SlapHappy Posted September 23, 2007 Share Posted September 23, 2007 Originally posted by metalbrew: Slappy, I don't understand your point about fairness and parity. It doesn't seem to fit into this thread, how does your point relate to infantry control and behavior? Well, the parity part really doesn't..I was just ranting a bit. However, I was talking generally about the way the TAC AI responds to certain situations realistically (or unrealistically). For example, a well trained squad wouldn't react in some of the ways I have seen them in the game. 0 Quote Link to comment Share on other sites More sharing options...
metalbrew Posted September 23, 2007 Share Posted September 23, 2007 Originally posted by SlapHappy: For example, a well trained squad wouldn't react in some of the ways I have seen them in the game. Oh I agree completely. For now I'm hoping to discover ways to get my infantry to behave consistently. I feel OK about my knowledge for now and I can use the small edge to play better. Consistency means I can at least guess what will happen reliably and that's OK for now. Long term, I can't see how the current command set could be viewed as a simulation of infantry. I'm hopeful that Battlefront will see these examples and do some tweaking. Infantry behaves horribly under fire and this is partly due to the movement styles and partly due to action spot silliness. The current action spot design ruins immersion in the game. I spend so much time worrying about action spots when I'm trying to move infantry it takes the fun out of the game. The only way I can reliably determine where the action spots are is to use the target command, which the line snaps to the action spot, and then cancel the target command once I feel I have a decent idea where the action spot is located. This only works if you have LoS to the action spot you're wondering about though. It doesn't work at all for unarmed units. This is so unfun I've had to invent vocabulary to describe how much I dislike it. 0 Quote Link to comment Share on other sites More sharing options...
SlapHappy Posted September 23, 2007 Share Posted September 23, 2007 I'd like to see some more examples of using the current infantry combat orders to overcome problems posited by the game (like the corner issue). Like you, however, I feel the action spot thing and a lack of finer controls will lead to further frustration. For instance, with the corner thing, wouldn't you want your troops to hug that wall and have the point man peek around that corner? I'm not current or former military, but it seems kind of logical to me. Currently in the game you can't do that. 0 Quote Link to comment Share on other sites More sharing options...
metalbrew Posted September 23, 2007 Share Posted September 23, 2007 Originally posted by SlapHappy: I'd like to see some more examples of using the current infantry combat orders to overcome problems posited by the game (like the corner issue).I think that request begins with folks posting the situations they have problems dealing with. 0 Quote Link to comment Share on other sites More sharing options...
Thomm Posted September 28, 2007 Share Posted September 28, 2007 Bump! Will be interesting to give this thread an update with 1.04! Best regards, Thomm 0 Quote Link to comment Share on other sites More sharing options...
undead reindeer cavalry Posted September 28, 2007 Share Posted September 28, 2007 the engine supports splitting squads into teams (and each team does spotting individually), so one "easy fix" would be to keep the squad split into three (or so) teams internally even when the squad isn't really split command wise. or well, it wouldn't really fix the issue, but it would make it less dramatical. 0 Quote Link to comment Share on other sites More sharing options...
The_Capt Posted October 2, 2007 Author Share Posted October 2, 2007 Hey Fellas, Quick update. I haven't disappeared just yet. I still want to post a new thread but unfortunately I am at home nursing a case of Denge fever. The ****holes they send you to in the service.... Hopefully I will be in shape for a post this weekend. 0 Quote Link to comment Share on other sites More sharing options...
19Kyle72 Posted October 5, 2007 Share Posted October 5, 2007 I hope you feel better soon. I doubt a bowl of chicken soup's going to do much for you, but it might not hurt to give it a try. Yours, Kyle 0 Quote Link to comment Share on other sites More sharing options...
Ricochet67 Posted October 5, 2007 Share Posted October 5, 2007 Get well soon, Capt. I look forward to you weaving your tactical mastery in CMSF v1.04. 0 Quote Link to comment Share on other sites More sharing options...
Chelco Posted October 5, 2007 Share Posted October 5, 2007 Ey Capt, wish you a speedy recovery. 0 Quote Link to comment Share on other sites More sharing options...
jomni Posted August 25, 2008 Share Posted August 25, 2008 Upping thing very good post... keep it up. I need recommendations. I always play RT and now starting to try out WEGO. I like RT because of the micromanagement but it is really tiring when you are watching a lot of units in real time. WEGO seems to be more relaxing as you can focus your attention to a section of the battlefield and just revisit the other hot spots via replay. And then fine tune the each command. So can someone summarize the WEGO tips stated in this thread? Or do you even recommend WEGO in the first place? 0 Quote Link to comment Share on other sites More sharing options...
theFightingSeabee Posted August 26, 2008 Share Posted August 26, 2008 You just have to be more deliberate with your planning. Coordinating movements and all that should be well planned. Use covering fire when possible. Also, don't forget to get fraps so you can take pictures while you watch the best moments of the battle. 0 Quote Link to comment Share on other sites More sharing options...
Lanzfeld Posted September 25, 2008 Share Posted September 25, 2008 this great thread sorta "ended" a year ago. any changes to the action square spotting issues since then? 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted September 26, 2008 Share Posted September 26, 2008 Chelco had a great idea in this thread: putting timestamps at each waypoint so you have a better idea of when (within tolerance) units will get there. This would ease the learning curve for coordinating actions. In the world of which CMSF is a simulacrum, all I'd say is, "Wait until I get into that building, count to 15, then come in behind us." Now it's a bit harder to do in game. Let alone something a little more complex. Regards, Ken 0 Quote Link to comment Share on other sites More sharing options...
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