scottie Posted October 25, 2010 Share Posted October 25, 2010 actually having played CMSF for the first time on 2 years again moveable/amendable way-points would be helpful. also miss the ability to place squads at an exact location i.e forced to deploy in a square / grid. Completely understand this must be limited to the game engine though , just kind of awkward coming form CMx1. Takes a bit of getting use to but over all i have to agree is a cracking engine once patched. 0 Quote Link to comment Share on other sites More sharing options...
scottie Posted October 25, 2010 Share Posted October 25, 2010 ps more info on squad such as: names of individuals rank of individuals mentioned so many times by so many people but also: kill stats weapon info. Just dont feel you get enough info about the unit. 0 Quote Link to comment Share on other sites More sharing options...
21sec Posted October 25, 2010 Share Posted October 25, 2010 * More realistic effects - I don't mean any fancy graphics, but to have the dust/debris react in a more realistic manner after explosions and that sort of thing would be awesome. I have yet to see a game that does the mushroom cloud thingies after an explosion like what happens from a JDAM strike. Someone made a great smoke mod, sorry don't remember the name. It's in the depository. 0 Quote Link to comment Share on other sites More sharing options...
Alchenar Posted October 25, 2010 Share Posted October 25, 2010 actually having played CMSF for the first time on 2 years again moveable/amendable way-points would be helpful. also miss the ability to place squads at an exact location i.e forced to deploy in a square / grid. Completely understand this must be limited to the game engine though , just kind of awkward coming form CMx1. Takes a bit of getting use to but over all i have to agree is a cracking engine once patched. You say that, but in CMx1 all you were doing was designating a point around which the representation of your squad existed in a kind of quantum electron cloud state. You have more control now over the positioning of your squad than you did back then. 0 Quote Link to comment Share on other sites More sharing options...
benpark Posted October 25, 2010 Share Posted October 25, 2010 I would like to see an improved implementation of LoDs for foliage- rather than popping into existence on flyover as the camera gets closer, a very low-res 2D graphic of said trees would be displayed. It's easy to forget where the cover is on a map from a distance. 0 Quote Link to comment Share on other sites More sharing options...
Federico Posted October 25, 2010 Share Posted October 25, 2010 What I miss from CM1 is the option to press Enter on any specific unit and be able to see the characteristics of that particular unit (armor, reaching, penetration,etc ) and the current stats to be able to know how many units has killed or destroyed). S! 0 Quote Link to comment Share on other sites More sharing options...
scottie Posted October 25, 2010 Share Posted October 25, 2010 You say that, but in CMx1 all you were doing was designating a point around which the representation of your squad existed in a kind of quantum electron cloud state. You have more control now over the positioning of your squad than you did back then. fair point, i guess using the FACE option does align them along a ridge (for example) pretty well. Do sometimes see a single squad member hanging off the edge a little or on the downhill of a slope , but is better than CM1 i agree. So what you are saying is in CM1 you can define any spot but the unit in question doesnt nessesary go there. In CM2 they hit the square and align them selves is a better fashion. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted October 25, 2010 Share Posted October 25, 2010 Stingray: The "Early Surrender" irritation can be easily eliminated if designers put in enemy reinforcements that are timed to arrive AFTER the end of the scenario. The AI takes them into account when determining auto-surrender and so you will effectively reduce, maybe eliminate early surrender. So, we have to somehow make sure designers know this. 0 Quote Link to comment Share on other sites More sharing options...
LJFHutch Posted October 25, 2010 Share Posted October 25, 2010 Someone made a great smoke mod, sorry don't remember the name. It's in the depository. I meant the behaviour of the smoke/dust. Also, would it be possible to have the smoke from burning vehicles rise in a less uniform fashion: smoke tends to rise unevenly. I can see this presenting problems to the viewblock however so I'm not sure. 0 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.