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Alan8325

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Posts posted by Alan8325

  1. @ John-

    I think what happened was a 73 hit near his UAZ occupied by his FO team and all but 1 man were killed/wounded by shrapnel. I know that at one point in CMSF development only the actual FO member of the FO team was allowed to call fire support, and if he died, then the rest of the team would be denied fire support along with all other non-FO units (for a "Red" force). In the latest version, however, I believe that any "Red" officer can call fire support. This would be FOs, platoon leaders, company and battalion commanders.

  2. The use of Javelins as bunker busters and on other defensive positions can certainly reduce friendly casualties, especially useful in scenarios when bad guys gains points for kills. Do other other players agree with this notion and are there players out there that don't use their javelin air and artillery assets as well as they could?

    I tried WEGO but everything is too lethal... its not nearly as forgiving as CMx1?

    The extreme lethality of weapons in CMSF is not a CMx2 feature per se, but an element of modern combat added specifically to CMSF for the modern theater. I'm pretty sure your Tiger tank in CM:Normandy will be just as tough as its CMx1 predecessor. :)

  3. where i click on one squad, but my mouse double clicks secretly and chooses the whole Platoon, so when i give the move order i see more of my forces start running in the streets or out in open and vehicles start to shift, that one burns me up when that happens.:mad:

    This one just recently started happening to me. I think it means that there's a little switch bounce going on the mouse and it's time to get a new one.

  4. At the last moment however, a grenade rolled into the triumphant soldiers and exploded – killing 4 men instantly!

    It's little events like this that make every battle unique, even if the exact same plans are used in the same scenario, giving CMSF such the replayability it has!

    Given that the balance of forces are equal but Mike occupies the high ground, an objective and roads to shuttle troops around I think I might offer my surrender and congratulations.

    What do people think?

    "Never give in. Never give in. Never, never, never, never -- in nothing, great or small, large or petty -- never give in, except to convictions of honour and good sense. Never yield to force. Never yield to the apparently overwhelming might of the enemy." - Winston Churchill

  5. Yeah, I remember reading that it won't be introduced into CMSF. It probably will make its way into CMSF2, the next modern title, though. Of course it would depend on the success or failure of the system going into CM:N.

  6. Yeah, looks like experienced BMP-1 gunners could manually load the 73mm main faster than the autoloader, leading to its removal. Also, the autoloader was prone to malfunction after vehicle movement over rough terrain. The BMP-3 system presumably has fixed all or most of these issues, or it wouldn't be there!

  7. From what I've experienced in CMSF, .50 cal will eventually knock down walls, but it takes a lot of shots. As for the chunks of wall and cinder blocks and stuff flying apart and injuring those on the other side, I believe that this is abstracted by the small "explosions" from .50 cal impacts in the game. Unlike small arms fire, it can even injure your own men if you use area fire around them.

  8. Well, three campaigns in the NATO module is news to me as well. I'd be willing to bet Alan is unaware of this also.

    Yeah, I was unaware that there will be three campaigns as well. As gibsonm said, it's probably not worth Battlefront's time to create content that only a fraction of their customers could play (those with all modules), as opposed to spending the time on more campaign missions and scenarios that everyone buying NATO could play.

    No matter though, I'm sure the included campaigns will be great and there will be great user-made campaigns that use content from multiple modules.

    Steve has mentioned though that there will be some surprises for the Red side.

    I heard about this too, and I also remember a mention that while conventional forces in CMSF are highly constrained by reality, leaving not much room for more additions, Uncon formations in particular are much more open to the imagination. :)

    I'd personally like to see a better resupply ability and suicide vests. They are realistic and would make the storming of buildings occupied by uncons a whole lot more nail-biting. :D

  9. The Brits module did not use any content from the Marines module because it should not be required that customers buy Marines in order to play the Brits campaign, however I was wondering if it would be possible to include a branch in the NATO campaign that uses another module.

    This way it wouldn't be required that customers own other modules to play the NATO campaign but those who do could play a branch that, for example, encounters T-90s or links up with Brits. I do not know how the game currently handles scenarios that use content from a module that one does not have, as I have both modules, but perhaps a branching mission in a campaign that leads to a module mission could not be "winnable" by someone without the module, thus leading to the non-module path.

  10. Hate to say it, but I too was a disappointed with CMSF at 1.0. I shelved it until 1.10, now even better at 1.21. But I wasn't worried at all, I knew they would nurture it like a newborn, just give it time.

    But think about it, what if CMSF launched at 1.21, how much better would the reviews have been. IMHO they would of been a helluva lot better. To imply the only reason that CMSF got below-average marks was because it wasn't WWII isn't fair.

    Look at the first CMx1 series, all three got great reviews. Was it only because it was WWII? I doubt it.

    Same here, except after playing the demo at 1.0 I didn't even buy the game until the Marines module (v1.1?), at which point I tried the demo again and then bought the bundle.

