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LRC

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Everything posted by LRC

  1. In MOUT, no vehicle can cross rubble. This is unrealistic for tanks and seriously limit tactics. Are there plans to fix this in CMSF ? in CM Normandy ?...
  2. About "why are vehicle engines always running". For heavy tanks this is the standard mode in operation. Not sure for smaller vehicles.
  3. About "Sound contacts are indicated by the '?' icon". Something is wrong here => In 1.10 veteran mode, there is just a wall between the squad (in hunt mode) and the tank but no ? icon shows up. However, if you browse the map close to the ground (1 or 2 elevation) the engine sound is clearly audible. Not sure about voices (this was supposed to fixed in 1.10 vet mode)
  4. Am I the only one missing the "sound contact" feature of CM1 ? Here is one example, where the lack of this feature makes CM2 very unrealistic. Scenario "hammertime " (warning !spoiler!): I know that tanks are hidden in the city, so I move squads very slowly in hunt mode. Even in this mode, they can not hear tanks behind a wall or a building (max distance 10meters) => net result: troop makes eye contact with tanks at very short distance = troop get blasted... In real life these babies make enough noise to be heard from far away even in "silent mode". Am I missing something ?
  5. Am I the only one missing the "sound contact" feature of CM1 ? Here is one example, where the lack of this feature makes CM2 very unrealistic. Scenario "hammertime " (warning !spoiler!): I know that tanks are hidden in the city, so I move squads very slowly in hunt mode. Even in this mode, they can not hear tanks behind a wall or a building (max distance 10meters) => net result: troop makes eye contact with tanks at very short distance = troop get blasted... In real life these babies make enough noise to be heard from far away even in "silent mode". Am I missing something ?
  6. Trying to summarize the previous ideas... - zones of artillery/air support attacks current =green/blue highlight only when spotter is selected. improvement1 = highlight remains even if spotter is not selected (on/off toggle) improvement2 = highlight blinks frequency depends on zone status (prep/spot/firing) - artillery/air support depletion current: static buttons for artillery/air support=> improvemen1: Support button should vary (green/orange/red/black) depending on ammo depletion. improvemen2: % of how much ammo is left - icons for previously spotted OPFOR current = frozen ? icon improvement1 = ? icon click reports nature of OPFOR when last spotted (nature includes sound contact) improvement2 = ? icon click report time since spotting improvement3 = ? icons fade as time passes - impassable terrain current = no unambiguous indication of impassable terrain. improvement1 = impassable terrain (deep river/steep terrain / cliff) is highlighted. Note=Highlight is automatically generated when map is "cooked" improvement2= different highlight if impassable for troops or for vehicles - out of "field of view" action current = nothing improvement1 = popup message when new OPFOR spotted or receiving fire improvement2= click on popup bring view to spotter or unit under fire. - units situation awareness improvement1: effective firing area range.(may be a ressource hog but would be great at least at set up...) improvement2: effective LOS range improvement3: During night time, if you click on a unit that has night vision, the screen changes to green glow like looking through NVGs. If not, it just stays the same as now - GUI (graphical User interface) current: icon click to get information => improvement1: mouseover pop-ups improvement2: toggle "show all target lines". improvement3: Make "Huge red button" a pause button in RT play. improvement4: PopUp list of all of units for fast selection. improvement5: Target light prevents use of grenades javelins or at4s. improvement6: Select my HQ and see a line to subordinate units, black if command link is broken.
  7. I'd be curious to have opinions about the following possible improvements to the interface: - zones of artillery/air support attacks current =green/blue highlight only when spotter is selected. improvement1 = highlight remains even if spotter is not selected (on/off toggle) improvement2 = highlight blinks frequency depends on zone status (prep/spot/firing) - icons for previously spotted OPFOR current = frozen ? icon improvement1 = ? icon click reports nature of OPFOR when last spotted (nature includes sound contact) improvement2 = ? icon click report time since spotting improvement2 = ? icons fade as time passes - impassable terrain current = no unambiguous indication of impassable terrain. improvement1 = impassable terrain (deep river/steep terrain / cliff) is highlighted. Note=Highlight is automatically generated when map is "cooked" improvement2= different highlight if impassable for troops or for vehicles - out of "field of view" action current = nothing improvement1 = popup message when new OPFOR spotted or receiving fire improvement2= click on popup bring view to spotter or unit under fire. And a general question...Is there a website/wiki of suggested improvement to this great game ?
  8. Steve, There are several approachs to the solution: #1/ At map generation, calculate if terrain is passable(depends on water depth, terrain steepness). If yes, it can be highlighted as such. Highlight is toggled by a ctrl+.. command. #2/ highlight terrain when it is bissected by path => not very practical because it requires to scan the terrain to find impassable terrain. #3/ recompute path in real time => CPU nightmare LRC
  9. I'd like to get your opinions on the following : - what about having a display mode that would highlight impassable terrain (8x8squares) ? Purpose for improvement: - know if & where a terrain (river / small cliffs / steep terrain ) is passable (information available to guys in real life, with maps and scouts ). - this allows more careful& realistic planning of movements - move marker is not always disabled on impassable terrain + scanning map with the move marker is very impractial Would be get this in V11?
