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Alan8325

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Posts posted by Alan8325

  1. I don't believe that crews with 'regular' experience and higher should cower in the fetal position quite that easily and the enemy team doing the damage was directly in front of Bil's tank, making it more likely to be spotted and immediately shot at. It looked like the reaction was just fine in this case, but I do agree that tank spotting is too good to the sides and rear in many cases for a WWII tank.

    I could even justify making tank spotting in CM slightly worse than in reality to compensate for the lack of gun elevation and depression limits.

  2. One interesting development is the U.S. just recently pulled the last of its MBTs out of Europe after 70(?) years. That will have an effect on the backstory, necessitating time necessary for a build up of forces. Unless U.S. is armorless for the first two weeks of the conflict! Wow, the story suddenly gets interesting! :D

    Also I would imagine that with the Russians having an actual navy and airforce to hinder logistics, the U.S. build up of ground forces wouldn't exactly be as smooth and fast as in Iraq or Afghanistan.

  3. You could plausibly have an interesting Russian campaign that involves attacking the Ukrainian territory with the U.S. showing up to help defend later. That would make for a good opportunity to have some easier missions in the beginning with progressively harder missions as the campaign progresses. At first you are up against only the Ukrainian military, then Ukrainians assisted by U.S. special forces (some light infantry @ crack and elite skill if special forces aren't explicitly modeled) then finally against a combination of the Ukrainian military and a U.S. 'spearhead' type force.

  4. I'm guessing, and really HOPING that there will also be at least one faction of irregulars or militia, like in CMSF 1. If not initially included this would be an excellent choice for a themed pack.

    I'm not sure what NATO countries other than the U.S. would likely be involved but the Polish and Germans sound plausible. I guess it would depend on the back story.

    Assuming the game takes place in Ukraine, the Ukrainian army would definitely have to be included in the initial release, along with the Russians (presumably the aggressors here) and the U.S. (army) coming to intervene. While I like lots and lots of content, I'm going to assume that these three 'factions' will be the only ones in the initial release due to the very vast amount of equipment used by these actors that has to be modeled. I hope for lots of upgrades, modules and packs for this title!

    Of course I am only speculating here.

  5. Watching the FSA fight and reading about the poor cohesiveness between factions makes me wonder how they have gained so much territory in Syria, and that isn't even considering the technological edge that the SAA has. Is it mostly sheer numbers and local support in Sunni areas that has allowed the FSA to take and hold territory?

  6. Are you sure about that?

    In the campaign script file there are four settings for each side that are applied between battles:

    1) Refit

    2) Repair Vehicle

    3) Resupply

    4) Rest

    Refit replaces units destroyed in combat

    Repair Vehicle repairs vehicles that have suffered damage in a battle including, presumably, immobilised vehicles. AFAIK this arameter doesn't care how the damage was caused, just that there is damage.

    Resupply tops up ammunition

    Rest brings units back to a fully rested state.

    Repair Vehicle seems to be exactly what you are describing, and it is already in the game.

    Edit: nerd-sniped by George :D

    I was aware that Repair Vehicle repairs damaged components but I don't recall seeing an immobilized vehicle make it to the next scenario. Bogged vehicles may have no damage at all despite being immobilized, so I'm not sure how this works in the Repair Vehicle feature. If anyone knows a specific scenario in a specific campaign that offers vehicle repair before the next scenario I'd be interested in playing around with it.

  7. Sorry for the rant.

    First of all, take heart that this scenario is the last before a full resupply and replacement of casualties before the next mission. Not a spoiler since this is mentioned in the campaign briefing. :)

    ***Spoilers Ahead***

    The enemy in this scenario is generally veteran with fanatic motivation, so that is part of the reason why you are seeing your regular troops with mid-range motivation break and run during firefights. Also, since 2.01 their mg42s have received a bigger buff than any of your weapons. I only managed to succeed in this scenario after several reloads of saves I had at various points.

    Finally succeeding was a matter of taking out the Tigers, which may have been mostly luck for me. The OpFor AI eventually sends both Tigers right up to your setup zone, so as long as you keep Piats or AT guns in reserve while the Tigers get close, you can have a chance of a flank or rear shot. The 57mm AT gun is capable of penetrating the Tiger side armor at close range.

