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Wengart

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Posts posted by Wengart

  1. In CM:SF when playing as Red against blue I've often used technicals to block off routes of approach and force my opponents into areas favorable to me.

    Really its a usefulness thing, I wouldn't block a road with a T-55 but a technical with a PKM or just a truck used as ad-hoc transport probably won't do much or last long. So using it as a blocking unit (quite literally) is a much better use for it

    Also vehicles don't actually seem to be the size that is shown visually, for engagements they are of course, but there seems to be some allowance of clipping so even a single path bridge could be passable for two vehicles. Although it wouldn't be fast and force the vehicle to expose all kinds of odd angles to the enemy.

  2. When you select a squad the UI (in the bottom left) will show what type of contact they have with their HQ. Being in contact with the HQ iirc improves the spotting capability and the moral of the squad. You just usually don't notice it with NATO because their troops are more often than not in contact with their HQ through some means, and they are good enough to be left on their own for the most part. If you play as Uncon or Syria it becomes much more noticeable.

  3. And in terms of the explosion effect itself? Since the squad is somehow bunched up for the action spot spotting reason, isn't it also prone to get wiped out easily with HE? Does the abstracted cover system providing enough (or additional) cover from explosions to make up for the lack of formations/dispersion?
    Usually the abstracted cover and slightly nerfed power of HE are enough to keep the squad from being slaughtered, but its not perfect. One of the bigger problems I've seen with it is troops who are hit directly, as in they are in the crater of the round, will be killed outright and that often means a direct hit will result in 1-2 dead if not slightly more.

    Another issue, which is more pertinent in CM:SF is the exiting vehicle pile up, the squad waits at the exit of their vehicle until everyone is out, which makes them a very nice target for HE and grenades. In fact, I've seen entire squads destroyed by a grenade landing in the middle of the exit vehicle pile up. This of course will be less of a problem in CM:BN with the reduction in transports.

  4. since they still maintain their movement profile (or possibly speeding up) they still remain easier targets than if they were to go to ground and their fire is more sporadic. Usually they only stop moving once someone gets hit.

    Since units moving quickly or running will be less likely to spot a stationary or hidden enemy before they themselves are spotted.
    It's not necessary that the unit spot the enemy, only that they realize they are under fire. Furthermore, move to contact isn't exclusively for scouting, but also has a place as an advance if no resistance met order.
  5. Aren't they always moving to contact anyway??
    No.

    Case 1 -

    I want to move to an unsecured tree line several hundred meters away. A move command would get my men there, however if they came under fire they would blissfully continue moving until someone was shot. So I give them a move to contact command this way they will attempt to reach the tree line, but if they are taken under fire they will stop and return fire.

    Case 2-

    I want to redeploy a squad across a street to gain a better firing position. In this case I would want to use a fast command because they will be under enemy fire. A Fast to Contact command will just have them halting in the street to return fire which is most definitely not a safe place to be.

  6. Why, it's more logical for it to provide concealment only. But I wonder does it block LOS directly, or is it abstacted ?
    More logical, yes. However, it would take quite a bit of processing power to correctly model LOS blocking from doodads and it would also require some work to get the tacai to properly use it as concealment. Whereas, with cover the tacai doesn't really have to do anything (you could think of it as abstracted cover) to the point that even if a soldier isn't optimally using the doodad as cover being nearby it may give him some cover from fire.
  7. How will a game that focuses on company-level combat negotiate the presence of friendly companies to the ABSOLUTE IMMEDIATE left and right of the subject unit? Again, I've looked at the images that you've posted, and they certainly look substantial enough, area-wise, so much so that one could reasonably expect a battalion on the attack, rather than a company.
    I would imagine that, that would be handled by the scenario designer rather than the game.
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