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Roter Stern

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Everything posted by Roter Stern

  1. I was speaking hypothetically But that’s the nature of any software development, not just the game industry - even the Devs said it a few times, you need to make a choice of which features “won’t make it for v1.0” or else you will end up with a never ending development cycle.
  2. I think between having CMSF come out with a few "shortcoming" and it come out in 2009, I'll take the shortcomings anyday!
  3. Seriously, enough with that. RTFM yourself;</font>
  4. Could you please let the *players* worry about that? You know, there are also these people who play jetplane flight sims with just a $30 joystick and the keyboard, and they get pretty damn good at using well over 150 unique commands... that's the entire letter-key set 4 times over with the Alt/Shift/Ctrl mods with the rest of the key board sprinkled on top of that. Having said that, I would also settle for being able to use key-modifiers to access the different Tabs. Plain for the 1st tab, Shift for 2nd, Ctrl for 3rd, Alt for 4th … sort of thing. My biggest problem with the current set up is that it *requires* me to look at the UI just to make sure which Tab I have selected… lame. Who said anything about "Commands having meaningful alphabetized hotkeys"? Again, why wont you let the players worry about that? Just give us the ability to assign unique hotkeys in the hotkey.txt file and all will be well!
  5. actually the 3x3-buttons ARE already on the numpad - make sure the NunLock is on.
  6. My hot-fix for the Intra-Bailout is called a "screwdriver" - pop out the K-key from your keyboard :mad: :mad:
  7. It's all part of the strategy - if you don't know the units you're dealing with, then the best small-unit tactics in the world wont save your arse... moral is, never leave home with out one of these:
  8. EXACTLY! And you wouldn't go around calling CC a "run of the mill C&C-clone", now would you?
  9. As the Red player of Unconventional Fighters on a Small Village map defending against Blue's Assault I was given this: To defend against this... MGS'es and all... Personally I would’ve preferred something along the lines of INFANTRY and perhaps some AT assets… Marge: "This house is awfully small!" Lionel, continues: "...awfully cosy!" [ July 29, 2007, 02:50 PM: Message edited by: The Louch ]
  10. Yeah, just like in Close Combat! Or Ground Control! No, hang on... RTS - Real Time Strategy. I'm not sure where you're getting all that resource-gathering crap from, that's just an additional aspect that SOME RTS games have. CMx2 is a strategy game that takes place in real time, hence it's an RTS. </font>
  11. never heard of a game-type called "IGO" .. any relation to Toyota "Aygo"?
  12. Very good point - if not a more customizable force selection, this one is a must have... a large map shouldn't automatically equal a large force
  13. Yes you can, however if you have half-a-page worth of high-order formations activated, then it becomes impossible to get to the last platoon of the last formation on the list...
  14. It works with the numpad by default. </font>
  15. Why don't you change it then? (See the manual) [/QB]</font>
  16. So far I've seen the following ATGM teams and none of them showed Deployment and Packup Times: AT-3 Sagger AT-4A Spigot AT-4C Spigot AT-14 Kornet I've seen each weapon manned by different branches of service, none showed the times. Also while we're on the topic of ATGMs... how does this make any sense - an Unconventional Fighter Command unit when selected as having "poor" equipment ends up having a pair of AT-14 teams, yet when selected with "excellent" equipment they are given AT-3s? /me thinks something got reversed some place [ July 29, 2007, 01:10 PM: Message edited by: The Louch ]
  17. That's assuming it even makes the 300m there and back with the current state the pathfinding is in...
  18. Toning down the ranting a bit, here’s some constructive criticism… how about expanding on the abilities of “hotkeys.txt” and allowing us to configure a unique hotkey for *every* command, not just the 5 “special” ones (target, hide, quick-move, face, pause). I’m sure there is enough letters in the English alphabet to cover all of the possible commands. Also, the context sensitive hotkeys for the 3x3 button matrix can be moved over to the NumPad… since well, in case no one has noticed, it’s also a 3x3 matrix of buttons… talk about serendipity!
  19. tanki is correct, the 4 "special" hotkeys also work for switching the Tabs... i.e. G is a "quick"-hotkey for Target, but it also switches the UI to the Combat tab, like wise B is for Quick Move, and switches to the Movement tab. Although needless to say that is far from ideal, since in order to use a hotkey for Slow Movement you now have to press B and then J :mad: And while I'm at it, I'll infest another thread with my rant about how the K-hotkey in one tab orders a Hunt command, yet in another it makes your crews BAIL OUT... :mad: [ July 29, 2007, 12:35 PM: Message edited by: The Louch ]
  20. Completely agree - pathfinding problems in general and during FIBUA specifically makes WeGo basically unplayable and turns RT into a game of route micromanagement.
  21. Thats because 9 times out of 10 they get killed long before they even get to "we had enough" stage.
  22. Is there any reason why the majority of ATGM teams don't have their "Deploy" and "Packup" times listed in the status field in-game? The only one I've seen that does is the AT-13 team - listed as 3min deploy and 22sec packup.
  23. The only thing this game needs is proper hotkeys.. you know, like in good old CMx1 days - a unique key for each unique command... M for Move, F for Fast Move, A for Advance, etc ... none of this I is for the Command-Which-Appears-is-the-Top-Left-Corner-of-the-Currently-Selected-Tab Ohh and had to pop the K-key out with a screwdriver out of my keyboard, just so I would stop ordering my tanks to Bail-Out by accident...
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