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Bahger

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Everything posted by Bahger

  1. Thanks. I think my DSL service gives me about 1.2M. Not great but adequate. Last week I read about a woman in Sweden whose son set up a fiber-optic Internet connection for her that is now officially regarded as the fastest home Internet connection anywhere in the world for a private individual. I forget the exact numbers but she can download a feature-length movie in under two seconds.
  2. Any idea how long it might take on an average broadband connection (DSL)? This will be my first time downloading an entire game. I'm hoping to be able to start it before I leave for work and install it when I get home...
  3. I liked your review a lot, Jag, and never assumed you were part of the dev team. You fessed up to having been the author of a few scenarios, which in turn gave you a better understanding of how the scenario editor works, something you were able to communicate very effectively to your readership. I contributed several scenarios to STEEL BEASTS in the old days -- which were incorporated into the published game -- but that never caused me to cross any editorial line as far as reviewing the game was concerned. As far as the other reviews are concerned: SimHQ's will carry a lot of weight with serious combat simmers across all genres and I hope Battlefront will make sure they have an advance copy if necessary. SimHQ review fairly and in great detail and if they like this game their review will be of some benefit to Battlefront.
  4. Some of the strangest people in the Internet gaming world appear to live on this forum. Can't quite fathom why.
  5. Pile five more like it one atop the other, and you've got the Dorosh Royale. Normally you can only read and enjoy it in Amsterdam when you're ripped right straight to the tits. Add a lot more personal invective and remove at least 50% of the informative content, and you've got me. Make the same post but add in two or three sentences about the relation of the whole matter to International Conspiracies, and you've got Kettler. Feck. I miss Emrys. </font>
  6. Well that's a coincidence, as I just read your preview -- without suspecting the author was present in this thread -- and was very impressed by both the quality of the analysis and of the potential of the game itself. I've bookmarked your site. In an even greater coincidence, I followed the link to your ARMED ASSAULT review and found myself completely in step with that, too. I enjoy sophisticated tactical coop in ArmA whenever I can find enough like-minded individuals on voice comms but this is easier said than done, meanwhile my efforts to achieve any level of tactical gameplay involving the AI have caused my blood-pressure to rise precipitately. Much of what you write in your CMSF preview is music to my ears for this reason; it seems that much thought has been put into harmonising the interface, orders menu and the capabilities of the friendly AI to allow for the possibility of genuinely tactical gameplay from company level down. In ArmA you cannot so much as organise an ambush with the AI; they cannot find effective cover, their fire discipline is lax, they move when they shouldn't and enemy spotting and marksmanship is preposterously good. If you cannot use terrain and movement/fire orders to gain the initiative in an assault maneuver as basic as an ambush, or the orders interface for doing so is too cumbersome and time-consuming, then the capacity of the game to lend itself to tactical play with even squad-scale AI is very limited and I've often considered throwing the disk out of the window. My only salvation may be a bunch of British ex-military gamers with a well-organised tactical approach to coop multiplayer. Anyway, thanks for your erudite and helpful previews of both games, one of which may well replace the other on my hard drive if my patience is tried any further.
  7. Yes, I don't need to see A-10s flying overhead at treetop height but ideally I'd like the game to reproduce the specific challenges of placing a FAC (or whatever the acronym is) and challenging the player with the command responsibilities of calling the mission accurately and in time for it to do some good. If the FAC is silenced, the missions should be a lot less accurate. And then I want to see stuff blow up! There should be some fog-of-war modelled, too, so that the tactical commander has to consider the possibility of blue-on-blue given the less than pinpoint accuracy of visual CAS. Pity about the helos. In any asymmetrical conflict involving U.S. forces in a hostile environment, helos seem to have become indispensible as both a force multiplier and for battlefield SA. Thanks for your helpful replies.
  8. Thanks for your hospitality; this is my first post although I was a regular here in the early days of CM. I'm wondering how air assets are modelled in the game. I've done due diligence with the search tool but only found vague references to A-10s. I know it's a tricky issue, both technically and in terms of game balance. For this reason I would not expect extensive air support but what about battlefield assets such as attack helicopters, AV8s (if there are marines) and other such CAS platforms? Also, will air transport be modelled, i.e. for insertion of special forces, quick response, that kind of thing? STEEL BEASTS held out against incorporating air for years, mainly because, in spite of some use of infantry, it saw itself as a pure armor sim. I'm not sure how you could do company-level combined-arms warfare without some fixed-wing and rotary air assets, however, and I'm looking forward to finding out what's what in this area, many thanks. [ June 04, 2007, 05:22 PM: Message edited by: Bahger ]
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