and live with RT, things happen in battle and you as the commander have the ability to react to these things instantly, not one minute after they have happened. For a modern battlefield, especially when playing the US, this level of reaction just seems more realistic. I do still have some level of saddness and guilt towards myself at not playing WEGO, since that is what has been so fun and unique for so long up until now. I do feel that RT is the way to go, however, I believe WEGO must be kept alive and improved as WEGO still seems to be the best/most fun option for scenarios where your forces are very large or are very spread out.

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