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Starlight

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Everything posted by Starlight

  1. I think you are referring to the following link http://homepage.mac.com/gibsonm1/CMSF/FileSharing24.html Also see the following post from a thread here http://www.battlefront.com/community/showpost.php?p=1075742&postcount=2 Links to the same content and separate screen shots, etc.
  2. Umm I don't understand, you do realise that WEGO is part of CMSF, in fact I only play in WEGO and have done so for CMSF, the Marine and Brits modules, so I am not sure if you just have not realised the option is available? I don't think the game favours either form of play over the other, both have their own merits, I just prefer WEGO
  3. I have seen a knocked out vehicle nicely deflect MG rounds and I am sure it deflected 30mm cannon from a Scimitar in the Gravel Pit Brit mission. I had to move the Scimitar forward so its line of fire was clear of the knocked out vehicle to engage infantry nearby. Cannot say I have seen a similar effect for destroyed vehicles, might have to give that a try.
  4. Only the original team can reload itself. It must return to the vehicle and get in, then use the "Acquire" command to allow you to select what ammo you want to resupply that unit with. As far as I know, there is no way to pass ammo from one unit to another.
  5. Every time I run the test with British Light Infantry who are armed with LAW's etc they will use them inside the building causing Friendly Fire. I also tried an assault with a Warrior sat using suppressive fire on the Ground Floor: Target Light orders for the Warrior worked great the squad assaulted the ground floor. Target orders for the Warrior killed 5 and wounded 1 in the assault squad as the 30mm chewed them up!
  6. I would just like to add and I do not know if its an issue since the Brits expansion or not, but I would NOT recommend using the "Target" option for suppression, this WILL cause Friendly fire casualties and could well kill the assaulting troops, you NEED to use "Target Light" to stop friendly fire possibilities. Otherwise a very nice write-up and proceedure I now use for assaulting building either with just infantry or with vehicle support
  7. Ok just did a test with a tiny test map and as far as I can tell the Brits do not suffer any casualties from small arms and grenades, although for some crazy reason they will fire their GL's inside the building when given the Target command, I guess maybe Target Light is needed. I do suffer friendly fire because they decide to fire their LAWS inside the building resulting in almost always 2 dead and a max pin effect which causes them to often retreat from the building!!!!! Ok, further testing proves that Target light does not use the GL's or LAWS and is the ONLY safe way to assault a building.
  8. Are you doing saves in a realtime game? Not noticed this with the wego game.
  9. From the combat footage I have seen of the Brits in Afghanistan, there is not much swearing going on, just a lot of very professional talk. I get the feeling most of the swearing occurs in the lulls or back at base. The following links to some great footage and audio of the 1st Bn Grenadier Guards in combat in Afghanistan, starts right off with footage under fire. http://www.youtube.com/watch?v=ykkxl_EMjwg
  10. Company of heroes does have some very nice soldier audio but it is very Hollywood and clichéd in style and more appropriate for that type of game rather than CM. It would be nice to hear a Scots accent for the Scots guards. But the basic British voices in CM don't sound out of place to me, I will try to listen in more.
  11. I would have thought that with the new CM-Normandy having deformable hedgerows that barbedwire defences which can either be passed through by armoured vehicles or a path cleared by Engineers was just a graphical modification of the same basic code? Both have the same basic movement obstruction, although light vehicles could pass through barbedwire I guess, the main difference is line of sight being easier through barbedwire.
  12. Well I guess they reckon to guarantee first shot kill with the Hellfire and if the targets are close to each other get many with one shot. Afterwards the 30mm appeared to be dropping well short of the cross-hair so would take a number of ranging shots before on target? Also I guess a Hellfire at the point of the IED will destroy it, but also leave substantial hole in the road?
  13. I would like to see the ability to call it a Helo gunship support and it appear as an individual vehicle operating at just above the terrain (either a few meters above for terrain hugging or a series of fixed altitudes 10m, 15m, 20m above for a more overwatch capability). It could then spot with its height advantage or even radar and become the equivalent of an overwatch unit which is prone to AA fire, etc. It would be a rather cool additional element to the modern game with an Apache prowling the actual map in support, with its rockets, hellfire and guns. I suspect that this is outside the scope of the game as there is no AA fire modelled in the game at the moment but I do not see a particular difficulty in the basic movement model for a helicopter? just have it operate at either a fixed height above the terrain or at a fixed altitude with a very simple low speed movement model, simple rudder turn, minor tilt forward and then forward movement without any altitude change would be fine plus the ability to sidestep across a city hunting vehicles and infantry in city streets. ooo I think I got myself a little overexcited there
  14. But the line of sight is more complex than just the whole tile? (or am I wrong here) so that would not truly show the actual line of sight but could approximate the LOS.
