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Other Questions about CMRT


mg422

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I own all of the CMx1 and CMx2 versions except for the CMSF series. So it is great to see this product evolve over time. I also have ordered CMRT because I do feel that BF does improve their products over time. Below is my list of items that I have questions on and I do not feel that in all cases I am the first to ask them. But it is difficult finding the answers in the forums so I will ask them. I only play WEGO and against the AI.

-It would be nice to know what items are fixed or are planned to be fixedas a sticky for that product. Also those that will never be fixed.

-Change in the difficulty settings so that if I play basic training mode, C2 is applied so then other members of the squad or platoon other then the HQ/FO/Scouts can order artillery strikes. One reason is this makes it very hard to play campaigns because you are putting the HQ units in harms way to order artillery. So over a series of battles in a campaign, you are constantly putting the hqs out into areas that make it difficult for them to survive. I find the spotting in the other settings to be too severe and cause the game to be very slow.

-Allow weapon units such as mgs or mortars to target briefly multiple units in a WEGO turn.

-Spotting issue of LOF in which one member of a crew sees the enemy but the unit will not fire because the gunner cannot. This happens too often. I am referring to Womble's thread of recent weeks. Or could I have the option to select a unit that is visible to me and it would highlight action squares for me to move to in order to get a better shot if I choose to do so.

-Members of a unit that run out of their ammunition for their personal weapon will not pick up a fellow unit members weapon until all of their potential ammunition is exhausted. For example I have seen in a few cases if I have a split squad with a Tommy Gun and M-1s. The man with the tommy gun uses up all his ammo and members of his team our dead and in the same action spot. But the Tommy gun guy will not pick up the dead guys' M-1 because he has grenades left.

-Along these same lines, if I have an antitank unit with a bazooka, and the bazooka man dies, I never have seen the bazooka be picked up by that same unit. Or if the bazooka man is wounded, gives it to another member of his team

-Ammo bearers be incorporated into the squad of the weapon that they carry ammo for if that unit weapons incur casualties.

-Will the ammo dumps in CMRT allow you to replenish every possible ammo for your side (mortar, smoke, grenades). Could that team then carry it to another unit and exchange it with another unit?

-Split teams into individual soldiers so you can leave a member as a person as a gunner in a halftrack?

-Will there ever be the option in realtime to stop the battle and replay the last 30 seconds or minute?

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-It would be nice to know what items are fixed or are planned to be fixedas a sticky for that product. Also those that will never be fixed.

I doubt you're going to see that. BFC don't like to make promises they don't know they can keep, so they tend not to make any promises at all. The launch announcement for a given product is all you're likely to get, for certain.

-Change in the difficulty settings so that if I play basic training mode, C2 is applied so then other members of the squad or platoon other then the HQ/FO/Scouts can order artillery strikes. One reason is this makes it very hard to play campaigns because you are putting the HQ units in harms way to order artillery. So over a series of battles in a campaign, you are constantly putting the hqs out into areas that make it difficult for them to survive. I find the spotting in the other settings to be too severe and cause the game to be very slow.

Changing the "difficulty settings" to suit one person's preferences isn't going to happen. Given the focus on actual game features over parameterisation of interface elements, I can't see us being offered ways to individually tweak the various aspects of "difficulty settings" either, mostly because it's not asked for that much.

-Allow weapon units such as mgs or mortars to target briefly multiple units in a WEGO turn.

Stacking of Target Briefly has been asked for. I don't expect it's going to happen, since it would be a radical addition to waypoint mechanics.

-Spotting issue of LOF in which one member of a crew sees the enemy but the unit will not fire because the gunner cannot. This happens too often. I am referring to Womble's thread of recent weeks. Or could I have the option to select a unit that is visible to me and it would highlight action squares for me to move to in order to get a better shot if I choose to do so.

If you've read that thread, you should know the answer. It was quite deeply explained by Steve, the Man Himself.

-Members of a unit that run out of their ammunition for their personal weapon will not pick up a fellow unit members weapon until all of their potential ammunition is exhausted. For example I have seen in a few cases if I have a split squad with a Tommy Gun and M-1s. The man with the tommy gun uses up all his ammo and members of his team our dead and in the same action spot. But the Tommy gun guy will not pick up the dead guys' M-1 because he has grenades left.

You're so terribly mistaken, I wonder if you actually play the game. A "Tommy gun guy" will never pick up an M1 (Garand or Carbine), nor vice-versa. They have their assigned weapon and it's "personal weapon" (as opposed to "sidearm" or "support weapon") class, so they won't switch. I don't think that's ever going to change. The clamour is usually the other way around: for the rifle-toting Dogface to pick up his Sergeant's SMG.

-Along these same lines, if I have an antitank unit with a bazooka, and the bazooka man dies, I never have seen the bazooka be picked up by that same unit.

Perhaps if you left the bazooka team in the same place and they had chance to buddy aid, you would have. It's basic operation. Happens all the time (for a given value of "not being shot at" and "the weapon survived whatever killed the Tube Guy")

Or if the bazooka man is wounded, gives it to another member of his team

I assume you mean "yellow sillhouette" wounded rather than red base casualty "WIA". I'm betting the AT specialist is better or as good, wounded, with the Tube as his helper is, unharmed.