  11. You can have smaller structures and terrain features within a tile, best example being walls and trenches and I don't see why you couldn't have a smaller buildings, perhaps a shed. I can pretty easily imagine placeable creek beds or ditches with interconnecting segments similar to the current trench system, offering perhaps half the cover of a trench. Some sort of smaller ditch will be necessary to portray Norman hedgerows and fields and typical rural roads throughout Europe, so I'm sure we'll see that one way or the other.

    I've noticed that some of the gravel roads in CMSF have very shallow ditches on the sides that men routinely move to when ordered to the nearest action spot. I haven't tested to see if they provide cover though.

  12. I can't say I agree with their comment either.Might have been disappointing to whoever wrote the comment, but for me I was thrilled and amazed when I came across this game.Oh well can't please em all and opinions are like you know what, everyone's got one.:)

    As for the pic, I don't think BFC would be holding back on us.They wouldn't dare give us half a bone and someone else the other half, would they?:D

    Most of those reviewers haven't touched the game since version 1.0, I think.

  13. Let's remember what theatre CMSF is. What would anyone accidentally mistake an Abrams for, a Lada taxi? And mistaking a T55 for a T62 is the tactical difference between 98% kill probability and 98% kill probability. But there are some vehicles where misidentification would be logical. BMP-1s for 2s, MGS for infantry Stryker or TOW LAV for LAV C2.

    Don't forget infantry. In CMSF all infantry squads and teams are instantly identified as well. Realistically, if you see a man with an RPG in a window you wouldn't necessarily know if he was in a 2-man team or the AT member of a 9-man squad.

  14. I think the thing that uncons need most at this point is some ability to resupply..ANY ability to resupply, even if its just some acquirable ammo in the transport pickups or UAZs. I would imagine that this would be a piece of cake to add.

    Some new units would be really cool tho, especially uncon fighters equipped with suicide vests. The formations would look pretty much the same, but maybe the large fighter groups could have a suicide team added that would be identical to a 3 or so man team with AKs but with the ability to explode, either with a separate command in the targeting interface, or somehow operated by the TACAI when the enemy is in very close proximity. I would personally prefer the TACAI method because it would allow it to work with strategic AI-controlled forces. Perhaps for human controlled forces it could be a toggleable function, defaulted to "on".

    Alternatively, suicide vests could be given to some of the teams in fighter groups with "excellent" equipment quality.

  15. If someone DOES want to do that, they are welcome to make scenarios that do just that ;)

    That reminds me of a quick battle I played once on a small map where I was given loads of 155 arty and 6 or so planes with 2000lb jdams. I just did a few area targets on the other half of the map and won by enemy surrender after 2 turns. I don't remember what version it was at the time though.

  16. Right now I tend not to like scenarios with ATGM vehicles at all in CMSF, primarily for 2 reasons. First, LOS cannot be drawn from the optics suite at the top of the ATGM launcher, thus taking away the vehicle's biggest advantage which is to have only the launcher exposed to the enemy. LOS is always drawn from the center of vehicles in CMSF.

    Second, as Elmar mentioned, CMSF ranges generally give the MBT the advantage because each side is so close together that it is difficult not to be spotted, even by an MBT, and a round from the main gun will close the distance much faster than an ATGM.

    I have a feeling that ATGM vehicles will be more useful in the future as the CMx2 engine improves, such as with bigger maps and improved LOS calculations.

  17. Well I thought originally that the mines in this scenario were anti-personnel mines that still somehow damaged the scimitar, but I just checked again after clicking "cease fire" and the mine fields say "mix". Are the AT mines in these fields really small as far as AT mines go? I would think that an AT mine would turn a scimitar inside-out, not just wound a crewmember and leave components fully intact.

  18. Ive never seen a vehicle hit a mine, (luck on my part i guess but IEDs is a different story big and small)but if it did, it would have to be an AT mine and i would think that they would be strong enough to at least leave a small pot hole near the tank, but in some cases AT rockets leave a hole also.

    AP mines don't leave craters in the game but can still damage light vehicles. On the very first mission in the Brits campaign I found that a Scimitar had an injured crew member, leaving me wondering how that happened without them being unbuttoned. After watching the replays it turned out that it hit AP mines. Strangely there wasn't any damage to the tracks. It's a little odd that the underside got penetrated but the tracks weren't damaged.

  19. I've seen plenty of videos of stationary artillery being used in the direct fire role in Afghanistan. Granted, this is almost always in response to Taliban attacks on the artillery positions rather than pre-planned operations with direct-fire artillery use being part of them. Still, being able to put that kind of firepower quickly from one hillside to another should be something positive that the MGS adds to the battlefield.

  20. About the AI auto-surrender, is this tweakable in the editor yet? I know the AI originally didn't surrender until only 2 or 3 men were left standing in any particular scenario, but then it got changed a few patches ago to make them surrender when what seems like 10-20% of their forces are remaining. I haven't played around with the AI in the editor that much but it would make the most sense to make the surrender threshold changeable.

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