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rudel.dietrich

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Everything posted by rudel.dietrich

  1. I forgot about assault I do not find myself using it alot What is does is breaks your team into two fire teams and one team supports the other fire team I find myself breaking the fireteams myself and then using hunt I will mess about more with the command and see how it works
  2. Even an A-10 does its work at several thousand feet You would not hear or see a thing besides maybe a jet engine But by that time it would be several miles away and the effects of its ordance probably already seen or heard
  3. An entry command suggestion is a good one and I will suggest it. The hunt suggestion will help until if and when something else comes along From my beta notes here is what I found the various movement commands to be used best as Move - Standard patrol walk. Use this in non danger situations to converse stamina. Quick - A very brisk jog. Use this to get from place to place like to cross streets or bound short to medium distances. Uses stamina quickly so long distance movement is not recomended This also decreases a units situational awareness so do not use this command when you are looking for the enemy Slow - Makes units crawl. I only use this for Syrian units to infiltrate units in urban areas or move snipers and ATGM teams to roof tops or to the crests of hills. Very very slow but also stealthy Fast - A flat out run I only use this for emergencies or when withdrawing my Syrian forces after a ambush back to their fall back posistions. Saps stamina very quickly Hunt - Moves units the same pace as 'Move' But puts them in combat posture and they drop and seek cover upon seein the enemy and then engage I use move and hunt 90% of them time when issuing orders I only use quick when I am 90% certain I am not going to get shot at or I need a unit to cross the street and do not want to stop and engage So here is how I would solve your problem I would use move to get my units into the jump off posistions Then use hunt to find the enemy Then when I found a building I wanted to clear I would use my heavy assets to supress the enemy Then use quick to move a squad or squad to the corner or a building Then when next to the building I would then use the hunt command for each and every floor until I cleared out the building One more thing I notice is people under utilize fire teams We spent alot of time making these better than CM 1 The US army (and most militaries) utilize fire teams for MOUT combat Use one fire teams with the M249s for supression and use the other to clear buildings And take your time! I cannot stress this enough Quick moving units all over the place will get them chewed up Use slow small movements Once your find the enemy do not press the issue Bring up more firepower and defeat that enemy in detail I play in RT mode and use pause A LOT There is no shame in pausing the game and issuing orders Hopefully some of this will help Maybe it won't But there it is I will pass along your building clearing command suggestion It is a good one
  4. I did alot of the Syrian TO&E for CMSF BF is talking about the possibility of expansion packs adding in more Nato forces to be released down the line Each of these expansion packs will of course add Nato forces like I said but there is also the possibility of adding in more Red forces AA guns and mobile AA guns are things I am going to add onto my list of things to add in future expansions
  5. Use hunt when clearing buildings It works the best of all the movement commands
  6. Let me try and explain this Time compression and the fast forward button are gone because turns are different than in CM 1 It used to be you inputted your orders and you would see the processing bars move and then your turn would play What would happen is the game would process your turn and then you would see a replay of the turn But now what happens is you press the turn button after inputting your orders and you actualy watch one minute of the action as it happens That is why the replay options are fewer than before I think it works out for the better since turns no longer have to be processed But very early in the beta I switched over to RT and never looked back
  7. I did the Syrian TO&E for this game Glad you guys are uncovering some of the more experimental weaponary Just wait to see what we include in the expansion modules!
  8. If you have two video cards in your system running in SLi mode please note that this will cause issues with CM:SF Such issues I found are that you cannot click any units with your mouse I also found that I have a framerate hit A quick fix to the not being able to click issue is to disable SLi before starting the game as it states in the manual Another user stated that downloading the latest Forceware 162 drivers will fix the problem I can confirm that it does indeed fix the problem and I noticed a small FPS gain with SLi back on Here is the link to NVidias driver download page http://www.nvidia.com/content/drivers/drivers.asp Find your video card series and operating system and it should take you to the proper page Please confirm that you are indeed downloading Forceware 162 It should be 46.8 MB This should clear up any SLi problems
  9. To add About a week after we arrived in Afganistan we stop taking our entrenchment tools with us on patrol
  10. 30 minutes? A proper foxhole takes a very long time A trench takes the better part of a day doing it by hand and the planning taking into consideration LOS, tying it into exsisting trenchs and checking approaches The entire time I was in the army I think I dug or helped dig a total of two holes Most of the time in Afganistan when we stayed in one place it was fortified base camps with pre dug holes, wire, fall back posistions and assuming anything was in the way like small hills and trees those were cleared away for fields of fire. We had engineers to do anything larger than a group of foxholes for a squad
  11. Modern troops don't do much digging anymore unless it is a fixed defensive work they intend to occupy for a while In a war like a fictional Syria war the movement would be so fast that there would be no 'digging' unless it was done prior to the war by the Syrians or during the occupation phase
  12. 22 She is also married and has a two year old child
  13. In Europe you can purchase pre paid Visa debit cards. You can get them in 25/50/100 etc Euro ammounts They have a number assosciated with them and they work for online shops. Probably the best alternative to credit cards
  14. The best stuff you can afford, toss it in there. The game throws alot of polygons your way and every little bit helps.
