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ncc1701e

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Posts posted by ncc1701e

  1. 11 hours ago, LongLeftFlank said:

    For Future Combat Mission, here are my thoughts, fwtw:

    ....What else? 

    Introduce some delay between the time an order is given to a unit and the time the order is executed by this unit.

    Introduce what I would call the "fear concept". A veteran/elite unit knowing what they are doing (they have been trained) may refuse to do an order, risking their lives.

  2. On 9/19/2018 at 6:35 PM, Lethaface said:

    Aye aye! :)

    --

    I'm planning to order Adam Tooze's book 'crashed' after I read the link provided by @LongLeftFlank. Too bad the chapter about Turkey didn't make the cut, although the article provided goes quite deep into the Turkish situation. Anyone here read 'Crashed'? 

    Adam Tooze's "The Wages of Destruction" was also an interesting book regarding WW2. I am waiting "Crashed" traduction in my native language otherwise it would be to complicate for me to read.

  3. Hi all,

    I would like some advice regarding artillery support. Each time I am facing a scenario with multiple support assets, I am wondering which one is the best for the support mission I would like to do.
    Do you have some advices on when using what between the following?

    60mm mortar
    81mm mortar
    120mm mortar
    105mm howitzer
    122mm howitzer
    130mm field gun
    155mm howitzer

    What is the major difference between a mortar and a howitzer and a field gun?

    Sorry, I realize this may be some basic questions for you.

    Cheers

  4. On 9/22/2018 at 4:35 AM, MikeyD said:

    A nifty resource for beginners is real world tactical training manuals. For infantry platoon leaders, tank commanders, etc. There's a lot of them online spanning several different conflicts. 
    Because you're not really playing the 'game', you're playing the tactical situation. If doing something in the real world is a bad idea (like charging a mg nest across open ground) it'll most likely be a bad idea in the game too. A common joke with veteran CM players is when they're out driving their brains are mentally identifying defilade positions & ambush sites, and calculating weapons ranges in the surrounding countryside. 'Large two story house on a hill crest, no windows on south facing side - check'. :blink:

    Definitely agree with what you are saying. The reason I am asking for the manual is more for all the stuff that have changed in the editor compared to CMSF1. That would be useful to have it near you.

  5. Well I am not sure of my answer. But, if I have understood correctly, preordering SF2 plus all modules is 120 instead of 165. SF2 will be sold 165 after release.

     

    At the beginning of this thread, you have the upgrade prices.

    http://community.battlefront.com/topic/126835-the-state-of-cmsf2/

     

    You have to upgrade SF1 base game: 15

    You have to upgrade SF1 Marines module: 10

    You have to buy SF2 British module: 35

    You have to buy SF2 Nato module: 35

     

    So a total cost of 95 instead of 120.

    Hope this helps.

  6. 12 minutes ago, Vikingo said:

    Another sad and boring weekend?

    Not at all, I am playing CMSF1 scenario meanwhile.

    One of my US squads discovers Uncons hidden in a trench.
    Firefight of course.
    Then, I saw one of the Uncons doing the move to throw a grenade.
    I said internally 'oh my ...'
    But, at this exact moment, the Uncon guy was touched by a bullet and the grenade went onto the ground.
    Explosion, two more bad guys out...

    Boring? no. Entertaining? completely. 😃

    End of september is not yet there. They have still time to polish the beast... 🎅
     

  7. 11 hours ago, Combatintman said:

    What exactly are you looking for or what is your intent?

    My goal is to design several scenario for CMSF2 taking the historical background of this civil war. Too early for a campaign I am afraid. I prefer to start with something little.

    I am reading plenty of stuff right now to give me some ideas of interesting things to translate into scenario. I think I have all the necessary equipments (RED tanks / technicals) to do something not too far away from history. Perhaps will miss some NATO air assets like Tiger helicopters but an Apache is not too bad after all.

    Of course, this will be RED vs RED

  8. 8 hours ago, Michael Emrys said:

    This might not be so easy to code though, in light of the already existing code that rejoins teams into their parent squads as soon as they are all gathered in a vehicle

    Well, I have done few tests.

    Take a squad on the ground (not inside a vehicle). Split it and leave the two teams untouched.
    It will take approximately 15 seconds to recombine the squad automatically.

    Now, take two teams of the same squad in separate ground areas. Ask one of the team to go on the same square than the other one.
    It will take approximately 3 seconds to recombine the squad automatically.

    In terms of UI, the split buttons are there, they are just greyed out when the squad is inside the vehicle.

    Why not do exactly the same than when the squad is outside the vehicle?

    Splitting a squad inside a vehicle, you have 15 seconds to do something with the team of your choice before an automated merge.
    And, when the team is back in the vehicle, 3 seconds later it is merged in its squad if everybody there.

    I do not know what it does represent in terms of code. But, all the LEGO pieces are there.
     

  9. Thank you - something to add to my wish list then. But, less important than the ability to split squad inside vehicles. I would like to dismount a scout team not an entire squad if needed to limit exposure. I know there is a workaround for this but really implementing split squad inside vehicles will allow flexibility since there are four possible squad split options.

     

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