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meade95

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Posts posted by meade95

  1. A thread on possible improvements?

    I am always ready to dump my (pet peevee) list into a thread like this!

    • Gun elevation limits
    • Minimum engagement ranges for tank weapons (related to gun elevation)
    • Peeking/shooting around corners
    • Detailed AAR (a text log file would do).
    • Spotting information shared by adjacent units not belonging
      to the same platoon (or higher)
    • Limit shooters per window
    • LOS across sharp terrain edges
    • Ways of keeping infantry away from balconies
    • Persistent map damage
    • Better burning vehicles effects
    • Shaded grass
    • Improved/fixed quick battle selection
    • Improved editor UI (flavor objects, in particular)
    • Targetable smoke for infantry (obsolete? Seems to work well now.)

    I have also accepted that I shall not see any of the above in CM:SF, so please spare me the flames ...

    Best regards,

    Thomm

    ??? Even after the release of Normandy? Will there really never been a more detailed AAR put out for CMSF? I've been under the impression that once Normandy was out.....they could do such for CMSF...

  2. I'll likely have a several questions over the next few days as I'm looking to get more into the creating of missions / sceanrios.

    My first one...

    When placing an enemy unit (be it a group of infantry) when placing them on the map and giving them their first "set up" order (highlighting a general zone, for example). If I do nothing else other than the set-up order..... What will this AI infantry unit do? Will it seek cover? Will it stay only in the spot it was placed on the map?

  3. By objective i mean not taking sides. Right now CMSF feels more subjective than objective in that way. Whole attitude of BFC (or maybe just Steve) feels wrong for Syria. That is not nice thing for wargame me thinks.

    Sure conflict it self might be objective (i don't posses enough brain-powerz to judge that), but then again whole conflict is becoming quite boring. That is my another point.

    Don't agree at all with you. It is clearly, you, that isn't willing to see things objectively. And your own bias is being projected out on BFC / Steve.

  4. What changes were made to "sniper" labled soldiers in patch 1.2?

    Snipers have always been somewhat of an issue (lacking in capability, in one extent or another, firing accuracy, spotting abilities, not being spotted, etc).....and IIRC, their performance were tweaked (higher) in patch 1.11 (looking to address some of these short-comings)......

    Have they been tweaked again?

  5. On a related note:

    One thing CMx2 lacks is an easy way of reading, during play, exactly how many soldiers a unit has lost. Right now the player's memory is the only way to keep track of this.

    What I mean is this: say a squad starts with nine men and takes four casualties. During the time those casualties are still on the map they will be listed (in very small print) as casualties on the squad list on the left edge of the screen. Once buddy aid has occurred, even that listing will disappear.

    .

    +1 to this - This sometimes drives me crazy (as to why it is, this way).

  6. I know this has likely been talked about before. But it definitely would be nice in AAR, if there could be a more detailed list of which soldiers actually have been KIA (on your side). So, you can see which men were killed, with what unit, etc, etc.....

    Also, it would be nice to see, for example if an enemy unit is targeted (tagged to be KIA, via part of mission orders)... That if they are killed.... Where exactly they were taken down at (without having to search around the map for dead enemy bodies, after the game ends).

    Also, I think if a given unit is targeted to be taken out.......I wish upon enemy surrender that didn't necessarily give one credit for accomplishing such.

    Or better yet, is there a way to create a mission script where a unit is trying to escape (if things get to hot)...and then can reach some type of safe-zone?

  7. I guess, my comments are coming off too a degree wrong. I'm not suggesting at all some super-duper non-realistic elite level - I'm just suggesting (and too a degree maybe this is BFC says CMSF isn't meant to simulate)....that if there were an option to help increase the efficiency of speed and fire accuracy for small DA units it would be helpful in simulating such DA SOF operatoins.....in given situations. Small CQCombat, where a known enemy unit is present and a DA unit is tasked with taking said locaiton down.....

    As is now, I see too often, even with elite units, their speed and their seeming situational awareness upon entering given locaitons lacking.........

    But there have been good points made.....that tweaking down enemy units maybe the key to offsetting this....(on given created missions).

  8. Correct me if I am wrong, but couldn't you momentarily switch the mission setting in the editor to red vs red, select a spy and add it to your force, switch it back to blue vs red and viola, a Blue Operative.

    Also on another note, ignore what BF says about this not being intended for small ops and do what you want with the editor. The possibilities are there you just need to work it out. I have done two scenario's in Columbia for counter drug ops, two in Afghanistan, one in Egypt, and am preparing one for Mexico. The beautiful thing is uncons could be from any country, being that terrorism is global. It can be done and often times requires a bit of explanation in the briefing. I am working on a scenario where SF's infiltrate through the water (Mod) up onto a shore and under a dock, then through a drainage pipe up into a building. They must enter the building and hopefully take out the conscript guards that are there, eventually they will infiltrate further inland and take on small groups of conscript and green soldiers. This is accomplished with just a few squads of elite, excellent armed US Scouts. You are probably wondering how you create a dock and a drainage tunnel? String some level one building together at one level below the building you want it to connect to(a two or three level builing set in to a hilly incline leading out to "sea". Then take out all of the walls. You will be left with something that resembles a dock and your troops can walk across it or uncons can patrol the roofs. Unfortunately you cannot put flavor items on the dock because they fall through the ceiling and end up under the dock(great for trash and debris under the dock though). The drainage pipe would be the building connecting to the building to be entered. This requires some elevation mastery but it can be worked out. The end result is something very cool. Have you troops move SLOW while in the water. This simulates swimming (This will be stated in briefing). Move under the "dock"(actually through a string of houses without walls), up the stairs into the building. Viola assault by Seal's through infiltration. When you have the water mod going and the SF uniform mod it looks awesome. In a day or two I will post a video so you can see how cool it looks. If your do the elevations right it looks like water around the dock. All of this by pushing that engine as far as possible and using a few mods. I think they are shooting themselves in the foot by not giving players a few more options for smaller missions like this. But they are small and Charles is one man, so with that said, let your imagination do the work. I will continue to push my scenarios outside the scope it was intended for because it is what people are asking for. Something outside the drab Syrian landscape until the temperate modules arrive. On that note there are also mods turning all of your middle-eastern style building into European ones. So your limitations are only the actual Syrian Army, as it's forces are pretty distinct, as are most countries force selection.

    Great missions you have created / and are in the process of - However, I still believe the "elite" level setting isn't enough in terms of simming out small SOF direct action units. I believe a tweak in weapons accuracy (CQC) as well as overall situational awareness needs to be heighten as well....... I wish BFC would just allow for an additional tweak of such areas at the customers own wish/discretion (for user made scenarios / missions).

    I'm very happy to hear...that they have tweaked the time limit up to 4 hours (in the up coming patch).....

  9. :D If Battlefront were to model them: There are a lot of SOF, and they are very diverse in form, function, and equipment. It would be folly to attempt to model all of them. Instead it would have to be 2-3 generic set ups with generic "high-speed" equipment. The largest amount of effort would likely be in artwork for new equipment, because the only Combat Mission relevant qualities I can think of that they would have would be: more ease in calling air support, higher concentration of communications equipment and specialists, lessened penalties for being out of chain of command, better close-range fighting and long distance shooting. Much of the other defining skills relate to how to how they get to the battlefield and what they do besides being in front line combat, which is not their primary purpose and also out of Combat Mission's scope.

    Excellent advice if BFC ever wanted to add something like this in - (It would certainly help sales.....and wouldn't do anything in the way of taking away from what the core of CMSF is to begin with). It would just allow for customers to make a variety of other missions....or add a small (side action more or less) to larger sceanrios.

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