Jump to content

drtechno

Members
  • Posts

    199
  • Joined

  • Last visited

Everything posted by drtechno

  1. Kevin, I wish you had a touch option.
  2. Hold on.. stop the press. Syrian MG's have no problem deploying inside buildings and on roofs? Can someone else quickly confirm this?
  3. No enemy units spotted doesn't mean too much if you just passed a hidden RPG team that one shotted you in the ass
  4. As we have been discussing in the Tactics forum, it seems that MGs are not deployable on roofs or in houses, and it doesn't appear that the game assumes automatic deployment in those situations. BF, could anyone comment is this correct or is this a bug? Just curious.
  5. Not sure.. lemme post this in the general forum.
  6. Oh I can't wait for the next patches tomorrow night ! So exciting ! ;P
  7. LoL I was thinking that too. So can we apply this to tonight ??
  8. Well obviously we agree with you Yskonyn, if the developers say it can't be done, it can't be done. But I haven't seen any of them say that, hence it would be a nice feature to implement in the engine so that (at least) CMx2 games going forward will have it. Besides, there are very few things that are impossible.. Difficult? Sure .. not impossible. I'd just like to see BF comment on whether its feasible, and if it can be implemented here (CMSF)or in future games or whether parts of the game engine need to be rewritten (making it difficult)
  9. Are you guys kidding me? You think that a few min (if that long) to set up a subforum for scenarios is seriously going to take away from the patch release time?? I'm speechless. I may be incorrect here, but the people that maintain the web site and forums usually have nothing to do with development or testing of a product. Anyway, its not that unreasonable or time consuming of a request.
  10. Ya, currently I employ (unrealistically) move fast and quick in the clean up stages of missions, where I should be HUNTing from house to house. The result is higher casualties than is accurate, but its just plain frustrating and boring at a certain point. I use that or an early ceasefire. But I disagree with statements that systems cant handle accelerated time. Most of the slow down is from the graphics, I propose. If I run this thing on minimal resolution with low rez textures/details, the game flies. This game is hardly CPU bound it seems, meaning there seem to be plenty of CPU cycles left over that could be utilized to accelerate time or approximate time acceleration. Look at Medieval Total War 2.. They implement an in-battle time acceleration feature (yes, they are doing far fewer calcs) quite effectively. Something similar would be nice to have. What we mainly need is time acceleration when there is no enemy contact. As I already stated, the CPU has far fewer things to do during this time and even an approximation of the future is better than nothing. If you dont like the results, you dont have to use it. But I feel that most people would. My main point is that I would like to see this implemented in the future for new generation CMx2 games. A top of the line quad core has more than enough power to handle time acceleration. If we own one, there is no reason that we should suffer just because others may not be able to handle it. By the time we get our hands on the next CMx2 title, quad cores will be standard hardware. So looking into the future, this is a feature that would be nice to have.
  11. I don't even see how having reinforcements arrive in WW2 in clear enemy LOS is fun. I wouldnt exactly say that it wasn't an issue of weapon leathality.. Ever see the outcome of forces arriving in LOS of a couple of MG42s or a platoon of panthers? Your point is excellent.. Don't have reinforcements just pop up out of the blue in clear enemy LOS when probably in reality you could see them coming (or have some indication) in advance.
  12. Is there any way to add a time scale feature to the realtime component of the game (haven't tried WEGO), if not for CMSF, then for future CMx2 games? I just remember how useful it was in CMx1 where at least in the initial approach, it was invaluable as long parts of the game were spent carefully approaching your target. This is tedious in real time (especially if it went back to a WW2 theme). I know that in WEGO everything was calculated before hand so you didnt have to deal with on the fly AI calculations, which makes it hairy if not impossible to implement in realtime. But I find myself using unrealistic commands just to get done with a battle or using ceasefire even before the main fight is done just so I don't have to use HUNT on 5 floors of a multisegmented building to find that last syrian squad. Its not worth 10 minutes of my life to sit there watching my squad move uneventfully around just so I don't get ambushed by that last squad. Perhaps some kind of time acceleration feature that only works when there is no contact and hence (possibly) less AI calculation is needed (no trajectories for fire, hit calcs, etc)?? I remember in some CMx1 missions where I had to search around for a couple squads on a large map that made me glad I could just skip minutes ahead. I think I would die of boredom if I had to do that in real time. Perhaps an AutoResolve button which would make some calculations about your force, the enemy force, and try to predict an outcome (ala Rome Total War) ?? Even if it was heavily weighted against the human player, it still beats a tedious search. For the people playing it in WEGO, can you fastforward like in CMx1 ?
  13. I tried to play it, what I consider, realistically (not nuking empty buildings just because they are there). I FAST'd my Strykers to the wall, popped smoke, infantry dismounted and took cover. My original plan was to blast a hole in the wall and attack the left hand building from two sides, but of couse BLAST doesnt always work, so I had to use the existing gap. Went through the gap with strykers and infantry. Lost one stryker to an AT round from the far building, at which point it was leveled. The building was taken and with Styker support, set up as a rallypoint from which to direct all fire. Further assaults were launched all from this house with Stryker support. When reinforcements arrived, they didnt have too much of a problem moving up as a lot had already been cleared by the initial force. I took some casualties, primarily I blame the silly UI that keeps running soldiers into the meatgrinder without taking appropriate measures. Actually enjoyed it, until I had to clear all floors of the central compound, at which point it became tedious and made me wish for a fast forward or time scale function..
  14. Thanks Pandur. Wouldn't someone from battlefront be able to give us a simple yes or no as to if the deployment bonus is automatically applied on roofs? But your post above would seem to indicate it is not.
  15. I wasn't talking about multiprocessors, I was talking about the game not running in with full priority (like other games seem to). Unless I am CPU bound.
  16. When I move my MMG onto a roof I lose the deploy option. Is it assumed to be deployed or is it using its 'undeployed' stats when it fires?
  17. PATCH IS OUT PATCH IS OUT !! Its awesome ! Just kidding .. That is so much better.. There is no reason why this game shouldn't scream on my rig with everything maxed AA/aniso yet I am still getting only average framerates. I have a feeling its got to do with cpu usage and priority.. Hopefully this will fix the issue. I shouldn't be cpu bound on this game with a 4800+X2 (not the newest processor, but still should be enough)
  18. Thanks Pandur I was replying to Sergei's rather silly response (as if the manual is complete in any way) so yea I saw your response to the questions above
  19. Please don't patronize me. Let's see what the manual doesn't say: Does buddy aid convert yellow status into green, red into yellow, etc? -doesn't seem like it but one poster suggested this- Does buddy aid on a yellow unit drop them out of the mission completely as multiple people have mentioned? What is the effect of buddy aid on a yellow unit? "Seriously wounded soldiers are dropped from the Team Info Panel" .. So then how are KIA units represented if red bases mean seriously wounded? Do red units contribute to KIA or WIA status? Red base units can or cannot receive buddy aid? Can a squad provide buddy aid to a different squad?
  20. I've read a few threads on this but I don't see a consensus. Are red base soldiers actually dead -ie- out of the game, can't be salvaged or treated, and represent KIA? Or does red status mean that if they are not treated they will be considered KIA, otherwise WIA if a medic arrives? Yellow base soldiers are wounded and can still act.. So where do medics come into play ? If red is already KIA, then they cant be treated. That leaves only yellow. Treating 'reportedly' removes a unit and so treating a yellow unit would remove an otherwise partially functional man from the mission. I've had wounded soldiers be the difference between success and failure (often because I have them grab a javelin and go to town) Also can a squad treat a different squad?
×
×
  • Create New...