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Alan8325

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Everything posted by Alan8325

  1. So will CM:SF2 be China or Russia? Or perhaps some kind of fictional melding of the two?
  2. Yes, it was a savegame from v1.11 opened after v1.2, but it was one of the between-mission saves. I didn't think these would go wonky. I haven't tried completing the scenario or starting the campaign over again.
  3. It would be nice to have a launcher to go with them though! Also, at least a little ammo for the 3 M2HBs would go a long way too! I found this after loading up my Semper Fi Syria campaign save after v1.2. It is the pre-mission save point before mission 7 on the non-Pooh branch (forget what it's called).
  4. Try playing in turn-based mode. I've found that it is far easier to keep time on the clock because orders are given while the game is paused. You can always pause to give orders in RT mode too, but then what you basically have is something like turn-based gameplay but with no replays to see what happened in areas you missed the first time watching.
  5. I have been wondering why this is not possible in the game. It doesn't seem like firing ports would be that hard to code. Even opening the top hatch on the rear of the BMP and standing up to fire would count as firing while mounted. The code is there on the Strykers.
  6. I wouldn't mind the animation not being there at first, as long as the simulated effect of barbed wire is there. Ghosting through it like in CMx1 is fine for me, as long as infantry are significantly slowed and there could also be a small chance for troops moving though it to become a "yellow" casualty from wire injuries.
  7. Yup. What was once a purely anti-tank weapon has become quite the multipurpose death-ray from the sky. Just look at all the stories coming out of western Pakistan.
  8. If I had to choose one new terrain feature to add to CMx2 (in the desert setting) it would be more detailed rock simulation, by far. So far there is only a rocky texture that, to my knowledge, doesn't provide any additional cover at all. There are a few maps in CM:SF with "rocky" hillsides that might as well be sandy hillsides, as troops positioned there get spotted and shot pretty easily. Afghanistan-like scenarios could really use an upgrade in rock simulation. Other than that, water simulation would obviously be a very good step, but that is already in the works for the Normandy game.
  9. I can't think of many new weapons that the Syrians might actually use, other than ZSU-23s and rkg-3 HEAT hand grenades. They would be pretty cool to see though. As far as other Red improvements go, I would like to see greater variety in Uncon vehicles and rag-tag uniforms. It would be purely visual in nature, but still welcome for greater immersion.
  10. The Marines are more reliant on TOW as well. There's a whole thread on it, but a lot of people are having trouble using TOW vehicles effectively in CMSF because LOS appears to be drawn from the center of vehicles and not the highest point, which is where the optics on TOW vehicles are located. I've managed to get them in pretty good hull-down positions before only to see the TOW launcher get shot off. It may be realistic in the sense that they are being used at closer ranges than they would in real life, thus making them easier to spot by the enemy, but it still hurts to see a good ambush position get shot up.
  11. I just played the UK vs US scenario (Friendly Fires) as the Brits on Iron for the first time and only suffered a knocked out Challenger and Warrior. 4 KIA, 1 WIA, 2 missing, and I didn't use any save/reloads. ************Spoilers***************** I would hardly call myself a tactical genius as I have a terrible save/reload habit and this was against the AI, but all it took was a couple of Javelin teams in a tree line and the Challengers in an overwatch position and all US vehicles got knocked out once coming into sight. The infantry shootouts were long and not much damage got done due to both sides having body armor. It was pretty interesting to see how fast ammo got expended with both sides having body armor and 'veteran' or 'crack' experience because there was a whole lot of shooting and not a lot of suppression. I had to use artillery on enemy positions after the shooting started to get anybody to budge.
  12. I was wondering about this too while playing around in the editor. After removing heavy weapons from the vehicles the ammo is different from the vehicle ammo. The GPMGs on most UK vehicles carry only 200 rounds for each so it would be nice to be able to resupply them in some way. Maybe include an option to allow vehicle gunners to tap into aquireable ammo, if toggled.