  15. I would like to see some form of upgrade on the civilian simulation, for those engagements taking place in clearly populated areas, some form of gauging civilian casualties would considerably influence the style of play and general casualness of trying to eliminate the enemy. No dropping a large bomb from a Jet to get that annoying enemy squad in that civilian building if you are likely to kill loads of civilians cowering in the adjacent buildings, the same with using arty to clear city streets. I like the idea of a general density designation for each tile but I think this could be enhanced with a specific designation of low medium and high density population settings for individual building (without actually modelling individuals) where as the general tile density accounts for wandering civilians caught in the street? You could then indicate civilian casualties for the end of each mission with perhaps a cut-off point at which civilian deaths has become unacceptable and the campaign is lost? Would make for a nice extra in the planning and execution of each mission. I guess finally the ability to model a third party (civilians) in a limited AI role, fleeing vehicles and fleeing civilians streaming across bridges / down roadways trying to get out of the town / city as the combatant forces push into the populated area and engage the enemy. A sort of attack the enemy while protecting the civs. In this instance, very simple AI rules, run along defined path and go to ground if combat fire gets too close?
  16. I think you could be right on the Brits using GL's inside rooms and causing friendly casualties. I did an assault on a 1 room building which it turned out to be empty with no other enemy external fire, but supressive fire from friendly nearby infantry and two Warriors. The assaulting troops ended with several wounded troopers, particularly after the sound of a GL being fired! I might try and reproduce the effect and if it appears to be a bug issue, post it in the main forum.
  17. Sorry cannot help with the map info, regret not getting the version that included this at the start I like the map, its the sort of thing I have been thinking about, surveying the route of march and picking lots of good battle area and mapping within reason close to the actual area. Looking forward to updates as you progress.
  18. I am not disagreeing with consequences for failure, just if you follow a single unit the chance of being pulled out of the line is quite high with mounting losses and being retired to the rear. The loss of a few vehicles could easily lead to a unit stopping being a spearhead or being merged with another force and that leads to what the current campaign sort of does anyway. This either makes for a very unforgiving campaign where you need some considerable luck and perfect tactics to actually get to the end or a very short campaign in terms of active combat rather than relegated to city policing. Also if the campaign was set around say the Recon force, there could be many missions where you encounter almost no enemy force or even none at all.
  19. I have only played the first 3 missions so far of the Brit Campaign, but mission 3 does take units form mission 2. I lost 1 IFV vehicle in mission 2 for one of the Blue units, cannot remember which one and at work atm. but mission 3 started with the same unit but 1 squad without its vehicle, because it was lost in last mission. Also I had not arty in mission 3, possibly because I had expended it all in mission 2. While in an ideal world we would push through with a 3-1 force ratio I expect that is a paper dream that rarely happens in real life. Also why would you bother playing a game where you are so numerically superior that you would smash the enemy without trying too hard. Would be the most boring game ever. I agree that there could be some improvements but I am also having a blast trying to complete each mission with as few casualties as possible and I despair at each vehicle loss more so than the troops, lack of vehicle mobility and fire support can make crossing the map a real pain. But when your unit has taken huge losses and gets retired to the rear for rearming and refitting how fun is that to play or the campaign suddenly ends because the rest of the force have pushed through while your stuck refitting? I think the scope of following a single unit can be done quite easily, just I want to play with all the available toys not just those available to a single unit
  20. Surely this need to be turned around the other way as well? I have no resource at my fingertips but I expect the US had a fairly small number of tanks (types not actual units) in Normandy during the period proposed? When did the better tank hunters and killers start use in the Normandy area? etc.
  21. Have just finished the first Brit mission, I can say that yes "UNITS" retreat under heavy fire where they did not before. Let me clarify that - "UNITS", both the Brits and Syrians retreated in my mission, generally when pinned and panicked and usually when in the open. The Brits did so when I used poor tactics and 2 sections decamped too close to a building full of Syrians without any smoke cover, losing 3 soldiers and then bugging out a short distance. But equally, when I assaulted a building with overwhelming odds a Syrian squad and a Syrian HQ unit bugged out of the building both running for their lives through a set of interconnected buildings. It would be interesting to go back and play some of the previous campaign missions to see what effects the new version has. I like the new version, requires much more careful planning and better tactics for building assault.
  22. Well thank for such a great game and making expansions, I hope we can see some more modern expansions to include other major nations, heck even just unit and vehicle packs would make me part with hard earned cash Looking forward to the "new" Normandy. And thanks to all the Beta testers as well.
  23. I found that the final battle in the original Shock Force and the final battle in the Marines expansion both gave significant frame rate drops during playback (I use WEGO). I guess there was just so much going on and a lot of units on the map, still I was a little surprised by such a drop, less than 10 fps definitely and that was with a powerful new system. But I was just happy a a pig in mud to be playing such an excellent game I will be even happier when we get 8km x 16km maps or even Tacops size 31km x31km maps for in game large force tactical deployment and manoeuvre. Obviously we will need supercomputers running quantum cores or something similar
  24. Installed the patch 1.11, both the milkrun mission and the pooh missions failed to load, but the decisions mission did load, so have continued the campaign from that point. I do like the old processing bar and replay mode. Just got back to the Milk run mission, fingers crossed that it works now, I will update either way when passed this mission. In general appears to run overall better in the new patch.
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