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Stardekk

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Posts posted by Stardekk

  1. @weapon2010 You can't do that, because its only works for WW2 stuff.....

     

    Also, I would like to have a "Rules of Engagement" folder for each Platoon commander and above, that will determent what the Platoon will do in ana event of a fight, fo example, dont fire that thing  unti that thing happens, move at a speed of X, dont fire until the range of Y, etc etc...

  2. One thing I would also like to be implemented, is that you could put weapons and ammo back in vehicles, for example if you are mistaken taking the weapon you didn't want or you just don't need the weapons when the inf dismounts (only for weapons you took from the vehicle).

  3. 13 minutes ago, Khalerick said:

    #1 would be dynamic campaigns. Even something simple like the way the Close Combat series does it would be nice. I think it's the biggest thing missing by far.

     

    "Nice to have" would be something like a replay feature that lets the player watch the whole battle once it is finished.

     

    Better vehicle dismount/mount rules for interactions between infantry and vehicles.

    Yea the replay sytem would be cool, to watch after you finish the battle in Turn based or real-time to watch unfolding. 

  4. Post here your engine 5 wishlist :) I Would very like to know what other people want to implement in the game.

    Personally, I would like:

    -Actual Servo Stabilizer for MBTs with two-plane Stabilizer

    -being able to tell a vehicle with multiple heavy weapon systems (such as IFVs with Autocannons and ATGMs) What weapons to use (shoot ATGMs only, shoot Cannons only, shoot ATGMs only at Tanks etc..) 

  5. I think ESS will be a nice implement in version 5 for the game engine, you could basically create a huge smoke screen with ease, but the smoke screen won't be impenetrable to thermals since the smoke isn't mixed with Wihte Phosrus. So it wont be that OP and it will open more ways to exploit and will give thermals much more things to exploit with. 

  6. 1 hour ago, Sgt.Squarehead said:

    Nah, the spotting's dodgy.  :mellow:

    The ability of US tanks to spot stationary/concealed units on their flanks, while moving, and often before those units can spot them is beyond ridiculous.....Superior thermal imaging doesn't make 70 ton tanks disappear in broad daylight at sub 1km ranges.  :rolleyes:

    Well, Yes. 

  7. On 12/13/2020 at 8:50 PM, Haiduk said:

    I believe, but not with such almost "lightspeed" reaction from detection to shot. To detect, recognize, assume a decision to fire, make measures, make voice commands to gunner/loader and (or) driver, they must react on orders, prepare to fire, aim, shot - all this in less than 3 seconds? Also this is touching not only the armor, but infantry too - look at CMSF2 topic, when discussed the same problem with many examples. Pair of scouts, which can not only spot, but also recognize enemy infantry in the trees from 3 km, having only rifle thermals - how it possible if AN/PAS-13 v1 sight for rifle has about 800 m of effective range? 

    The second - as I know the game engine have a feature - each unit makes 7 second сonsistent observation of each 90 deg. sector, but is there really commander during the battle is rotating own cupola like a turbine? Or trooper with own head? As far as in USSR time the research was provided which sectors the tank commander observates during own tasks. There is turned out 90 % of time commander spotted in the sector in 110 degrees forward. Try to move in the game RPG team to the tank from the flank - if it's not T-64, with a big probability the tank will detect them first. 

    Commander, of course, can rotate on 360, but, for example, in case of T-72B3, the commander hasn't thermal in own cupola, so during the day targeting he hasn't any advantages and in the darkness he can spot only at 500 m with EOP device. The thermal for 3300/5000 m of night/day modes has a gunner, but his sight "nailed" to the gun and he can observe battlefield through the narrow field of view only by rotating the turret. I'm not shure this reflected in the game.

    I don't want to start a debate, but you could spot sfuff from the back so fast and turn the turret so fast, modrn tanks have a Hunter Killer system, wich means that the commander dont have to tell the gunner to turn the turret, he could simply, by a press of a button, turn the whole turret around to his point of you, but I agree with you that it shouldn't happen in 3 seconds. Infantry can detect ENY infantry 3km away, with binoculars (though it heavily depends on the terrain the inf you are trying to spot is at), but agian, it should'nt happen that fast, thats true. 

    About spotting sneaky infantry from the sides and rear, thts also could happen, but again, not as fast as in-game, i think. 

     

    I don't think combat mission should fix that, at least not in CMX2. This is not an armor sim... I for example dont agree with the CAS mechanic implemented in CMX2, but the game is focused more on the Combined Arms warfare, wich this, I think Combat Mission is the best Sim-type game for this as of 2020.

     

    BTW if you are looking  for a good armor sim, try Steel Beast as sulman mentioned this game above.Great game in my opinion. 

  8. BTW is the T-14\T-15 are in service now ? I'm not sure.

    2 hours ago, Haiduk said:

    First of all the game suffers from unrealistic easy spotting and "X-ray vision". And one of main steps of balancing is matching spotting capabilities to real world. There is a feeling sometime that armor with thermal sights and "better optic" indeed already equipped with "transparent armor" technology - such easy they detect even small targets from the side or back directions.  

    You wont believe how much this is realistic, with gen 3 thermals you can spot targets almost 5km away. And the commander could turn his camera 360 degrees so  he propably spotted that small target becasue he looked back, though thats not modeled in the game, even the stabilizer is not modeled in-game sadly. 

  9. I chose to start a topic on balancing the modern CM2 games. Since balancing CMBS is much easier than CMSF2  for obvious reasons, I chose to open this thread in the CMBS Topic.

    I just want to hear what you guys have to say about balancing CMBS, maybe its impossible but still. 

     

    Thats not a messege for the devs or something, its just for fun. 

     

     

     

    My Idea is: 

    -Limiting Javelins by Highering the price and rarity in Quick battles and also limiting them to 1 Javelin (+ 3 Missiles) in each Platoon (Stryker inf,mech inf or standart inf), and mixing some Carl Gustav Ricoiless Rifles.

    -Maybe upgrading the Russians overhaul, because the game is created and designed in 2015 (ish ?) and the Russians were still in the process of modernizing their military. In 2017 it will be much more modern and comparable to the US army, and also putting more units in general, for example: a US company should fight a Russian Battalion( yes, a battalion.) in "Large" battle settings. 

    -Adding rocket artillery ???? 

     

    I don't bother to balance the Ukranians because I think they are in a pretty good spot as the "underdog"  of CMBS.

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