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Muzzleflash1990

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Everything posted by Muzzleflash1990

  1. Some time ago Twitch changed their terms particularly dropping the "save forever" feature. Now videos are only kept for a maximum of 14 days. The exception is highlight which will be kept for ever, however, they will be limited to two hours. I noticed on your stream most (all?) of your videos are marked as highlights. However, for instance the the recent scenario design video is 6 hours long, which is longer than what they formally allow. http://blog.twitch.tv/2014/08/update-changes-to-vods-on-twitch/ I suggest you get verified on youtube, to allow one-click upload of several hours to youtube, instead of only 15 minutes, and then use that for archival. Or alternatively some other place that allows indefinite storage. It would be a shame if the videos, like the scenario design one, become lost.
  2. Can't remember how I discovered the link, but I find this page very useful: http://www.raafsquad.com/cliffs/battlefront/home.htm . It also links to the excellent Armchair General Combat Mission video series.
  3. I hope coop will be there some day. Some friends have expressed interest in CM, however, we almost exclusively play cooperatively with each other.
  4. I use the fact that what-you-see is pretty-much-what-you-get, and would like the ability to lower the camera even further. The lowest you can go now is still some bit above the head, and using the LOS-tool (target-ing) when you just want to get a quick overview takes much longer. This would also help to check whether your units can see above some terrain feature when prone, which is not possible with LOS if the unit is currently standing or crouched.
  5. I lower the camera and move it "into" the gun of the vehicle, or at least same height. Then I move the camera (without changing its height) until it covers the terrain I need it to. Then I look straight down with the camera and add the final waypoint.
  6. I'm curious, what kind of Active Protection Systems (hard kill systems) will be we see, and what weapons will be used to counter them? The only weapon I can find capable of defeating such a system with decent chance is the RPG-30. However, even that, and similar, is supposedly defeated by "Trench Coat". Seems the weapon/armour iterations are becoming shorter. Is the best counter to simply mass effects to empty or overwhelm the munition of the APS, or are there other solutions on the horizon?
  7. Thanks for the responses. I'm not new to the series (also played CMSF) and I didn't find it intuitive after long amounts of gameplay . It is not a problem during prolonged engagements as units turn automatically then. But it has occasionally caused some of my units to lose the moment of surprise because they were not facing the correct direction on initial contact where as the enemy was. Now that I figured it out, I have another way of setting the facing. Though having to do find the direction at the final waypoint, and then apply that direction to the current unit position is not what I would call intuitive. For target arcs, however, it is the only thing that make senses. But as I said it's a minor annoyance, not having a way to set facing would be much worse .
  8. Hello (new to this forum). I'm not sure Face command is working as intended. I find it a minor annoyance I always have to select the last waypoint to set a facing. Then looked up the command it in the manual to see if it says anything about it. Turns out i don't have to have the waypoint selected: Then I tried it with a unit "not moving" but about to and it did not work. Okay maybe it mean it literally, the unit has to be moving when I do it. Same result. Turns out it picks the direction at the time you give the facing comamnd, and then applies it when the unit stops moving. That is, it is relative, not absolute, contradicting itself. Maybe I misunderstood, but then it provides an example: Say I have a unit SW of a building. In my testing if I order a unit to move north, such that it is west of the building, and I place a face command on the building (without a waypoint selected) my unit will face NE, where the building was in relation to the unit in the beginning, when it arrives. The example above suggest the unit should turn and face the absolute position of the building, thus face east.
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