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Hukka

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About Hukka

  • Birthday 10/26/1981

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    Finland

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  1. Rutina, rutinana, rutinaksi, rutinassa, rutinasta, rutinan, rutinalla, rutinalta, rutinaa, rutinalle Rutinat, rutinoina, rutinoiksi, rutinoissa, rutinoista, rutinoiden, rutinoilla, rutinoilta, rutinoja, rutinoille Rutinoistas!
  2. I am totally with the OP with this one. I have also calibrated my monitor for graphic design work, so I am not going to touch my monitor settings for any game. There should be in-game settings and/or the night battles should be lighter, maybe with some blue tone in them. But I do undestand that in-game gamma settings would require some work. "But it's realistic!" is not a valid point here. Achtung Panzer: Kharkov also had this very same problem. What's with the wargame developers and the pitch black night?
  3. My leaders seem to be always the first ones to catch a bullet.
  4. There was this funny post and pic about Finns and how they put tree logs to the side of the tanks. Now you know why. But seriously, something must be done.
  5. I was about to ask who did the review. I also lost my old account somehow. And yes, the 84 feels about right.
  6. Yeah, I know. I've been a subscriber for many years. I cancelled it few years back though.
  7. I was hoping that they would've given more. Well, maybe the score is justified.
  8. Yes, I've seen similar things happening. It's quite annoying.
  9. Maybe I'll add my earlier post here, because my thread is sinking without notice. ---- I am having a great wego game with my mate, but it there's some things that could work better in wego (no kidding!). First I think the troops should shoot a bit longer to the target area when someone goes out of their sights. There was this situtation when my tank was quite close to enemy troops who were hiding behind a small hedgerow. The tank shot couple of times when the troops were in sight, but it stopped almost immediatly when they hit the dirt. At least the machinegun should keep going. Now the tank was waiting some 30 secs without doing anything (waiting for the new orders phase). Maybe this behaviour should only include "heavier" guns like machineguns and such. And of course they should switch target if some visible enemies appear. When the ammo gets low, they could stop firing on "hidden enemies". Second Spotting is sometimes quite cumbersome in wego. I've had couple of times when my FoO or squad leader has moved away from hedgerow for some reason and it can't see through it anymore. So I have to move it closer to call some artillery. The problem is that you can't order it in the same turn as you are moving. At least I think so. But it seems that you can do normal targeting though at the last waypoint. So, would it be possible to make it so that you could also call artillery at the last waypoint? I understand that there could be some coding issues with this or something.
  10. I am having a great wego game with my mate, but it there's some things that could work better in wego (no kidding!). First I think the troops should shoot a bit longer to the target area when someone goes out of their sights. There was this situtation when my tank was quite close to enemy troops who were hiding behind a small hedgerow. The tank shot couple of times when the troops were in sight, but it stopped almost immediatly when they hit the dirt. At least the machinegun should keep going. Now the tank was waiting some 30 secs without doing anything (waiting for the new orders phase). Maybe this behaviour should only include "heavier" guns like machineguns and such. And of course they should switch target if some visible enemies appear. When the ammo gets low, they could stop firing on "hidden enemies". Second Spotting is sometimes quite cumbersome in wego. I've had couple of times when my FoO or squad leader has moved away from hedgerow for some reason and it can't see through it anymore. So I have to move it closer to call some artillery. The problem is that you can't order it in the same turn as you are moving. At least I think so. But it seems that you can do normal targeting though at the last waypoint. So, would it be possible to make it so that you could also call artillery at the last waypoint? I understand that there could be some coding issues with this or something.
  11. I am ashamed beyond words. The trees visibility setting is OFF.
  12. Yes, I was thinking this too, but I think the weather effects are constant across the map (?). So that shoulnd't explain why you can see 50 m on a flat ground, and when you move the target a little, you can see suddenly much farther. Maybe with the buildings the LOS spot could be move to the roof instead to the base of building or something. Well I guess they've thought of that already. EDIT: And for the record, I don't recall having anywhere near this level of difficulty targeting buildings in CMSF. Of course there wasn't almost any vegetation etc etc... But I don't know. The buildings shouldn't be very hard to spot and target.
  13. For some reason the tank can't see the church. (Can't target) I don't know why the targeting line isn't visible in the screen capture, but I can assure you that I tried to target every part of the church. There are lots of weird LOS issues in this map for some reason. The map is mostly flat in many parts, yet you can only see like 50 m forward, but here and there you can see 200 m or something like that. Overall I don't like how you can't target buildings when most of it is clearly visible to troops, but maybe you can't see the very ground level of the building. Trying to call artillery missions and area targeting (for suppressive fire) gives me lots of headaches in this game. Maybe LOS could be loosened up some for area targeting and fire missions. Usually troops fire on enemies just fine when you'd thought they have a LOS at least.
  14. It would make a world of difference if the terrain would shade according to the height. Like it did in CMx1 (at least after some modding). It would also help to see the elevations more clearly.
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