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1 hour ago, RMM said:

it shows him completely weaponless!

I think that you use a mod, I never come across this in the standard game. if you used a mod I think that the problem could be there. I have no experience with mods/ Kind regards. 

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21 minutes ago, chuckdyke said:

I think that you use a mod, I never come across this in the standard game. if you used a mod I think that the problem could be there. I have no experience with mods/ Kind regards. 

Yeh, I do have some mods on, but even so, sometimes the UI will also show a man wielding a handgun, and ya know he has more than that. Still, my suggestion remains, because I think it would be a lot easier for the player to access this info in the UI rather than spend the time zooming in on the battlefield itself.

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5 minutes ago, RMM said:

UI rather than spend the time zooming in on the battlefield itself.

I agree if you focus on the unit in Camera position1 you should see exactly what is going on. A while ago somebody had that problem with a panzerschreck. The unit just wouldn't use it. 

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1 hour ago, Thomm said:

A label indicating weapons as 'deployed'.

The same way 'semi-deployed' is shown.

Best regards,
Thomm

Isn't that intrinsic to the UI weapon silhouette though? When it's deployed, it shows in fully setup status without any other labelling; ie. no label is the label? The status can also be seen in the special orders section where the 'Deploy' order is highlighted as long as the weapon is deployed.

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7 hours ago, chuckdyke said:

Flares should play a role in the C2 and maybe bugles the NVA used them a lot. 

Hmmm 😔. Starshells should make a significant LoS impact. Rather than shooting at muzzle flashes, the unit has a clear LoS as long as the starshell illuminates it. I would think it would work in the game much like night-vision capabilities do in the more modern genres only the effects would be localised to the illuminated area.

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7 hours ago, chuckdyke said:

I agree if you focus on the unit in Camera position1 you should see exactly what is going on. A while ago somebody had that problem with a panzerschreck. The unit just wouldn't use it. 

Well, I think that soldier will use the mortar if I ask him to (he has previously); it's just a player, ease-of-use thing. A quick right-click in the UI would show me what other weapons he has and may need ammo for. The other particular case for this would be when only a handgun is displayed in the UI. It's often because they've run our of ammo for their main weapon, but at the moment, one has to zoom in to find out what that was, assuming it can be seen and isn't 'invisible'!

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No more blurry, muddled terrain when zooming out! Fix the LODs, please! Or at least make it so we can hi-res the textures and they'll stay hi-res.

 

Mord.

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2 minutes ago, RMM said:

A quick right-click in the UI would show me what other weapons he has and may need ammo for.

I let the TacAI do most of the work. In the case of area fire and if there is more than one full contact, I give fire orders manually. For the bigger games some computers already struggle. To make myself clearer, I use the analogy of a game of chess. The Queen is the C2 and the King is the Morale and Leadership qualities of the units. To knock out the Queen take out any HQ or unit which is vital for command and control. The strategy is attrition, and you need to be careful. If your TacAI is not doing the things you expect, we tend to do things manually. I experienced more often than not we come out second best. It is time to concentrate on the KIng. Morale is the King without morale your troops will surrender. Units on Nervous and lower have become useless. Last time the AI surrendered with still a platoon in defensive positions. However, their morale was on nervous and lower. To check the King you have to pair your units with enemy units. Infantry in buildings to use infantry to get them out is attrition you need something with HE to have effect of checking the King. Maneuver is pairing enemy units with your superior units. If you look for details in your infantry units. Look for the grenades they have not at their sidearms. I only express my personal opinion here. The sign for me that I do things correctly is when the TacAI is giving me pleasant surprises like spotting armor or other vital units. I stress again it is my experience with the game. With my Queen and King analogy I enjoy the game before I came on the brink to install it from my computer. Happy gaming and Kind Regards. 

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13 minutes ago, chuckdyke said:

I let the TacAI do most of the work. In the case of area fire and if there is more than one full contact, I give fire orders manually. For the bigger games some computers already struggle. To make myself clearer, I use the analogy of a game of chess. The Queen is the C2 and the King is the Morale and Leadership qualities of the units. To knock out the Queen take out any HQ or unit which is vital for command and control. The strategy is attrition, and you need to be careful. If your TacAI is not doing the things you expect, we tend to do things manually. I experienced more often than not we come out second best. It is time to concentrate on the KIng. Morale is the King without morale your troops will surrender. Units on Nervous and lower have become useless. Last time the AI surrendered with still a platoon in defensive positions. However, their morale was on nervous and lower. To check the King you have to pair your units with enemy units. Infantry in buildings to use infantry to get them out is attrition you need something with HE to have effect of checking the King. Maneuver is pairing enemy units with your superior units. If you look for details in your infantry units. Look for the grenades they have not at their sidearms. I only express my personal opinion here. The sign for me that I do things correctly is when the TacAI is giving me pleasant surprises like spotting armor or other vital units. I stress again it is my experience with the game. With my Queen and King analogy I enjoy the game before I came on the brink to install it from my computer. Happy gaming and Kind Regards. 