  13. A little bit less abstracted civilians would be good. They don't need to have all of their activities simulated, at least not at first. I would be satisfied with seeing them do nothing but just walk, run and stand around randomly. Standing would be "abstract" for talking to friends, fixing their car, buying at a market, eating, drinking, talking on the cell phone and basically everything that would be a nightmare to actually show. Once the shooting starts everyone would run into random buildings and disappear. You don't even have to show civilians inside buildings since building interiors are already abstracted anyway. With this added, you have visual evidence of civilian casualties and you can add civilian casualty conditions to scenarios in addition to the preserve objectives for buildings.
  14. While it would be pretty cool to see this type of thing added for even more realism, I don't mind it just being abstracted while it says the gunner is "aiming" for now. Maybe the aiming process for the SMAW can be (or already is?) prolonged a little to simulate the gunner using spotting rounds.
  15. I'd be much more interested in seeing the up-armored version of the BMP-3, which is supposedly the type of threat that's driving the development of these new weapons. So far the BMPs in CMSF take nothing more than .50 M2HB to take out.
  16. Since units in the game, whether Blue or Red, are supposedly equal given the same experience, motivation, leadership, etc. and only differ in equipment, I like to think of every new weapon and vehicle added to the game as just that, new equipment. It's already been shown possible to add mixed Blue and Red units to one side in a scenario, so a military that uses both western and eastern equipment can be simulated, kind of. You just can't have M16s and AK47s mixed within the same unit and you have to pretend that everyone wears the same uniform and speaks the same language. Even though the Brit module includes only new Brit equipment, I think of it as simply military hardware that is out there in real life and is being simulated in the game for use with the game's generic conscript-green-regular-veteran-crack-elite simulated troops. It would be really cool to see more state-of-the-art Red hardware added, but since Syria is the setting for this game, it might not be seen till CM:SF2. Meanwhile, some U.S. vs U.K. scenarios sound pretty fun!
  17. Just started playing the demo and I noticed that the U.S. IBCT is not listed as an option in the quick battle setup interface. I know the quick battles are disabled in the demo but I can still see the British forces as an option in the setup. Hopefully just an oversight! I'm just getting used to the British forces in the included scenario and so far have quite a ways left to go, learning about their capabilites and weaknesses the hard way.
  18. This is one of the things that really pisses me off about the physics in most FPS games. An explosion should realistically throw small objects like rocks, drywall, sand particles, glass etc. way further than anything nearly as heavy as a human body. In many games however, you see bodies flying out of hand grenade explosions like they got shot out of a cannon. "Cool" factor for kids, I guess.
  19. The Marine MTVRs already seem to carry tons of ammo. I'm actually surprised that, assuming they are rendered at full scale in the game, they can carry as many Marines as they do AND all that ammo realistically. Since the Marines inside are depicted graphically, it definitely looks like there is no more room inside for anything else.
  20. Might this be because some of your guys are sitting behind the wheel of a taxi with a 2000lb bomb in the back seat? I find the low level of gore in CM:SF just fine. Some of the FPSs show way more gore than is realistic anyway. The level of gore in the Company of Heroes RTS looks like it is depicted pretty realistically, but mostly due to the physics effects of the parts flying from explosions. Large, non-human pieces of random debris flying through the air would achieve the same visual effect in CM:SF. BTW, do the KIA count more towards casualty points than WIA in CMx2 yet, or is it still "feel-good" motivation only for buddy aid?
  21. I haven't seen this yet but I saw a DU round from my Abrams go through a technical and then a combatant on the other side.
  22. And with the Brits module the maximum time for scenarios is going to be extended to 4 hours. That should make for some pretty long, marathon-like battles that test your ability to conserve ammo. I'll bet it increases the calls for side-arms, melee combat, and/or the ability to use captured enemy weapons.
  23. I forget which thread it's in, but there's a post where Steve mentions that knocked out vehicles can provide cover for troops but not vehicles. In other words, park a tank behind a knocked out tank and incoming rounds can still go through (as in pretending it's not there) the knocked out tank. This RPG round did that, i think. It still looks cool though.
  24. Also, vehicles CAN'T get airborne in CM:SF. Not even a hummer driving off a cliff. I thought the video was pretty funny.
  25. I would like to see it be able to do this. http://www.youtube.com/watch?v=R4Tkaao3hCE&feature=rec-HM-r2
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