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Vinnart

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Everything posted by Vinnart

  1. I agree. Currently Hunt basicly works like Move to Contact did in Cmx1. I would prefer having the two distinct orders as it was. This is pretty much how CMAK manual explains it. In CMx1 Hunt was only for vehicles and not an infantry command. MOVE TO CONTACT - orders the unit to advance cautiously and keep eyes open for enemy contacts. Will STOP as soon as enemy comes into LOS or unit is fired upon. Units ordered to Move to Contact AND Hide will hide at the end of their movement, even if the movement stops prematurely due to enemy contact. HUNT- Tells the unit to advance at medium speed and look for enemy targets. When enemy targets come into line of sight, the unit will STOP and ENGAGE IF it has a decent chance of causing damage to them, RESUMING on its movement path after all valid targets have been killed or moved out of sight. Of course the AI is expected to make intelligent altering to the movement plan on its own as situtaions dictate. Fighting when it is has a chance, and retreating or hiding when it doesn't.
  2. Check out the Generation Kill sound mod. I use it to get rid of the original music and replace it with radio chatter from the movie.
  3. I'm sorry, but this has got to be the most trivial gripe about the game I've ever read. I have no hard copy and only the PDF manual, and I'm as happy as having some tits-n-beer, well maybe not that happy
  4. For a RTS mode I think a simple save replay function that saves the entire game similar to how Sudden Strike 2 had it would work fine. SS2's worked like this: You could set it to save a replay file automatically, or do it manually at the end of a playing session. Later you could reload the replay file and watch the entire recorded session. It did not have the complexity of forwarding or rewinding, but did allow pause and play. The camera could be locked to follow the way you moved it during the game, or you could free it to look around. The free camera was especially cool for multiplayer games since it allowed you to watch how your teammates played. Having a forward and rewind during the actual real time sounds like it would be more complex to implement, besides that is not what realtime play is all about. It is about the here and now, with no second chances. I do prefer the game WEGO for many of the reasons mentioned by others in the thread, and I am just so used to playing Combat Mission that way. I do think it was smart for BF to offer both modes to capture a wider audience, But I think if they improved the situational awareness to the player it would gain more appeal for RTS play. I think adding a simple RED or YELLOW bar above a unit’s icon to show its current status would be a step in the right direction. For real time I think Basic mode is the best, but it gives too much info too quickly. I feel CMx1 had it perfect as far as enemy icons went. Question marks when not sure, and enemy icons that stayed identified when positive ID made eliminating the memorization found in the current VETERAN mode and above. I would like a mode like CMX1 had it. Something between the way BASIC and VETERAN is now. As far as the CAMERA on the game I can’t say enough how great it is! I must admit it took a bit getting used to, as it is different than many other RTS games have it. It doesn’t take long to get used to though. The camera in this game offers every possible angle a player could want. The zoom is mega cool creating very good 3D effects. NO other game has ever offered this. Many times I will not get a game based on it’s limited camera since this will make or break it IMO. Once BF put the old preset views with th1.11 patch I was sold. CONTROL TIP: If you like to game get a mouse with as many programmable buttons. I highly recommend the Logitech MX Revolution. It has 9 programmable buttons. I have mine set to; select next/previous unit, Center camera on selected unit, and the rest are preset camera views I use most 1-4, and six. With this set up I move around the battlefield with total ease and speed.
  5. I liked a mod I used in CMx1 that allowed the player to designate a certain color tracer for each side. Perhaps a mod will come out for CMx2 that allows this. I use the red tracer mod, but would like to give the Syrians green tracers.
  6. Thanks for the repeat answers, and pointing me to the original thread Elmar. I didn't get in on the original discussion and missed it.
