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orwell

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Everything posted by orwell

  1. 1.06 has ruined my life. I'm going bald, my girlfriend left me, and now I buy viagra from spam emails. It's also slowly killing me because I'm eager to play, but waiting on 1.06 for everything to be patched up.
  2. Just thought I'd chime as with what some other players have said, that seeing my guys out there on the battlefield and the design that to me says, each one of these guys has a family I'm gonna need to write home to if he dies. I find keeping all my guys alive a HUGE part of what goes into my planning. While I wouldn't suggest representing civilians directly, perhaps you could add more personal affects around the buildings so that you get the feel that people live here when your tank is blasting through their walls.
  3. I point to Oblivion as to whether the concept of 'micropay content' will work or not. And everything I've heard on the subject is that it isn't worth it.
  4. TF Lighning: How you play the campaign TF Thunder: The noise you make when a 'second campaign' is really the first one with a new name.
  5. If you painted pin-up models on the tank, maybe they'd stop shooting guns. Or else provide a casus belli to bomb the hell out them.
  6. For the US side, what role does smoke actually play in combat? Should I pop smoke often, or is that just for retreats? What about open field combat, are my troops equipped to fight through smoke, and I presume sandstorms, no problem? Or have I just blinded the whole situation so that fire is 'spray and pray'. Also, where can I find information about ranges and such, or at least estimated ones? I don't want to transport my troops to a point so far off it's ridiculous, but at the same time I can see a few guys in the trenches with heavy machine guns and RGPs, and don't want to send my sardine cans to the cooker just yet. Or at least I assume my strykers aren't gonna like being hit with RPGs and MG fire that much, can they take it? I assume it's not unrealistic to be told this kind of stuff in advance, I would think your commander would know how before you need to worry about AK fire hitting your troops on the ground. Is there any sort of 'tactical school' thread? Or should I just blindly charge and try to figure what, if I can, make the game display distance information and guess from there.
  7. Thanks for the explanation, I'm still getting into the game and didn't know what it was that needed fixing.
  8. I have read the change list and I have a concern which I hope can be answered here. * Vehicles are not shielded by hiding behind knocked-out armored vehicles. If your hiding behind a piece of armor that's just sitting there, even if it's been damaged in some way, wouldn't that protect you in some manner? it may not stop it, but I would think it would reduce the damage you take. Is this modelled, or is my interpretation of either how damage works, or what a knocked out vehicle really means, off?
  9. I like the sound of that scenario, but one I wonder why it hasn't been broached is Chechnya? From what I've read on the subject this is a perfect scenario in reasonably modern times. As far as being sick of WWII, yeah, it's old, it's been done, but it'll keep BEING DONE, because since when beyond it have we had the powers of the world contesting one another? Everything since has been, generally, the big guy picking on the small guy, who's only advantage is terrain and hiding behind civilians.
  10. Making another attempt at this, it would seem I mis-interpretted the function of some keys, what I was looking for IS there, though the movement is jerky enough to make me only use them occassionaly. However I am going through the demo training, assualt the trenches. Is all support really not available? This seems like the perfect opportunity to call in artillery or an airstrike on their position. Second of all, what series of commands must I have given my poor stryker to make him so confused that I can no longer dismount my troops, cancel orders does nothing, and no matter what kind of movement order I give him, he just sits there. I'd really like to be able to get my machine gunners out to provide cover fire for my assualt teams, but I can't seem to do anything at all with them. Another couple questions, can I make use of the support guns and equipment on the stryker itself? How worried am I about ammo? Is that why I have my troops assualt this trench, to avoid wasting heavier fire I will need later? How can I find out more info about the capability of the enemy? At what range should I start worrying about taking fire from their AK's and RPGs, and although in the demo it says they won't return fire as much, what about the rest of the game? Certainly as I advance I'd expect their machinegun I've spotted to start putting rounds out. I have a feeling I know at least some decent tactics, might I be better off training in a real campaign? Thank you for your replies.
  11. First off, I haven't actually managed to play more than a couple minutes due to controls, and second off I'm probably making a bunch of assumptions based off play in STALKER primarily, however; I would assume this is to model the fact that, if your enemy is only hiding behind a rock, couldn't you use a grenade to either hit, stun, or otherwise 'soften the target' to make a full assualt possible, or otherwise flush him out of hiding enough to be hit? Same thing with the trench, if it's low enough to provide prone cover only, I'd think a well placed grenade would solve the problem. If it was more like a WWI trench, where your able to move around fully standing, a grenade might be as effective, but I would still think it'd have the desired effect.
  12. It does indeed have some good information, but I was considering more the programming side of the game, than any of the content in the game itself. What sort of language is used, whether some varient of C or another language or...?
  13. Could someone provide links to the discussions, or tell me what I'd search for? What sort of coding went into creating the game, what sort of problems and tasks are there that one might not think about when creating a game like this, etc.
  14. Has there been any public discussion or articles on how CMx2, from what I understand just a major upgrade of CMx1, was created? What was used, what goes into it, etc.
  15. What about actually moving the camera, not just the rotation? That's what I'd like to reverse, but I guess as Hev said it was found to be too difficult and so they changed it, a decision I greatly regret. And it's good to be here, I'll probably be more active once these controls stop driving me to the alt+f4 combination.
  16. I mean, when I want to move the camera, I want to use the keyboard. If I want to pan the camera right, I'd press the right arrow, if left, then the left arrow, not use the mouse to move it.
  17. Is there a mod or edit or a official patch, SOMETHING, that reverses the function of the keyboard camera controls and the mouse controls? I really want to play this game, and I'm sure, after the 100th try, I'll manage to make my guys move once properly, but the current set up just drives me nuts. Any time I want to move the camera itself, I go to the keyboard, only to spend my time renegotiating a reasonable view, and then go to the mouse to change my camera only to have panned so far away that now I need to fix that. [Note - I know you can customize keyboard, that's not what I'm talking about, just so somebody doesn't jump on me for something I'm not refering to.]
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