Jump to content

Hev

Members
  • Posts

    423
  • Joined

  • Last visited

Everything posted by Hev

  1. The thing is mabye the TacAI is smart enough to realise that hostile syrian fire means that theres a very real possability of an rpg being somewhere in the group and hence there IS a threat. And stryker smoke is awesome w00t w00t
  2. @hammelman cheers man, i wanted to be pissed at you for the ass thing but god damn it you were too reasonable...... can i hate you for that
  3. Is there any chance we could have another sandbag "doodad" (love that word) that was actualy a line of sandbags piled two or three high and maybe five or six length ways. It would be a great way to distinguish a trench from a drainage ditch.
  4. Seeing as we arnt ever going to get a random map generator i think BFC should give us as much assistance as they can in making maps ourselves. Anything that makes map making easier/faster can only make shock force a better game!
  5. Bloody ausies..... good shot tho, howd he taste?
  6. No, i WAS letting it annoy me (no where near ruining my experience but hey you read it how ever you want) but the discusion that youve jumped on the end of helped set me in the right direction. i dont think anyone stomped thier feet either, i mean, i wasnt watching the whole time but i think i would have noticed that. And do you see how loads of people tried pointing out why i may be wrong to expect better results without using words like ludicris (ludicrous?) or asinine!
  7. hehe, on my way now..... While we are on the subject of abstractions is it possable to list the ones we know about and that might help people understand whats going on in the game. [ February 08, 2008, 11:50 AM: Message edited by: Hev ]
  8. I was watching a Bradly ingage targets whilst it was rotating on the spot and noticed its cannon ingaging along an axis it wasnt facing. My question is this, is the ability of modern armour to track a target independant from the hull abstracted? ie: when you see a tanks turret move "off target" because it has turned the hull what is realy happening is that the turret remains locked on target. I hope that makes sense
  9. Theres something wrong with the path finding again, aside from the roof issue when ever i order boys along a depresion or a trench (if there is a gentle slope away from the trench) my guys dont stay in the trench, instead choosing to walk along side it.
  10. The flight profile for the TOW in game is low with a little "hump" just before the hit. Moves so fast in the game now its crazy i wonder if bfc up'd the speed from the previous versions. As it is it looks devestating as it flies. And, after playing the mission again i had no failures! go figure. I mentioned yesturday in another thread this whole "randomness" issue, and even tho i bitched about it, honestly, i want the game to surprise and challenge me so i suppose it does that with "unexpected/unusual" events.
  11. ok, to be fair, ive seen multiple failures twice. And the last time i had the first misssile plunge into the floor half way to target and the other just sailed over. Ill keep replaying the mission tonight and see what happens over multiple replays.
  12. Im not saying it isnt possable, i would have thought tho that its not LIKELY. Of course and as always im willing to be proved wrong.
  13. The target wasnt supressed, in fact they returned fire and eventualy wiped out the snipers. I think they got one kill! Thing that made me bring this up was i saw a clip somewhere of snipers hitting rabits at 200 meteres ( if not more ) Snipers in the game couldnt hit a person at half that range. Now im starting to get a niggling feeling about this but whats the point of haveing a wargame with sniper units if they dont behave and have the charecteristics of a real life sniper team? If real life snipers can make shots then they should be able to in game!
  14. Ok, when your talking about firing wire guided missiles from an aircraft thats one thing, but from a stationary vehicle. And a vehicle that relies on that weapon system as its primary defense against armour! @ Flamingknives You cant realy compare the launch from a helo and an APC. Every move the helo makes could potentialy break the cable. Not so likely from a stationary vehicle. @ Secondbrooks You know of one TOW failure, out of how many launches that youve heard of. If you know of twenty launches that still puts the failure rate at 5 percent.
  15. Its realy hard to enjoy this game when this keeps happening!
  16. I keep hearing coments about the CMx2 engine being restricted by the shear number of calculations required. Surely with the predominance of multicore cpu's why cant the game run multithreaded (? is that even a word ) I'm not a code monkey so i dont know if this is a simple thing or a core to far ( see what i did there ) So, is it possible? if not why not. I demand answers i tell thee
  17. It seems to me that snipers are still seriously undermoddled in the game. I was playing The Farm mkII and my sniper/scout squad on the left flank missed almost all thier shots from under 200 meters. I was watching a program about american sniper training and one of thier instructors was saying they train for headshots upto 300 meters and moving targets at upto 800 meteres. Is there a "take lenscap off scope" hotkey im missing?
  18. another point with regards to hiding troops, in previous versions of the game troops would get shot while the squad was hiding but if you look what the soldier was doing it tends to be the case that he was "spotting" and hence exposing his melon to incoming fire.
  19. Import digital elevation models, is that even possable? If it is how cool would that be, you could have a basic map in seconds!
  20. That makes sence, seeing as shock force is supposed to be a modern combat simulation! Give us some proper anti armour rounds.
  21. The mission was called with the 155 howitzers, and when the smoke cleared the tank had actualy sunk into the craters that were under and all around it! What type of anti armour munitiopns are being moddled cos i would have thought any bomlet type munition would take it out in relitivley few shells.
  22. The other day i was playing hammertime v4 with the new patch. I spotted a tank between some buildings a fair distance from my advancing troops so i called down an anti armour mission, small area target (maybe 20meters radius) short fire time. Low and behold when the smoke cleared the tank was still sat there. The tank was a T-72, i forget the type but it had no era. Is this type of fire mission broke or did i do something wrong?
  23. Im strating to see a level of randomness that might just make the game fun. The question is, do we want the game to be consistant ie: rpgs never hit past X hundred meters or do we want a level of "chance" that means we could get hit at x hundred meters + 150 ie: Goddamn it, i thought my strykers were safe 400 meters out, bloody lucky rpg hit!
  24. But the point is we shouldnt have to do it with small groups, steve is constantly saying how they shouldnt do anything that increases our micro-management and i believe splitting you squads to cross the street sits firmly in this domain. I dont think its going to be a big problem to fix seeing as bfc have killed the pathfinding bugs pretty quickly so far. just hopefully we wont have to wait ages for our troops to get new compass's issued. And as for RuhrRivers post, dude thats was funny, and i for one want to see a shock force:the comic (with monthly updates) ASAP. And to aid our viewing pleasure once you have your first edition could someone at BFC sticky it to the top of the forum
  25. what, nobody's.....ok then...... Eejut
×
×
  • Create New...