  7. I think any player aid that gives the player more precise information is a plus. I know the game is trying to be a realistic simulation, but after all it is still a game. I wouldn't mind this idea, but it is not a game breaker if not included. I think bringing more situational awareness to the player regarding unit status whether it is currently in the RED or YELLOW status is more of a priority in IMO. While we are on the subject or artillery, and the gentlemen have been so kind to put up some visuals, I have a few questions perhaps someone can clarify. In the graphic shown there is a number under the weapon icon. In this case it is 2. Next to the 2 is a large green plus sign. Directly under the weapon icon are six green circles. What does the 2 mean? What does the large green + mean? Sometime it shows as a small yellow + sign. Sometimes it shows as red X. What do these mean? What do the six green circles mean? I have never read anything in the manual about what these things mean. Did I miss something?
  8. Here are my essentials: *RED TRACERS. I like them better than the standard. Wish there was a mod to make Syrians tracers a different color. *SCIPIOS WEAPONS ICONS. Changes the outline green weapons to realistic illustrations. Also SCIPIO SILHOUETTES which changes the vehicle silhouettes to realistic illustrations. *DULL ICONS. Tones down the color of the icons a bit. *EUROPEAN TERRAIN. For those who prefer green terrain. It is easier on the eyes for me. I added a GRID to it which makes it easier to see the elevations and depressions in the landscape. *BASE ICONS. Very good mod that adds functionality and better visuals to the bases. It comes in two flavors bright and faded. I use the faded most of the time. *THERE GOES THE SUN. Gets rid of the blinding lens flare from the sun. All of these are great mods that have made the game more enjoyable for me, so thank you mod makers!
  9. The one terrain I'm surprised they left out is larger 3D rocks and boulders. I would think Syria has that. Would be cool to actually see infantry getting behind the rocks to take cover. I look forward to see what they do with the variation in Normandy terrain and the amount of cover it provides. In some ways even though CMx2 looks better, I prefer the board game approach to terrain from CMx1 in that you always know decisively what type of terrain the unit is in and the amount of cover that terrain gives. One way that I thought about for this game that would let the player know more decisively whether an action spot offers cover or not would be to have the cursor turn to a solid shield at the end of a movement command line if moved over cover terrain. If half the squad would not be in cover the shield would show half solid. No cover, no shield of any kind appears and remains the regular cursor. As far as the limited unit types, well it is realistic for our day. WW2 offers much more variation in units and terrain types so it should be a bit more interesting IMO.
  10. If we are talking only about the Brits here I can only comment on the demo mission. It was challenging for several reasons, mostly not being familiar with the Brit units. They definitely do not seem to have the power punch of the U.S. forces. The Challenger is good, but the rest of vehicles can be taken out by heavy machine guns pretty easily, and their infantry units are smaller. Overall I enjoyed the demo mission despite the dummies constantly running out of the Police Compound building to get killed, but I got the victory in the end. Look forward to the 1.20 patch release, still playing the base game w/marines (lots of gameplay for the money!), so I am not thinking about getting the Brits just yet.
  11. Read Sun Tsu and the Art of Modern Warfare by Mark McNeilly, History Channel recenty had a special on it. It gives the primary essentials for how to conduct warfare. The princibles can apply to wargamming, and it helps to make you a better "virtual commander. Lots of good answers here, some are appliying these principle whether they knew it or not like choosing where and when to fight on THEIR terms. Just like in reality you have to expect casualties, but I try to command as Sun Tsu would along with using sound modern doctrine like softening up a target, and having overwatch in place before going on the attack. The AI is too easy to beat So, look forward to pbem meeting engagements WW2. "Be like Water" - Bruce Lee (another good principle for commanding)
  12. Thank you BF! And all involved on making the game possible. The artist. The units look awesome! The beta testers, and the mod makers for their improvements.. The game has come along way since it’s first demo, and I did not get it till v1.11, but I am hooked now. The only thing I would like to see are improvements with the situational awareness for the player. It is the best thing out bar none in this genre. I am so looking forward to Normandy and all it’s possibilities. Best of luck to you BF, you really do make the best!
  13. I had some strange behavior when entering the police compound building in the demo. I lost most of my Brits this way due to their stupidity. When entering the first floor of the center multi story building some of the troops run out the other side of the building to set up outside. Of’ course these guys all died. When given the order to assault the second story of the center building some of the guys move to the rooftops of the two attached smaller building on the side of the center building. This was not what I ordered and by moving to lesser cover I received more casualties than I should have. Hopefully it is that particular building and not prevalent behavior through out the 1.20 patch.