-Ammo bearers be incorporated into the squad of the weapon that they carry ammo for if that unit weapons incur casualties.

Pretty sure the architecture doesn't allow it. Having a splittable weapon-plus-bearers "squad" would be ideal, but IIRC previous discussions, that can't be done with crewed weapons.

-Will the ammo dumps in CMRT allow you to replenish every possible ammo for your side (mortar, smoke, grenades).

I've seen Steve confirm all bullet types, mortar shells and grenades. Don't know about smoke. Good question: the corrollary is "if smoke grenades are available in ammo dumps, are they accessible by teams that normally do not have the "Pop Smoke" command. Also, are they tracked in the interface somewhere?

Could that team then carry it to another unit and exchange it with another unit?

I don't know how the "Ammo levelling" procedure is going to be restricted. But standard extant ammo sharing would obviously still apply.

-Split teams into individual soldiers so you can leave a member as a person as a gunner in a halftrack?

I remember reading that there might be a "split crew" option in the Admin menu for qualified squads to leave a driver with their ride. Don't know if that ever actually made it in... I can't quickly identify a unit with it as an option. There are some units for which it will "never" be a possibilty: crew-served weapons. I'm pretty sure the restriction of three subunits would also still apply, so a 3-team squad wouldn't be able to split "naturally" if one of its "split teams" was a crew for a vehicle, and you wouldn't be able to split "Assault-AT-fire" or similar while maintaining the crew.

-Will there ever be the option in realtime to stop the battle and replay the last 30 seconds or minute?

Pretty sure that's not going to happen while the current architecture prevails. So "ever", practically.

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Members of a unit that run out of their ammunition for their personal weapon will not pick up a fellow unit members weapon until all of their potential ammunition is exhausted. For example I have seen in a few cases if I have a split squad with a Tommy Gun and M-1s. The man with the tommy gun uses up all his ammo and members of his team our dead and in the same action spot. But the Tommy gun guy will not pick up the dead guys' M-1 because he has grenades left.

I remember this type of discussion about lots of games over the years. The question is really: should they do it?

Often the argument seems to be that just because soldiers in wargames can realistically do something, they should be able to do it. In this case while soldiers can pick up discarded weapons, how many would realistically do it in combat?

It seems more like the kind of thing that happens in war movies or you read about in medal citations (e.g. Audie Murphy jumping into a knocked out tank destroyer and manning the MG). Would the average soldier do it? I dunno. People tend to become locked into their own little tasks, and I wouldn't expect soldiers under pressure to do something "extra" most of the time.

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The argument presented to justify a rifleman not picking up an SMG is that (especially for the Americans, or any other self loading rifle), the rifle is a better bet for the individual soldier. They can make themselves felt much further out, and won't run out of ammo as fast. But if tommy gunners abandoned their SMGs in-game, there would be a great wailing and gnashing of teeth... even if they're empty now, it only takes a jeep rolling up with resupply to make that SMG the most lethal thing the team is carrying.

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-Change in the difficulty settings so that if I play basic training mode, C2 is applied so then other members of the squad or platoon other then the HQ/FO/Scouts can order artillery strikes. One reason is this makes it very hard to play campaigns because you are putting the HQ units in harms way to order artillery. So over a series of battles in a campaign, you are constantly putting the hqs out into areas that make it difficult for them to survive. I find the spotting in the other settings to be too severe and cause the game to be very slow.

Fair enough mg422, this is a problem for the new player.

This means that to apply the lesson (1. Keep your FO alive. Think about applying this principle to the rest of your command.) you have to go back to the start of the campaign, which means that you have better intelligence of the coming battles. This means that the difficulty of the game is reduced another step in that the surprise factor is removed from the game as a design intent for that campaign. I could argue that CM is a harsh learning environment and the lesson is quickly learnt, but I understand that by the time you learn the lesson as a new player, you've already invested hours into the game. This loss is frustrating, no argument.

If it could be done, maybe having resupply for separate groups in the TOE for the next battle at greater frequency for lower difficulty levels (i.e. lose FO, get a new one at the start of the next battle. This as part of the scenario design, a default supplied by the editor for the difficulty level chosen by the player.)? Unfortunately, this means that the lesson of needing to keep your FO alive is not learnt until you start playing a higher difficulty - which means you get a double step up in difficulty and still lose the time learning the lesson. I think I answered my own question...

Your best resource as a newbie is the community forums. The elders here mostly try to be entertaining and informative and they are (I'm sure Steve has said this before) the major reason the games are as good as they are: we buy the games (very important), we write about the games and the way we experience them and we mostly succeed in tolerating others in the group, their viewpoints and their contributions. All the problems the newbie is having, we've had, often many times over because we're a little slow (here's looking at you Emrys). We take much delight in describing the games' failings, then Steve comes along and clearly and patiently and with good humour explains that it is we who are failing, and why (that's another major reason for the games' success right there.). It's all here, hundreds of thousands of posts - you just have to spend a little time getting up to scratch on the intel.

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