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com-intern

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Posts posted by com-intern

  1. On 8/15/2020 at 9:49 AM, MikeyD said:

    I recall reading long ago that 'typical' LOS in western Europe is about 1200(?) meters (That statistic came out of the cold war days, back when we were anticipating fighting in central Germany). There's always going to be another tree-lined road crossing the horizon, another cluster of buildings, another copse of trees. Its the rare occasion where you're able to fire down the full length of a river valley. That's both good new and bad news for ATGMs. The good news is there's plenty of opportunity to find defilade positions. The bad news is its rare that you're going to find positions firing out to max range.



    I've been playing through the Command Ops 2 Battle of the Bulge scenarios and have been repeatedly surprised how often I've been engaged from 1.000+ meters. Doing a quick google maps check from positions near Marvie you can draw a clear LOS nearly 2.500m. Whats key, at least in Command Ops 2, is that these long engagements are not particularly lethal but at the same time you don't want to sit around taking the fire or advancing over open ground while 88s are throwing shells. As a result it does inform your attack plans or whether you leave a Coy on a hill and so on.

    As technology improves the ability for these marginal positions to affect the battle increases. In 1944 you can have a big gun chucking rounds 3km and not be too worried about it. In 2010 or 2020 a TOW missile covering the peak of the hill can totally change the layout of a fight.

  2. Its also easy to forget that CM:SF did not launch in the most fantastic condition. Even after the patches there were some built in issues that were problematic and that were really only resolved with the release of CM:BN.

    If anyone remembers Scipio (who iirc did some solid UI modding). He and I had a QB wherein my poor British engineers were matched up against a platoon of T-72s to rather disastrous results. I think I managed to catch one in an ambush for an immobilization. Nearly 10 years later I can remember that match with startling clarity.

    ------------

    CM:SF1 is the game in the series I put the most time into and its one of the reasons CM:SF2 was such a nice release. As CM:SF1 was almost immediately outclassed by CM:BN just in pure user friendliness. With the introduction of an actual QB system, removal of the ammo bar (which iirc applied to artillery?), and a likely other updates I've forgotten.

  3. This of course is going to a discussion prone to fallible human memory and opinion. However, for my part I recall there being a dearth of interesting discussion on this forum a bit after the most of the CM:SF patching was done but before CM:BN was released. During that period Gamesquad was... vigorous but I felt that the big personalities there kept the discussion going. Those same large personalities eventually caused the Gamesquad forum to implode and since the CM:BN release discussion here has been improving year over year.

  4. On 8/15/2020 at 1:04 PM, MikeyD said:

    I'm trying to recall the name of the first and most notorious CMSF1 troll. He heaped abuse on the product until he got himself banned, then went on to other boards to continue the abuse. What was notable was he nonetheless kept purchasing the products. Its probably for the best that I can't recall the name.

    I lurked over on Gamesquad during those years and the discussions were broadly more interesting that what was going on here. They tended to break the game down more than what was seen on these official forums. Within the last couple years these forums have gotten better as a few folks have started to really dig into CMx2's systems and do interesting things with them.

  5. 1 hour ago, IICptMillerII said:

    First off, let me say that I agree that halftrack gunners and tank commanders are too vulnerable. I’m of the opinion that it is a small arms accuracy issue in regards to TC’s as opposed to an animation issue. As others have correctly pointed out, the positioning of TC’s in turrets has been tweaked. 

    Fundamentally your exposure == your chance of being hit. Its pretty clear that everyone in a HT has too much exposure regardless of any other issues. Reducing the exposure would directly result in reduced casualties.

  6. 7 hours ago, domfluff said:

    That's still uncommon though. You still occasionally get people asking on this forum if tanks have hitpoints or whatever. Does ARMA 3 still have hitpoints for tanks? I can't remember.

