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meade95

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Everything posted by meade95

  1. Exactly, with regard to the moon cycles. I'm starting to think maybe that is it....within my playtesting...... Now, if no moon...and 100 meters in the dark of night (a football field) with guys in camo who are apted at not trying to be seen while moving / manuvering.....I don't know, that seems like a far distance to be spotting a small squad of men. But perhaps giving differing factors.... I do believe the fatigue function is out of whack somewhat within CMSF. Top fit units get tierd to quickly.
  2. Side note - While playtesting.....I still believe the fittnes levels / tiring model needs to be tweaked. Veteran, Crack, Elite units still start tiring way too easily, quickly IMO. Units moving slow over 10 meters (flat ground) at night (no sun) will begin to tire. I just don't find that accurate for "fit" soliders.
  3. This may have already been asked (didn't find on a search). But for those of us who don't purchase the Soviet / Astan game coming out..(not that I'm for certain not to, but if I don't).... Will there be any chance of having some of the Astan unit models for us to use in CMSF?
  4. Well, not so much what I'm seeing, as that the AI is certainly seeing Blue forces at 80+ meters in the dark of night. Though, I'm starting to wonder about "moon" cycles during some of these Ops....that very well maybe it..... Not near my computer to check on that.
  5. Only US forces (and some Syrian SF) have NVGs, correct? With that reality - It seems at times Syrian forces have to long of a visual range for middle of the night operations (midnight to 4AM). I'm having conscript / green level rated units seeing and firing on targets 80/100 + meters away under night conditions...... How does night / dark hours actually work in CMSF? It seems visual ranges may differ somewhat on differing maps under the same night conditions. Meaning same date, same hour, elevations, LOS, etc.... Objects such a Light Post, these are not modeled within CMSF to give off light are they? In one play testing situation, I wondered if this was the case?? though on several other maps (wooded areas more or less) was still seeing conscript red forces targeting blue from 80 + meters in the middle of the night...
  6. I can understand this - However, the notion of there being a SOF mod in full is likely not going to happen - That seems to be the positon of BFC - My thoughts, are why not do something much more simple - Offer it out there as a very simple mod with a few performance tweaked units (perhaps in terms of their spotting capabilities, CQC weapons efficienty and weapons loadouts). Allow, the users to come up with differing ways to make sceanrio's in which these tweaked units could playout within the larger CSMF game. BFC wouldn't need to provide that content / context. The larger tweaks or more accurately game improvements that you suggest above would probably take up much more time and resources that BFC has any interest in doing (for CMSF). Is there going to be a CMSF 2??
  7. I really don't see how having multiple options with differing units/could could be all that much of a problem. I really don't. It is happening in virutally every other game / sim. Be it from ARMA, GR, HPS Sims, ATF, POA, CCMT, hell all the way back to the R6/RS days. etc, etc, etc. There are plenty of differing customer or company made mods out there that are required to play various customer made scenarios. People either choose to get what is needed or not and simply bypassing playing that particular scenario. It isn't a big deal at all. As for why BFC isn't doing it. Because they see the opportunity costs as being too high. Steve has already said this. I tend to believe they aren't right on this particular issue. As for the work needed (for a small unit based mod). You have done terriffic work yourself? Perhaps BFC could purchase your already nice modded units? Or give you credit towards the mods themselves?? As for tweaking the performance values of the units themselves. The layout for performance of units is already in place and I cannot believe it could be that time consuming to tweak. Hell, it is already in place in terms of "recruit, veteran, elite" to some degree, is it not? They already have spotting capablilties within the game. Increasing these all slightly more, to new skinned unit model could not be that time consuming. As for wasting my time. Probably. But this is just a forum for those that enjoy CMSF. Why not pass my thoughts along? I had the time. Best regards
  8. I don't see this as the case at all? Or in any way that should matter. I would venture to say many CMSF customers play plenty of their own created scenarios. Which they could use these individual mods for. And if they release their scenarios / upload them for others....so be it. If you need to have a particular unit, you either purchase the small mod or you don't and you skip past that user created scenario to another one of your liking. Simply gives customers more options while benefiting BFC. I contend BFC would/could make money and have a larger customer base if they went the route of providing small unit addtions for a $10 rate. Via indiviual DLs (which takes away all the coding / customer modding issues). But the notion that unless everyone has it, it would cause to many problems I just don't agree with. From a business stand point. Right now, BFC could turn out tweaked units that represent SEALs, Rangers, SAS, etc.....in very limited time. No need for all that goes into a new mod like NATO, with all the equipment, vehicles, etc, etc....... But simply some enhanced units in capabilities, maybe short range accuarcy, spotting, etc, etc..... These would simply be tweaking the values that are already there that make up represented units today (within CMSF). Put new skins on the units to reflect who they are....and you're done. They could be selling such an update within a couple weeks time. It would be profitbale and does not take much research time or labor hours away from other priority long term future projects that are on going. What it does do, is provides their current customer base more options (for a profitable and reasonable price) while also likely catching the attention of a "new" customer base that would purcahse CMSF and Marines who have yet to do so to date. The other option of creating a whole new larger Nato/Marines type mod is way to labor entensive and consuming for the ROI, they may contend. Especailly when they have other things already lined up for the future.
  9. You wonder if it would be worth it, for BFC, to simply do some type of small poll (and extraplate from that) if it would be worth it ....To offer small modded unit for purchase DLs.