    I believe that the only difference between beginner, intermediate and advanced versions of this mission are the order in which you receive the various reinforcements with the tanks coming later in the higher difficulties. In any case, once the Tigers are gone and you still have tanks, you can mop up the infantry, half tracks and armored cars with little difficulty. On higher difficulty settings, if you fail to take out the Tigers before your tanks arrive, you may have to just move your troops around and cede territory to mitigate casualties while you wait for your tanks.

  8. I wouldn't mind seeing something like that, myself, except it would require a LOT of concessions, though. Goodbye hi-rez terrain tiles, goodbye multiple building types, fancy trees, high rez vehicles and cast shadows. The game giveth and the game taketh away. People would have to reconcile themselves to a significant change in gameplay scale to be able to play on a 12km map.

    I understand that the part of CM that becomes rough on the CPU with larger maps is the LOS system having to check between each action spot constantly, not fancy graphics. I could understand wrong though. Maybe BF will eventually find a way to make better use of multiple CPU cores as well as offload some calculations to the GPU. I'd like to see bigger maps too, so that the maximum ranges of many modern weapon systems can be maneuvered around. In CMSF1 many weapons could pretty much insta-kill anything anywhere on the map.

  9. As YankeeDog said, the F-22 would doubtlessly be used in a war against Russia such as that that will be depicted in CMSF2, but in an air superiority and suppression of air defense role. The effect of the F-22's presence in a CM scenario is that we even get to see air support in the first place. :)

    Even though we probably wouldn't see them used directly in a CM scenario, I think F-22's are especially likely to be used in such a war as this to provide overwatch for CAS assets. The U.S. doctrine of systematically wiping out a country's entire air force and air defense network with precision strikes before moving in on the ground I don't think would work against Russia because Russia is not only vast, but it would for sure escalate to nuclear weapons before allowing its air force to be completely wiped out. I know I would. Let the enemy have air superiority and you might as well concede the war, at least the conventional part. I suppose you could transition to an insurgency after losing the conventional war but that's a doubtful alternative.

  10. Also the Semovente 47 is a mobile gun, similar in role to the StuG but much less capable, and not a tank. I would use it like an AT gun that I could relocate quickly if needed. Given your scenario of Italian armor vs Italian armor, there won't be any 'real' tanks such as the Pz III or bigger present. With only light armor expected on my opponent's side I would probably choose the AB 41 over the Semovente as well. The higher rate of fire for the cannon gives you better lethality against light armor, plus you have a coaxial mg and better mobility.

    The AB 41 was considered a good armored car in the war. According to Wikipedia the Breda 35 cannon could penetrate 30mm of armor at 500m and the Semovente 47 has 30mm of frontal armor.

    http://en.wikipedia.org/wiki/Cannone-Mitragliera_da_20/65_modello_35_(Breda)

  11. I see it happen regularly as well. Seems like it would be a very rare occurrence in reality. Maybe the way AT weapon accuracy works in CM is that weapons have some chance of being directly on target, as in no deviation from dead center, and then this gets applied to infantry targets as well.

    Looks pretty funny, but more often than this occurs I see AT weapons have some difficulty hitting infantry in open ground by consistently firing past them and hitting in the field well behind them when in reality the weapon crew would probably aim just a bit lower to hit the ground under them. Overall I think the funny few casualties from "chest hits" might just about account for gun crews maybe aiming too high when directly targeting infantry.

    It would be nice to see it made to look a little more realistic if it isn't too much work but I'm not holding my breath.

  12. The Switchblade is a "kamikaze" UAV that is currently deployed in Afghanistan, is getting good reviews and could be expected in any near-future war. I would think that some functionality for this is already in the CM engine for the Javelin, as the Switchblade can also be used as basically a guided explosive warhead that flies up, then out towards the target, then down onto it. According to Wikipedia explosive payload is about the same as a hand grenade. New functionality would still have to be added to CM for loitering and spotting ability.

    http://www.wired.com/dangerroom/2013/03/switchblade-afghanistan/

  13. Some type of dynamic AI, even to a basic degree, would be a MAJOR improvement. In addition to making the gameplay more interesting it would take some of the load off scenario and quick battle map designers who would no longer have to do as much tweaking to AI paths trying to predict what the player will do. I imagine this would indirectly increase map quality as well as quantity, as they could be made faster.

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