I agree with the concept, and you're correct regards morale being the lynchpin, but being out of ammo is going to facilitate that when they can't shoot back and thereby get shredded with expected results. This is more about what the AI can't do, and I love that CM allows us the ability to focus on those things, such as making sure they can continue to fight and thereby avoid morale failure.

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1 minute ago, RMM said:

This is more about what the AI can't do, and I love that CM allows us the ability to focus on those things,

We need to test and study more what affects morale. Lack of ammo may be one of them I said may be. I take losses the first thing I do is split the unit and render if it is safe to do so buddy aid. Now we need to be careful that a unit doesn't exchange his primary weapon for something you don't want. They will also retrieve ammo. Logistics is always important, my IS2 took out infantry in a building. The minus side he is now out of HE and that may be the cynical purpose of the scenario designer. To run out of ammo is not difficult. Here the Nagant has 21 rounds The Submachine gunner has 4 clips. Just enough for 1 minute. I wouldn't bother with the revolver, it is inferior compared to the .38 special. The point I am making infantry should do observing using them for attrition was a failure in WW1

observerfr.png

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Has likely been mentioned yet. I play with tracers always beeing disabled, but would rather like having selectable tracer graphics instead. I.e machine guns and AA role only with every x round fired beeing tracer, like in RL. Then would like having more small arms impact graphic FX. I rarely see them in my games and guess there´s a rule for getting more of them shown (volume of fire related maybe and performance).

 

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The setup phase of the new Berlin map has reminded me of how much I'd like some kind of overlay feature that we could draw on and mark key positions (e.g., for AT guns or heavy MGs), highlight important terrain, and so on.

If not Engine 5, maybe in CMx3?

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In the scenario editor, I'd like to have an "Unrestricted" option in the field for date and region (and any other restricting option), so that all services, nations, formations, specialist teams, vehicles and whatnot appear and can be selected in the main screen when choosing units for a fictional scenario.

In this way you don't have to go back and forth a million times to get French troops to fight in Northern Italy, for example, or that special vehicle, or airborne or Kriegsmarine unit you want for your scenario. Not everyone of us is a TOE expert.

(Sorry if this has been mentioned already. Repetita iuvant, we say)

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Quote

... this way you don't have to go back and forth a million times to get French troops to fight in Northern Italy, for example...

Don't be so lazy with your fingers. They need their exercise too, you know. A little clicking back and forth has never hurt anyone except the most lazy ones.

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4 hours ago, BornGinger said:

Don't be so lazy with your fingers. They need their exercise too, you know. A little clicking back and forth has never hurt anyone except the most lazy ones.

🤣Haha! Yes, very good exercise for my index finger.

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Command and Control. At present it is just the radio, and we have HQ units which can call in artillery without a radio. Since communication without a channel is not possible, I suggest we will be less cryptic about it. With F&R I suggest some protocol. FO calls in a fire mission and assigns the fire mission to Lt Ivan at reference such and such. Lt Ivan spots FLAK 88mm at reference such and such and fires a flare to confirm the mission. Or at reference such and such Lt Ivan spots the 88mm abandoned and disabled. Lt Ivan doesn't fire the flare inside the allotted time, and the FO cancels the mission. Easy to make house rules playing single mode or on Hotseat at home. Little harder to play it on PBEM. The scenario designer could configure a field radio system in a scenario especially for the defender. 

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Posted (edited)
On 5/6/2021 at 1:16 AM, Nooop said:

1. Multiplayer lobby and you can assign players to control your platoons.

I would be extremely pleased to see something like this. Team games in CM.

Additional request:

Being able to target treetops with direct fire in general. But mostly artillery.

Edited by Artkin
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1 hour ago, Artkin said:

Being able to target treetops with direct fire in general. But mostly artillery.

If I remember correctly you can choose a fire mission with a fuse that cause the artillery shells to explode above the target (infantry) when you have certain artillery batteries to use. If you choose that fire mission on infantry hiding in woods or in a forest the shells will explode in the treetops and cause more casualties to the enemy infantry.

Unfortunately that fire mission can only be requested from cannons and not howitsers, I think.

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