  10. I still think if BFC sold "modded" units to the public (with tweaked skill sets, weapons, etc, etc) it could provide both a longer shelf life as well as profitability. For example, a repeated request has been for small special forces type units (with tweaked weapon loadouts, an increase in close range weapons accuracy, spotting capabilities, along with over all survivability). This from a coding stand point would be very easily created by BFC. They could sell it to the public for say $9.99. A stand alone DL (that would only work if you have purchased CMSF, obviously). It simply adds say two or three new unit types for purchase (Rangers, SEALs, SAS). Not whole battalions or anything like that. Just 3 small platoon size units that could be used for select type operations along side your larger CMSF force of USMC and Army units... I would venture to guess plenty of current customers would purchase it...and it would also bring in another group who probably have yet to purchase CMSF at all..... for very little opportunity cost on BFC side of things (with absolutely no coding being given out to boot).
  11. Darn! I was hoping perhaps I missed this and have simply been playing while clueless to an update covering it...... Is there going to be any further updates to CMSF? Do we have an official word on this?
  12. Side question? There is still no way to replenish hand grenades yet, is there?
  13. Exactly! - This is why even when micro-managing, it is still a problem. The using up of grenades happens quite quickly - Even with the suggestion that CMSF is not a CCQ simulator.....If it is suppose to be able to represent MOUT type operations, CCQ is 100% part of that.... Tweaking the clearing of rooms via a new movement command or how assault works now (when entering a building) would definitely be wonderful...
  14. Map just looks amazing - Though it is going to be brutal trying to operate throughout it - The CCQ and how rooms are cleared with the current movement paths in CMSF worry me with trying to utilize this amazing map - Incredible micro-mgmt will be needed - I also think rooftops are much too much of a "kill zone" as is, in CMSF - Guys used rooftops to move and shoot and scoot from all the time in Iraq - Yet here, if you get spotted on a roof top it acts is if there is no protection whatsoever....and 9 out of 10 times you are WIA/KIA...
  15. Granted, this is how MOUT can go, under all the various circumstances, troop levels, experience, etc.....Which CMSF allows for. However, there are still times, circumstances, troop levels, experience, prior Intel, etc, etc....where as players having the ability to use another "Strom" type movement plan, to simulate the clearing of a room / building by certain units would be much appreciated and useful. Giving players / designers / customers more options should only be seen as a plus at this point for CMSF / BFC...
  16. Poster "muddy boots" brought up the good idea of implementing a new movement option that would go a long way towards helping CMSF with regards to MOUT..... That is, allowing for a new movement option that simulates the professionalism of a trained units when clearing rooms..... The use of a "storm" room movement option would be a great addition to CMSF. As is, I find the clearing of rooms (especially by blue forces) to not be all that accurate in terms of simulating clearing rooms / structures. But the implementation of a new movement key when in need of doing this could go a long way in improving that within CMSF...
  17. +1 - This is where CMSF becomes quite frustrating for me - The CCQ - A room clearing style movement would be great -
  18. Difficult to do with any detail - Your own Excel Spsheet with a basic overview is the best I've come up with -
  19. The % chance thing would be a great feature for CMSF (and can't be that hard to implement) - With that said - A work around for Red AI surrendering....Is I'll create a sealed off area (with high walls, HIDE commands) and place red units within there -As reinforcements to show up way late (hour 3)....This definitely helps in reducing AI surrenders.
  20. This would be much better, if in CMSF, there was a probability scale of whether or not the IED/Guy would be in the mission or not. THat is somewhat of the problem with IEDs, in that if you create a scenario with them....You know where they are and how to avoid them. If CMSF allowed a probability rating to be assoicated with a given unit.....It would allow for less predictability with regard to IEDs...(ARMA does this well).
  21. What seemed interesting is.....It was part of the original HQ unit and part of the First Fire Team unit (HVT unit). The original 2-man HQ unit was not fully destroyed (1 man was KIA it seemed, but I could not find him on review of the battle map)....and the HVT unit was no where to be found on the map in total (but one member of their unit was found and comfirmed KIA)......What I could find was a unit with members of both, labled HQ unit (but this combined unit had no "flag symbol" directly assoicated to this unit, which is usually typical for an HQ unit).
  22. I set up a recent scenario where the clearning of a good size town is called for (Blufor Vs Uncons). Along with the clearing of the city a specific member is to be targted & killed if possible - At the end of the scenario (which the red threw in the towel after quite a lengthy battle) it gave Blufor credit for the killing / capturing of HVT unit that was targeted....(which it does automatically if red surrenders....which I dont' necessarily agree with but have learned to adjust to).. However, after a review of the battle field, and not being able to locate said HVT unit.... I noticed that the HVT unit had combined with its HQ unit it appeared at some point in the battle (after taking a man loss or two). At the start of the battle the HQ unit (of this HVTs group) had 2 members. The HVT unit itself was a 5 man fireteam / unit. During the review of the map I could not find this HVT unit (KIA on the battle field) Nor could I find the "Flag" symbol of the HQ unit. What I did find was a unit labled "HQ AQ FG1"....which had 5 members in it (1 of those members was part of the original HQ unit, as I could confirm because of its AKM weapon....the other 4 members appeared to be what was l left of the HVT fireteam). No where on the map was the HVT labeled fireteam.....They were simply now part of / called "HQ AQ FG1". Interesting.....and this unit was alive and have found sancuary in an old complex in a quieter part of the city....
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