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birdstrike

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Posts posted by birdstrike

  1. Some sort of text or sound cue to inform you of what's happening has been requested a couple of times before. Also suggested were things like a minimap or OOB to keep track of the battlefield. But I don't know how far up these things are on the priority list.

    As I understand it, limiting the amount of instantly available information was also a design decision to reduce 'godlike' control of the battlefield. But that doesn't mean we'll not see any improvements in that area (we already did get flashing icons). Perhaps someone in the know can tell more.

    As for sighting enemy contacts: if you're having trouble with the way units are spotted or information relayed to other friendly units, you can try lower difficulty settings. I think there's what you're looking for.

    Some other tricks you can use in the situation you mentioned, to deliver artillery fire, is to zoom in on the target, then switch to the spotter or to use area fire if you only have a rough idea of where the enemy is located.

    And you can always pause if you need some extra time to determine the enemy positon to the meter.:D

    Camera movement is something to adapt to, I agree. It can feel somewhat clumsy at first, but I find it rather convenient now.

    That said, the best way to keep an eye on everything when playing large maps I found, is to zoom out - of course, you don't get a closer look of the action that way (which is why I mostly prefer smaller engagements myself ;)).

    WeGo is basically the same now as it was in CMx1 since the 'blue bar' was reintroduced in on of the recent patches. If you haven't tested it since then, I highly reccommend to do so, you will feel right at home again. :)

    (Actually, it's better than CMx1 because you can assign specific orders to individual waypoints).

  2. I think the manual does not make it entirely clear what does what.

    In fact, AFAIK the matchup also determines the response time to call in artillery.

    From my experience though, the red dots seem to show the artillery ROF during a sustained fire mission.

    When I order "heavy" fire over a long period of time, the green dots deplete quickly (turn to red) and don't fill up again. As an effect, the rate at which shells are falling diminishes (probably because the crew gets tired?).

    When ordering only "medium" or "light" fire over the same period, the green dots deplete more slowly, or may even return to green - which results in a good sustained rate of fire (but slower than a "heavy" barrage would have initially).

  3. Actually it's hotter than advertised, I burned my fingers repeatedly.

    What did I do to bring your wrath upon me Paper Tiger? :(

    --- POSSIBLE SPOILERS---

    It's not just that each and everyone of my units seems to have its own HMG shooting at it, or that behind each wall or berm, inside every building a platoon worth of enemy troops is waiting - no, in addition all you get yourself is a single company with handful of SUV's and less fire support than your average family has at its disposal on 4th of July.

    My biggest problem is to take buildings without losing half a squad or more for every block I take. I tried it that way, but I continually run out of squads before I run out of buildings.

    What's worse is those high walls everywhere which keep you from utilizing the Jacks and WMIKs for supressive fire.

    On any other mission I would use a single squad for assaulting a room with others in overwatch, but in this case a single squad (even engineers using breaching charges) gets shot to pieces within seconds.

    The only way that seems to work for me is to charge a single building with as many squads as possible at once, hoping that some get to fire a shot themselves.

    At times it feels like Somme 1916.:eek:

    There ought to be a better way to clear these buildings, right?

  4. If you're looking for the US Ragtag Mod, yes that should be all at GaJ's site.

    It's only for US Army, but you can change the texture names to work with

    the Marines, too. If there are any problems, just ask me. :)

    I've also created some modified, darker versions which look better when used with Normal Dude's uniforms (which are the one's I'm currently using myself) - but I haven't gotten around to pack them together for release, yet.

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