  10. Some rivers are crossable in some specific locations but I can't figure out if there is a way to detect WHERE???? See for example these snapshots. The river/marsh looks exactly similar to other other locations but is crossable...
  11. Here is a strange one. I am not sure yet if this is a bug or if I am missing something. A teamA of 3 (no bino, veterans, not hiden, in orchard) spots a tank 300m away. Spotting is marginal => LOS lost if moving left/right. By consistent when returning to this action spot. Now a ATGM team (no binocular, veterans, not hidden) arrives in the *exact same location* and they can't spot anything. I specify a target arc focused on the location => still can't spot the tank . During all this time, the first teamA still spots the tank. I pull back the TeamA. Reorder the ATGM team in the same location => still no spotting... Am I missing something or is this a bug ? Assuming the problem is that ATGM has LOS obstructed by a tree, wouldn't it be more realistic to assume that all teams sharing the same action spot also share the same spotting capability (except in the case of hardware difference like binos or IR goglles)
  12. What's the coding environment of CM2x ? I'd like to give a shot at a (basic) Tactical map generator (from scenario map).
  13. For those wondering (MCOO=modified combined obstacle overlay )... Just a topomap generated from the scenario map with the most critical information would be enough (impassable terrain is part of the critical information)
  14. Are there plans for generating tactical maps from scenario maps ? I don't see how to seriously planify an action without having the equivalent of a topomap with information regarding impassable terrain.
  15. I just noticed. while browsing over the map (and playing blue), that you can hear the "red guys" even there is no blue team in the vicinity (my nearest team was at 300meters). This sounds...like a bug. Any plan for fixing this one ?
  16. At least 50% of the "clicks" in 1 turn (or sequence with RT+pause) are for mundane tasks that are automatisms for trained troops. In that case micromanagement doesn't add value to the game. In a nutshell the AI autopilot proposal, is to let the player have fun with micromanagement of difficult actions and let the AI take care of the shores. The AI autopiloting requires some kind of abstraction in order to be programmable. toIt is foolisht expect the AI to play each blue and red team effectively. On the other hand, it is possible to have some decent attrition rate sims from overall platoon statistics (morale/weapons/experience)
  17. Agree... But I'd love to get the opinion of the Oracle (aka Steve...) on this one. Even if "platoon autopiloting" is not in the line of thought of CM1x games ( very much SquadLeader oriented ), this type of playing could increase the interest of all CM2x games. For example, I hardly imagine how to enjoy playing "sword beach landing" with the current system, while with an hybrid squad level (micromanagement) / company level (platoon in autopilot by AI) this may be doable.
  18. Is there someone else who thinks that there is added value in an "autopilot" mode for some current actions ?? To clarify: I know how to play (in micromanagement style) some typical actions ( assault&occupy that building , clear that road, ...) So I want to let the AI "autopilot" this type of platoon level actions while I am micromanaging some more interesting parts of the actions somewhere else on the field.
  19. To clarify the initial question/request/point: Let's say that I want the platoon to occupy a block of buildings. I know how to play that part decently in micromanagement style (fire saturation+cover+short small team moves). Now I "just" want to instruct the AI to run this in autopilot ("platoon A go occupy this block of building") while I am micromanaging some more interesting/complex part of the action.
  20. In large operations + real time, waypoints&orders micromanagement is uneffective and kills the interest in CMSF. Are there plans (or at least some interest...)for company level orders where tasks would be given to full platoon and executed by AI.
  21. Giving waypoints+order to each unit in large operations is too slow for actual intense real time play ( or maybe I am a bit slow ...) Is there a BFC plan to limit micromanagement in large operations by "outsourcing platoon orders" to the AI? I would love to instruct a full platoon: - Hunt in sparse V formation to location A - Secure this 200m perimeter around location A - Follow road R to B and clear road side buildings - Clear buildings in that Area A. .... It is clear that "platoon level" orders aremore complex that base unit level, but it is likely that starting with a barebone 5 "platoon level" orders would help.
  22. Is there a way to clearly identify cliffs in CMSF ? (in order to avoid surprises with path finding in mountain terrain) In CM1X I used to copy the scenario map and use it as a topomap. In CM2x, the granularity of the terrain makes this unreadable.
  23. It seems that AI is never firing the last javelin at buildings but is keeping it for vehicles. Is this right ? Here are the details: - team has 3jav+1launcher - 2 javs are lauched to a fortification - I can't get team to launch the 3rd jav to the fortification. - However, I can get the team to launch it to a vehicle.
  24. Any idea of when a automatically generated tactical map will be available in CMSF? tactical mapo = map of battlefield with elevation/topolines, non passable terrain clearly marked, nature of terrain clearly marked, height of buidlings,
  25. I am looking for basic scenario in order to practice basic tactics. In order to vary tactics for these scenarios all type of supports should be available. Each scenario should exist in day version and night version Is there such a set of scenarios ? Examples: - Assault on isolated small buiding. - Assault on isolated large buiding. - Clear small village - Clear smal town (high buildings) - Clear field/forest (with/without trenchs, with/without hills)
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