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bodkin

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Posts posted by bodkin

  1. I think alot more people would play RT if there was a rewind feature, I would think it would be quite easy to do as WEGO at the moment is just RT without a pause/issue commands feature.

    I agree with GSX I want to zoom in and look at the detail and watch the action with the knowledge my troops aren't getting slaughtered somewhere else because I'm not flicking around the battlefield, I don't want to just look at the blue and red baloons.

  2. From what I've heard so far it wont have the depth of CMBO, you'll probably get standard US and German infantry with a mixture of AFVs to start with, later modules would bring in the British, etc.

    Hopefully we'll get Waffen SS type units in the first version, we did get a variety of Syrian forces so it's not out of the question.

  3. I think alot of people are missing the tactical challenges of the CMx1 games. This is not because CMSF is not good at what it does, it's just that a desert war with modern precision weapons does not offer the same opportunities for a decent tactical chess game like the battles we had in previous WW2 titles.

    Imagine how different your CMx1 experience would have been if your Afrika Korps had Javelins and highly accurate mortar support, or the British 8th Army had Abrams tanks.

    Maybe it's just that we are yet to adapt and learn how to get the most out of this new game environment.

    [ September 20, 2007, 02:52 PM: Message edited by: bodkin ]

  4. Just played the Aleppo Airport scenario and must say it was a real pleasure to play, tactically very similar to the old CMx1 scenarios. Why? mainly because the US troops didn't have any Javelins so I actually had to use some skill in taking the objective instead of just blasting all enemy positions with this uber weapon.

    I think they have a place in the game but maybe the number of missiles a squad has available should be restricted a bit, then again a good scenario designer should take this into account anyway.

  5. Yes I have narrowed this problem down a bit, ok bare with me while I explain.

    It seems dead units are not spotting, however enemy units that are currently not visible to any of your units become visible IN BETWEEN TURNS on wego IF none of your units are currently selected. The enemy units need to be ones that have been PREVIOUSLY spotted.

    Once the next turn starts you cannot see the enemy units, until the turn ends then you will be able to see them again even if none of your troops are spotting them, you can then look at their status.

    Please have a look at this Battlefront as it skews the game if you can get enemy unit info between turns when you shouldn't.

  6. Meach,

    What version of the game do you have, downloaded or retail?

    The first time I downloaded and installed I had the same problem. It turned out the 'Version100.brz' file was not being installed correctly. Check your CMSF data folder to see if all the brz files are there.

    I had to download the game a second time, there was something wrong with the first download.

  7. Well it seems like for the time being I'll have to play elite, although I don't like the relative spotting of my own units, I know it's more realistic but just adds a bit of extra clicking and management into the game, but I can adapt.

    Hopefully future patches may make veteran level a bit more realistic with less accurate intel on spotted enemies weapon status.

  8. Does anyone else agree that spotting of enemy troops compositions is too accurate?

    My troops can tell what weapons an enemy squad in a building 500m away are carrying. I think at ranges over 100m it would be more realistic and make for a more challenging game to only know that there is a rifle squad of cetain numbers present etc.

    At the moment I know when it's safe to bring my vehicles into a location even thought the enemy is still present because I know the guy in the enemy squad carrying the rpg is dead.

    I play on veteran, but I don't think is situation is much different on elite.

  9. I was playing a scenario on turn based veteran and noticed something odd between turns.

    I was taking my time and looking at the enemy units that were currently spotted overall by not having any of my units selected. I soon realised that some enemy units were visible only because a previously destroyed stryker was still spotting them. If I click all other living friendly units some the previously mentioned enemy units are not visible but if I have no living units selected or the dead stryker selected I can get up to date info on the nearby enemy strength and position.

    I've since tried this with other destroyed units and yes it seems you can still get intel about current enemy positions and strength from destroyed units.

    Seems like a bit of an exploit if you wanted to use it.

  10. After playing Gdog's interesting JTAC style mission and losing most of my men to friendly fire despite designating areas of attack were I had no friendly forces, two questions have come up.

    Does CMSF use any sort of IFF system, and also why do aircraft do bombing and straffing outside their designated target areas (including way off map)despite having HQ units observing the target zone?

    I know there are alot of variables to consider in accurate air ops but the accuracy seemed a bit wild to me anyway.

    I should add that some spotting was done at squad level so probably not the best units to use, but shouldn't an IFF system be in place?

    Anyone?

    [ August 30, 2007, 02:22 AM: Message edited by: bodkin ]

  11. I'll probably have another go using more point targets, as I agree strafing runs and bombing was going on 'off map' so it seems the aircrews are not too concerned about the area radius you've chosen for them.

    Although I'm a bit surprised at the seemingly absence of any sort of 'friend or foe' system in operation.

    Hmmm, I might take that question to the general forum.

    [ August 30, 2007, 02:04 AM: Message edited by: bodkin ]

  12. I enjoyed this mission, different to most other missions but still demanding in other ways.

    **Possible Spoilers**

    I lost all my men through friendly fire some during the main strikes but most in the final dash to the exit point, certainly a cruel lesson in how to control airpower. Still won a total victory though after calling a cease fire with no men left.

    Wasn't sure exactly when to launch the attack and waited till the warlords were inside the walls of the town square. Possibly could have attacked earlier.

    Those technicals are hard to pin down because they move around alot and the airstrikes have a few minutes delay. I just went with doing large area strikes on the surrounding terrain and ended up killing all but a couple of technicals.

    I decided to make a retreat with about 8 minutes to go but was still copping some fire from troops that I couldn't get a visual on. Anyway my boys got nailed by some seriously heavy airstrike next turn.

    Good replay value, and could possibly be expanded so that you get a couple of extra squads but have to fight a few patrols to reach the viewing site where you can call in the airpower from.

    Thanks for the mission.

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