  14. Same, same here alt hotkey file crashing 1.20 demo. Unfortunatly I accidentaly deleted the original file, so i will have to re-install the game to get it. I am wondering if just adding the target smoke line and giving it a key to bound to in the alt hotkey file will work. Anyone try this?
  15. Although I think the brief (and I mean very brief 2 sec.) flashing warning icon is better than nothing, I do feel the situational awareness can be done much better. Here is re-post of a graphic I made awhile back. I am glad they added some new icons such as the sniper. Out of all the different ways I have illustrated I think a simple colored bar appearing ABOVE the icon would solve the problem. RED bar appears when unit is in the red status, and YELLOW bar appears when unit is the yellow status. In addition to this corresponding colored text reports for HQ.’s showing units current status would be a nice touch. BF could even make a hotkey to turn the warning bars off like the warning labels were set up in CMx1. Keep the flashing icon for casualties, but add the colored bar if the unit slips into that status.
  16. I am glad they are considering adding some more sitauational awarness player aids. Some possible ways that i think would be good to test is; Colored text reports for HQ's, Transparent glowing halo around icons, or Icon silluetes turn color. Thanks for lsitening battlefront. Really enjoying the game, and look forward to seeing it tweaked
  17. 1. COLORED TEXT REPORTS FOR HQ UNITS. This player aid would be quicker, and give a better overview of current unit status at a glance. Squads for example would read Green text = ok, Yellow text = unit is in the yellow (shaken, tired ect..) Red text = unit is in the red (panic) White text = Dead, out of contact. I miss the warning label hot key from CmX1 for this, but would be much more graphically pleasing given the CmX2 G.U.I. I think this function would give more use to HQ units in that a live HQ can only get reports. 2. Some more types of unit ICONS such as a cross hair for sniper teams. 3. I would like to see some improvements in the ? in regards to ENEMY ICONS. I think there are a bit more than there should be. IMO units in contact should get more information sharing especially if they have a radio. Lets say 1st squad is engaging a RPG team they identified, wouldn't they in turn give that in a situation report to their platoon HQ. If the HQ cannot see the RPG team it should show as a dull icon as an RPG team if the HQ is selected. Kind of how the basic training sighting shows it, but much more limited to units that are in communication and their equipment. This also gives more importance to HQ units in there function as a game piece in that they get better overviews of the battlefield information. This is the system I think veteran mode should have.
  18. What appeals to me is that the Germans and Russians have more interesting units compared to the Japanese units in terms of vehicles, and the terrain has more variation to play on.
  19. Kill em all let God sort em out! All good advice above. If you follow good doctrine you shouldn’t have many casualties if you’re USA. Personally I have found the game a bit easy so far playing on veteran, USA, turn base. Haven’t lost to the AI yet. As the guys said above put out good overwatch positions with suppressive fire. USA’s main strngth is fire superiority, so use it. You can get more specific if you zoom in; fire at 1st floor, fire at 2nd floor ect.. NO matter what you do expect some casualties going in. Ambushes are inevitable and can’t be avoided all the time, since it is the main Syrian tactic. Here are a few tips to minimize casualties that have worked for me. - If you are USA army the first thing I do is acquire the javelins, then separate the anti-tank team to stay back on overwatch. Don’t bring javelin guys in on assaulting buildings as they are bound to get killed. Before you assault, if no armor is going to be a threat, Use the javelins as artillery against suspected buildings. Before you go after the final objective drop all remaining artillery on it. - Don’t send strikers with Mark 19’s in on the initial assault, better to lose a machine gun stryker. The 40mm is better as an overwatch vehicle. - Use smoke screens to cover the infantry assaulting. - Avoid likely areas for IED attacks such as intersections and obvious entranceways. - When you take a building take the time to clear it ALL the way. There could be an enemy hiding on another floor. - You have plenty of time to complete the missions. Don’t feel you need to rush. Make sure your overwatch is fully set up before you go in. - Use XO’s, Company commanders and the like as medics to treat the criticals left behind. - When calling in arty always try to do it from a FSV with a forward observer when ever possible. This way is the quickest, and most accurate way to get rounds on target.
