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Whiterider

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Everything posted by Whiterider

  1. Artificial illumination in night scenarios: Houses, lampposts, burning vehicles, etc. With real effects in visibility.
  2. A few things I´d love to see: 1-Aircraft shadows (like in CMX1). 2-Grenades availables in ammo dumps and vehicles. 3-Explosions in ammo dumps when they are hit. 4-Target briefly+Hide: Extremely useful if you want to shoot and being undiscovered. 5-Semidestroyed buildings in the editor. 6-Possibility to not cure wounded comrades, sometimes you can be discovered due to this.
  3. 1-Combat between enemy planes if both player bought them. Don´t want to see combat images but I´d like to hear them fighting. Furthermore planes ground attacks should be reduced if enemy aircraft arise. 2-A limit to ammo that units are able to carry. A possible solution would be to refit automatically the unit (until its original limit) when it´s in a vehicle or close to a dump ammo. Units will only get ammo for the weapons they carry currently. This is an important issue since CM is a realistic game. 3-Target heavy option: Useful if you don´t wish to use the machine gun of your tank (sometimes ammo is limited). It´s between target light (MG) and target (Gun+MG).
  4. Thanks for the info sfhand. Interesting article.
  5. According to Battlefront there are panzer turret bunkers in GL Where can I purchase them? Thanks
  6. Aircraft behavior in 3.0 is realistic and pleasant. What more can we expect for a game? :confused:
  7. That´s true. From now on you´ll always find unexpected surprises. I like it! Yesterday I lost a recon platoon: they were killed by my own planes. PS:Fortunatelly it´s not common if your units are under cover.
  8. Planes cannot be seen but you can hear them when they´re "comming around" or "attacking". Take a look to the HQs, all of them know the current situation of planes. You can also see the gun traces of antiaircrafts or planes.
  9. Nope. Forward observers are not required to call planes now. I have bought planes without them and are able to attack. However, FO know when a plane is "comming around" or "preparing".
  10. Thanks Vein. IMO your mod is very important for CM.
  11. It´s obvious: If you play by email using this "house rule" you won´t know if your opponent is cheating. If you play against the computer the AI will have a different behaivour. Plans for 2 minutes are not the same than plans for one minute.
  12. Excellent idea! That would be great for scenarios with tons of units: Using two minutes turn length the micromanagement is halved.
  13. Thanks to you Mark . I´m happy to know we´ll enjoy much better quick battles.
  14. In CMFI happens the same. I remember playing quick battles in cities and most of units were located outside the buildings.
  15. Thank you so much Mark! Certainly it´s a big improvement for CM.
  16. Have you noticed any difference in quick battles against the AI in CMRT? What about enemy units location?
  17. Curiously the same guys who tend to make silly excuses are the same that feel happy once a commnunity "not realistic" idea is accepted by Battlefront.... It happens in many, many forums. Am I wrong?
  18. Really nice scenario. Furthermore small ones are my favourites.
  19. So, in your opinion 150 metres/minute (9 km/h) is fast and 140 metres/minutes (8,4 km/h) is not fast? Next time i´ll try to push the turbo button while running to see what happens. I can see you´re one of those guys who defend "realism" when there´s an obvious issue...
  20. The scout run the test during one minute without getting tired. Other units get tired before the minute ends. I can´t understand why a soldier get tired so easily moving 150 m/minute and not so moving 140 m/minute. :confused:
  21. I´ve been doing some movement tests with a scout team (three soldiers) in plains. Obviously other units (ie ammo bearers or machine guns) move slower. Slow: 20 metres per minute (1,2 km/h) Move: 60 metres per minute (3.6 km/h) Hunt: 70 metres per minute (4,2 km/h) Quick: 140 metres per minute (8,4 km/h) Fast: 150 metres per minute (9 km/h) My opinion: 1-There is a very short gap between quick and fast and no proportion in fatigue consumption between them. 2-I think hunt movement should be slower (perhaps 3 km/h) than normal movement, after all you´re moving carefully. 3-Quick movement should be around 6,5 km/h with half fatigue consumption than fast movement (9 km/h). This is more realistic and avoid micromanagements.
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