  15. It cuts both ways After 4 years of being beaten sensless in the media war the Pentagon is finally going to thighten its grip of information going in and out. In part to 'protect' the citizenry from blogs and homemade videos that the Pentagon has no control over. And part to 'protect' the soldiers from how the war is being played out at home or across the country.
  16. Some of this is to shield soldiers from the homefront as well and to shield them from how the war is playing out at home. Also watching dozens of videos about IED attacks on youtube is not exactly great for morale.
  17. The TO&E is as accurate as we could get it. SF and guards are armed with the AK-74 Regulars on down with AKMs/AK-47s
  18. Are Mig-29s really a match for F-22s? or F-35s? </font>
  19. The preference is up to the player. I never liked large battle in CM 1 or any other wargame. Thats just me. But the game is intended to simulate smaller battles. But if the player likes larger battles then by all means they can create them and share them with other players. As far as we-go I barely have touched it. Real-Time is my prefereed way to play. It play a whole lot faster and keeps the action going. As you can pause the game to issue order so it works well with small and medium sized battles. Again, it is player preference. But I think alot of die hard CM players will be suprised at just how well real time works and discover that is the preferred way to play.
  20. Your computer will break down before you reach any sort of max limit. This is a game that in in the coming years as PC power increases so will the games ability to handle larger scenarios. But the game is not designed for massive scenarios and really works and plays better if you keep it small. However, the ability is there to create some very large scenarios. But I suspect alot of machines will not be able to handle them. The game throws alot of polygons onto the screen all at once in some cases.
  21. I was being rude? I don't think I was before :confused: Hand to hand combat would be seen so rarely in modern combat that it would be a complete waste of time and resources to include it in the game above some other things. There are so many more things above this in importance on the list. Lets say BF has 500 resource units and 500 time units to allocate to the game. And it just so happens the game requires 1000 combined resource and time units to complete the game in a reasonable amount of time. First you have the engine which is 300 resource points and 300 time points. Then you have art, manual writing, animations, scenario writing, cordinating the beta team, marketing, handling the forums etc etc All of that is 150 units each You are left with 50 units So they make a list of things that are not in the game but they would like to have in the game They decide to expand out the vehicle list a little Add more some map editor options and landscape items They decide to beef up the sound a little bit All those things get placed on a priority list and chip away at their remaining units. They get about 30% of the way down the list and are left with precious few units. So some things get left by the wayside and its why the scope of the game is narrow. Unfortunatly PC games a whole are getting alot more complex. Where as CM 1 could sim the entire western front 1944-1945 The new western front game may only sim 1944 to September 1944 (I said MAY, I have NO info on this one way or another just making an example) That is because the engine gets more complex and everything that had to be done in the first game takes longer time and more resources to do. It really sucks that BF has so few time and resource units. But thats the way it has to be until they either hit it big or slowly expand. Even teams like EA and Ubisoft have limits Sure they may have 5000 of each compared to 500 But they still have their limits and must pick and choose how to spend theirs just like BF or any other company. So unfortunatly things like 50 million weapons for the Syrians (my idea ) HtH combat (your idea) Rivers (someone elses idea) etc Those have to be left by the wayside for inclusion either later or or possibly never And they all have to be ranked and pioritized otherwise you get the dreaed mission creep that leads to long game delays and poor games. I am not trying to defend BF, I am not on their payroll. Im just asking the community to scale back its requests a little bit and try and not get angry when Steve has to tell you no on certain things. And I quoted your post, but im not trying to pick you. I promise Nor am I trying to moralize everyone. Im just trying to give a vivid example of how this works and try and keep the peace and keep expectations at reasonable levels. So if you think you have something really important, than by all means post it. Otherwise dont get mad when your told no. And try and post on things that are in the game. Focusing on that and pooling together knowledge will help improve aspects of the game that are guaranteed to make it. So hopefully that clears things up a little.
  22. I cant think of a single situation where a 'rifle butt to the face' would ever come into play This entire topic is a little out in left field and waaaaay down on the list of alot of other important things that are being left out for possible inclusion late
  23. Another one of those resources versus importance debates and this one loses as well I highly doubt it will make it in
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