  20. [quote=Remember... in terms of wargaming, whatever CMx2 lacks the RTS and FPS games out there lack MUCH more. So when comparing apples to oranges, remember to examine which one has the majority of the features you're looking for. I seriously doubt Sudden Strike 3 comes out ahead over CMx2 or you probably wouldn't be here Steve
  21. Since Battlefront has already stated that the Cmx2 engine is not set up for cooperative multiplayer game play, and it would be a tremendous amount of work to add this. I think the answer is a new game entirely. Instead of making a whole new engine to accommodate this I would acquire an engine that is already available for cooperative multiplayer, but modable enough to include the depth of Combat Mission. I would love to see Battlefront acquire the Sudden Strike 3 engine to see what they could do with it. Fireglow, the developers of Sudden Strike, I know is willing to license their engine. Graphically I would say that the SS3 engine is superior to Cmx2 in its terrain, so the eye candy is already there. The problem with Fireglow is they are like a guy who has a beautiful woman, but doesn’t know what to do with her. They have the eye candy, but Sudden Strike still plays a bit more arcadish compared to the realism of Combat Mission. I played Sudden Strike for probably 4 years. It is rare one plays a game for that amount of time, but the game had its longevity for me for two reasons: First graphically Sudden Strike has excellent eye candy that is just fun to watch, Second, and more importantly was its MULTIPLAYER experience through the clan I belonged to. It is rare a clan lasts for years, but the clan I belonged to was well organized, and had a 24 hr private voice chat lobby. The social aspect is what can keep a game alive and give it longevity, but of course it needs to be a good fun game to start with. Advantages of acquiring a license for the SS3 ready-made engine: - Engine already made, don’t have to make one. - Most of the art is already made, don’t have to make much of that either. - Engine has capability to show air units on map, as well as airborne parachuting in. - Engine is already designed for pure RTS play, which is what cooperative multiplayer is all about. - Engine is already set up for cooperative multiplayer, but currently needs some work. This is one reason why I have lost interest in Sudden Strike. The multiplayer hook up currently sucks. Back in the day when I was with the clan playing SS2 one would simply post a game IP in a gamespy lobby, and folks would join from there. Once the game was full the host would start the game. The main work would be in re-coding the engine to fit Combat Mission’s style of game play. Not sure if Battlefront has looked at the Combat Mission prototype development concept I put together using the SS3 engine as the core graphics, but I think it is a good starting point for such a game. Here is the link to the game concept: http://www.suddenstrike.com/index.php?uid=forum_message_list&uid_forum_topic=8407880&uid_forum_section=38202&offset=0&total=15 This would be a unique game for Battlefront as they currently do not have anything out there quite like it. Jump on this! It is a good idea I just don’t have the money or the know how, or I would make it.
  22. I can see shadows fine, but details such as shadows, trees, grass ect.. are not seen from the distance.
  23. I have the same problem with draw distance. Is uninstalling/re-installing the fix? If so how does that fix it?
  24. Bump, Same problem with draw distance with all different settings. Nividia 8600GT 256mb, 1g ram, pentium 4 3ghz,Windows xp sp3 I notice it more with the green terrain mods, but the funny thing is I just updated the driver and the draw distance has got worse. Draw distance is shorter now. Wish some one could come up with a solution. It is still a fun game, but this is the worst draw distance problem i have ever had. I know my system can do more, or at least it has with other games. From what i have read most people having this problem have Nividia cards. 8000 series. Is it these cards are not very compatable with the game?
  25. The off map air doesn't detract from the game, but it would very cool if they could get helicopter to be seen for a future module idea: CMSF SPECIAL FORCES: Green berets, rangers, navy seals, marine recon with all the special equipment they use. Air assault with infantry that repel from helicopters. The only problem is that they are usualy small teams, but if you add airborne infantry it could make for some big missions.
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