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Inkompetent

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Everything posted by Inkompetent

  1. Special forces 'still use it' because they are good enough to have any use of the rifle. A rank and file soldier who is there to put out fire volume doesn't need a perfectly accurate, powerful, mastercrafted weapon to do his job, and he is a too bad shot to really get the most out of the rifle's attributes. Special forces however who have much more training with their weapons can have use of the rifle's accuracy and power, and in the right group and at longer ranges accuracy is more important for squad level fire power than fire volume is. And heck, if you want to see a long time service weapon, check the M2 heavy machine gun. Probably has the world record in longest time in service.
  2. I think you should count with AT LEAST 10 seconds per soldier unless it is a decently large window and a very low one. Anything a bit higher up and they'll need guys helping them up if they want to keep any good pace at all. So if they all have to enter the same window you are up for some very slow entering.
  3. Just burn the install file to the CD? Won't work like a normal game you buy in retail, but you'll have it there
  4. Yeah. A simple key combination (Ctrl-U for UI or something) to hide everything, or one key combo to hide the UI, and one to hide icons would be enough in my eyes. That way it is easy to switch the UI on if you want to check something out for a unit while you watch the replay.
  5. It's a faint pink indeed. Hard to say it's pink unless you get up close, and with fields of browns and beige all over it doesn't leave that much pink left, but from several photos I've seen from the Gulf War they did indeed have maybe 1/3rd of the visible paint job in that faint pink. Good thing they ain't sissies and complain about pink when it actually helps them staying alive
  6. Also, we do definitely need 'Pink Panthers' and some SAS to go with them. Heck, it'd be worth implementing SAS just to get to have pink Land Rovers to start with!
  7. Well, in the end it can be made so that as long as the soldier has a correctly defined skeleton and selections it will work in the game. This can both be fairly easy to implement, or a total nightmare. Depends on how the code is structured from the start, and since I'm not that good at reading crypted code through a hex editor I can't tell Hopefully we'll get modding support for that kind of stuff though. So that even though they don't let us add/modify animations we can at least modify the model mesh.
  8. Well, they can have a split between US and British forces. That's one expansion. Then if that campaign is for Normandy there is still a whole lot left to cover as the breach through Netherlands and eastern France. For example Operation: Market Garden. Not to mention the German counter-attacks with their SS panzer divisions in their last real attempt to push back on the western front. I'm sure there is stuff for quite a few expansions if one stretches past Normandy.
  9. Glad to hear things are going well and that things aren't so bad for this dying genre s one could believe. Now get your ass off of the forum and back to code on the British-module!
  10. Yeah. And heck. I consider only 7 people shot to be quite a feat. I pulled off the mission with grandeur just moments ago, but it still resulted in 3 dead and four wounded while I slowly pushed on between bushes. I love the mission though! Can't wait until the next one!
  11. Nice one! Just played it through, and I even started to get quite serious ammunition problems before I finally manage to close up on the enemy position to flush them out with hand grenades as revenge for fallen Marines, and getting a win through enemy surrender.
  12. Well, because it's a quite 'standard' all-round gearing for on-call CAS. Of course it could carry high-drag 500lbs or 1000lbs bombs (can't recall the exact name of them atm) and many more things. I haven't ever seen a A-10 attack in CMSF and never ever touched the editor, so I wouldn't really know what setups are possible.
  13. I think it's the same order as for the infantry, so it'd go from Light, to Medium, to Heavy. In the case of the A-10 I'd guess it means 30mm cannon, 2.75" FFARs, and Mavericks.