    It depends on what you are playing. Its uncommon in infantry focused games because frankly hitpoints can get you "good enough". If you are playing a dedicated tank game though they generally don't use hitpoints or use them in a non-standard way. Warthunder, for example, doesn't use hitpoints but a vehicle isn't dead until all the crew are killed. That still allows you to mission kill them. Arma itself uses a hybrid hitpoint system, but its more complex than it used to be. Again though infantry focused games across the board use hitpoints for vehicles in some fashion and I cannot think of an infantry first game that doesn't.

    Once you move into games that are air/armor focused you see hitpoint systems drop away quite quickly though. SABOW, Men Of War, IL-2(?), Graviteam Tactics all stay away from hitpoints. But obviously they are not infantry focused FPS.


    ------

    As far as individual bullet trajectories. Those are now as common as dirt with nearly all the major shooters moving to them. Their complexity differs so you have Battlefield V with a over emphasized system and general lack of penetration while in Rising Storm 2 you can wall bang all day.

  7. What always sticks out to me is that the animation for firing from half-tracks overly exposes the crew. Since exposure = death a better animation would improve the utility of the HTs. I played around a bit with the animation files (after getting inspiration from the animation mod) and was able to get folks in the HT to not stand when firing and they were much less likely to be killed. Unfortunately it broke other things.


    Any a future update a change to firing stance from vehicles would be nice.

  8. Honestly people are panicking way too much over Steam reviews. To the point that I actually question whether people commenting actually use the platform. Here are some reviews for "serious wargames" many of which look significantly worse than CM. Some of these are literally chits on a map.

    Command Ops 2: Very Positive
    Graviteam Tactics: Very Positive
    Flashpoint Campaigns: Very Positive
    Armored Brigade:  Very Positive
    War in the East: Very Positive
    War in the West: Very Positive
    Decisive Campaigns: Very Positive
    Command (CMO/CMNO): Very Positive
    Scourge of War: Very Positive
    Take Command: Positive

  9. 1 minute ago, John1966 said:

    OK, that's not all. How do people do this?

    Just played a scenario and one company took the village and several hedgerow lines with minimal casualties. Textbook stuff.

    But the other company got chewed up trying to clear a single (not very big) wood. They were supposed to clear two woods but they were in no state to to continue and had only cleared half the first one.

    I tend to use "Hunt" a lot in woods since we don't know where the bad guys are. But all that happens is a load of grenades go off (not mine) and loads of casualties appear (mine). Effectively there's no terrain to use (as it's all the same) and you can't see anything. Can't use armour support. If the enemy are in the woods and haven't been daft enough to pitch up at the edges, it's a death trap.

    Anyone got any tips?



    Split the platoon into fireteams.

    Step #1: fireteams on line and within LOS of each other. One team advances a short distance forwards using hunt (about half of LOS maybe less) and then sits for maybe 20 seconds.

    |

    | -> |

    |


    step #2: Other fireteams then advance inline with the sacrifical element and waits 20 seconds or so before repeating.

    | -> |
    .     |
    | -> |


    It will take a long time but it allows your mean to move forward bit by bit and gives them time to spot and engage any enemies. Once you locate the enemy you can then engage them on your terms. You can make this slightly faster by just having your troops do a similar style of movement but with having them firing into the woods as they advance using target light.

    The reason you use hunt is that you want the team to immediately hit the deck should they suspect anything is going wrong. Going prone in woods gives them a lot of concealment and the accompanying fireteams should be close enough to provide supporting fire quickly.

     

  10. 3 hours ago, Anonymous_Jonze said:

    I think steam could possibly help but there's so many games on there now it could get overshadowed. There's a ton of "hidden" games on there that are never being promoted. But with that being said... You know how I found out about this series? Searching on google for a Star Wars Battlefront review video and clicking on the wrong link. 



    There are a lot of games but it does give you decent ability to find similar games. I found Command Ops 2 on Steam and before then I didn't know it existed. Since that time I've spent around $100 on it.

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