  14. Heh. Also one interesting thing that happened to me that never has happened before to me (might just been that I haven't seen it) was that I ordered mortar fire on dug in enemies in the 2nd mission with my company commander. The spotting rounds dropped a bit too far away in my opinion. Actually much closer to me than the enemy. After the third spotting round has impacted I hear 'Fire for Effect' and I start wondering what they are up to, since being that far from the target there is no way that they can adjust the fire mission properly by triangulating from the mortar impacts. Said and done - I start getting a heavy rain of 60mm shells straight onto my own position that is 250-300 meters from the target and orders cease fire in panic, but before the mortar rain stops I've lost half a squad of infantry, one SMAW-team and one M240-team to air burst shells. Quite nice to see BLU-on-BLU fire, even by improperly directed fire support. I hope it wasn't a bug, but that it's actually a feature with that some people suck at directing artillery and can get it a bit wrong from time to time.
  15. I'd love this. What is important is what *can* happen. Not what actually will happen! Just as an example when playing Armed Assault I was on a three hours long saboteur mission in heavy, pouring rain and thunder. Intel said there would be enemy tanks and infantry around, and we were to blow a bridge just at their ass. Didn't spot a single enemy during the whole mission, but the tension in it made it one of the best missions I've ever played in Armed Assault, and I've got many hundreds of hours of serious, more or less mil-sim missions in my back pocket that it competes with.
  16. 'Hull down' means that the body of the vehicle is behind hard cover (usually terrain) and that only the weapon turret is above, thus minimizing its profile, but retaining its ability to employ all its weapons. This is obviously the best way to use any kind of vehicles to minimize the risk of them getting shot up, and it should be used as much as possible. Even a little PG-7V rocket from a RPG-7 can bust the track on your M1A1 Abrams and thus score an 'immobilization kill'. Thus don't think you don't have to stay hull down just because the enemy doesn't have tanks or ATGM missiles.
  17. Yep. I have it too. SMAW and Javelin assistant gunners won't pick up the weapon if the gunner is hit, and riflemen won't pick up the SAW if the automatic rifleman is hit, etc.
  18. Yeah, it would be nice to see them use the spotting round before firing, at least at longer distances. Shouldn't be *that* much work to code
  19. Yep. Assault is the way to go when clearing buildings; Slow but effective. One fire team moves, two fire teams provide a fire base. Aso, if you have more squads around it doesn't hurt to do 'Target Light' on the building from the side of it when you assault, and stopping that order as soon as your maneuvering guys are about to enter the door. (does for obvious reasons not work when playing turn based, but since this thread is about Real-Time )
  20. Oh, just to clarify my above post (didn't find any Edit button) I mean that 'Quick' is better at spotting opponents than it was before. Not that it is better than 'Hunt'.
  21. Well, completely depends on what you want to achieve. I tend to prefer 'Hunt' when searching for the enemy in more open terrain (when my only cover are bushes, tall grass/crops and small defilades), otherwise I almost exclusively use 'Quick'. They are better at spotting enemies in it, better at firing on the move, and are still not entirely suicidal. The best compromise between fighting ability, speed and survival you have. I generally only use 'Fast' when crossing streets or moving through other areas where I know I'll probably get shot, but never without suppressive fire on known and suspected enemy locations in that case. Since 'Hunt' still means they'll stop at the first signs of enemy contact (i.e. either getting a visual, close audio or getting shot at) I tend to have 'Quick' as my main move order for all infantry.
  22. Please give us a 'Pop Smoke' command where we can decide the direction of the smoke, without a complex system of face and pause commands and stuff first!
  23. Until we get good working smoke popping, why not turn the units facing with a 'Face' command, pause 15 secs, do a minimal slow move in the direction you want the smoke, and then 'Pop Smoke'? Should give you smoke in the direction you want that is thick enough by the next round. Ought to work, no?
  24. Looking good! I can't say I've checked the M16A4 model up that close, but wouldn't it be more interesting to model something as large as the forward assist, rather than the knobs on the AN/PEQ-2 (which are large indeed, but are they as important for the model's feel, if trying to be polygon-conservative?) I also think that the M16 doesn't look... uniform in its texturing. The magazine has very high contrast shadows in the rivets, while the receiver and forward grip of it looks bland, pale and low-contrast in comparison. Not saying one is better than the other, but that it more looks like a collage of different textures rather than one uniform one
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