Michael Emrys Posted November 21, 2010 Share Posted November 21, 2010 Yeah, a fun game is not obligated to be a lousy simulation. It all hinges on the learning and the talent of the designer and his dedication to getting both aspects right. Michael 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted November 21, 2010 Share Posted November 21, 2010 When I say simulation, I mean to training standards - as in you will learn something that you can use in RL. I don't think that any commercial game has met those standards as DoD tried investing on COTS (commercial off the shelf) games in the 90's thru a few years ago, but wasn't very successful. Most of the $ now goes to big research outfits like USC's ISI labs in Marina del Rey etc. 0 Quote Link to comment Share on other sites More sharing options...
Lanzfeld Posted November 21, 2010 Share Posted November 21, 2010 I just want to control when my BMP-1 fires its HE gun or AT missles! Geeeezzzz. 0 Quote Link to comment Share on other sites More sharing options...
stikkypixie Posted November 21, 2010 Share Posted November 21, 2010 I just want to control when my BMP-1 fires its HE gun or AT missles! Geeeezzzz. I wonder if it would be practical to bring back a menu like in CMx1 where you could choose between main gun + machine guns or just machine guns, when area firing with a tank. But ONLY when using target light, you could then select which weapons you want. This way you can have finer controls if you want, but still the old behaviour in the other case. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted November 21, 2010 Share Posted November 21, 2010 Yeah, I agree with you and Lanzfield. It's frustrating when it fires a valuable missile, when a few rounds of HE would do. I also hate having to do a waypoint dance to restrict the number of round fired. But, then I realize that we're lucky to have ANY game company developing amazing quality entertainment games like these for us grognards. I often feel sorry for the BF staff for all the flack they have to deal with. It's HARD to design and program games. 0 Quote Link to comment Share on other sites More sharing options...
Lanzfeld Posted November 21, 2010 Share Posted November 21, 2010 Yup.....life is hard. Now FIX THIS! LOL. 0 Quote Link to comment Share on other sites More sharing options...
Lanzfeld Posted November 22, 2010 Share Posted November 22, 2010 More more more. The ability to set 180 degree arcs with a "shift-whatever" key combo ala CMBB. ...and for the love of god please let us select or alter the default arc neon yellow glow! Hurts my eyezzzz! 0 Quote Link to comment Share on other sites More sharing options...
RAM-bo4250 Posted November 22, 2010 Share Posted November 22, 2010 Again...since we are tweaking here.... 1. I want to control if my BMP-1's use the AT missle OR the HE gun. I select area fire and they shoot 1 shell then 1 AT missle and spend 60 seconds or so reloading the AT missle and not shooting anything! I just wanted to hit the area with 3 or 4 HE rounds! Lanzfeld, I totally agree. I always play WEGO so I would also like to see the ability to name the number of rounds to be put on a target. (ie: Tank #1 - 2 HE rounds on that building to the left of the mosque). Probably too difficult to code. Ron 0 Quote Link to comment Share on other sites More sharing options...
Boche Posted November 22, 2010 Share Posted November 22, 2010 what also bothers me about WEGO apart from above is the TOWs, when i only want to fire 1 into the building by the time the turn finishes theyve fired 2! guess its part of the cons of WEGO 0 Quote Link to comment Share on other sites More sharing options...
Lanzfeld Posted November 22, 2010 Share Posted November 22, 2010 Well I did do some experimenting after reading some of the responses here and if you do a waypoint and a 10 second pause with a target command followed by a short move, 10 second pause, target command, the BMP-1 seems to only use the HE gun multiple times. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted November 22, 2010 Share Posted November 22, 2010 It's good that one can do these quick fixes, but it's a pain and slows down making a move - esp if you are doing this for several units. There is also a increased risk of getting a movement order wrong and (say) having a unit reverse to a point that you needed it to move fast to etc. 0 Quote Link to comment Share on other sites More sharing options...
Crispy1209 Posted November 23, 2010 Author Share Posted November 23, 2010 I can't remember off the top of my head, but I believe our SASR is 5.56, and it is accurate out past 600m. Don't insult my intelligence, I'm well aware that a lot goes in to long range marksmanship, which is why our snipers have to go through so much training. It depends on the Soldier and their experience level, but it is also still very possible to hit targets out to 300m with an M4 in a combat situation especially with an ACOG. I at least expect them to hit targets that far out when they are lying prone on a berm, have not been running, and are not being shot at. But if the enemy can hide from my guys IN THE OPEN, and I can't do anything about it but wander a Stryker or a squad in to get nailed, it's a little ridiculous. I understand them being able to hide from my behind cover/concealment and can take measures to negate the risks of getting hit from there, but if the enemy can be completely invisible in an open flat area whenever they want, that's a little much especially when I have a sniper team that is well trained in target detection positioned in a good vantage point that still cannot see them. Snipers are very effective for recon and target detection and can take out important targets at long range IRL, but if they can't detect a BIG ATGM launcher sitting in the middle of a runway and they can't hit the broad side of a barn at 500m that makes them completely useless. 0 Quote Link to comment Share on other sites More sharing options...
RecceDG Posted November 23, 2010 Share Posted November 23, 2010 The one feature I would kill for is the ability to click on a unit and see its LOS. Shade areas with no LOS, or color the grid red/yellow/green, or WHATEVER - just let me know what the unit can see without having to click "target" and drag the pointer around. DG 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted November 23, 2010 Share Posted November 23, 2010 Recce: I have seen that feature in other wargames, and you are right, that would be very useful and would speed up gameplay no end. I think the longest part of doing my turns is figuring out all the LOS from the various waypoints to ensure either safety, or that I can hit a desired target. 0 Quote Link to comment Share on other sites More sharing options...
akd Posted November 23, 2010 Share Posted November 23, 2010 I can't remember off the top of my head, but I believe our SASR is 5.56, and it is accurate out past 600m. No, but maybe you are thinking of Mk.12 SPR, which is more a designated marksman's rifle. But yeah, it is quite capable past 600m. 5.56mm versus 7.62mm ballistics is really irrelevant to the topic. It is not really harder to hit a target at 300m with a 5.56 M4 than it is to do so with an equivalent rifle in 7.62, all other factors equal. Caliber is not going to be the determining factor at that range. 0 Quote Link to comment Share on other sites More sharing options...
Waaarg Posted November 23, 2010 Share Posted November 23, 2010 The one feature I would kill for is the ability to click on a unit and see its LOS. Shade areas with no LOS, or color the grid red/yellow/green, or WHATEVER - just let me know what the unit can see without having to click "target" and drag the pointer around. Ditto for next available game new features are going in. I too have seen this feature in other games. A) no its not gamey and no I have no clue how hard it is (seems to be the two criteria for an idea). 0 Quote Link to comment Share on other sites More sharing options...
chaos49 Posted November 24, 2010 Share Posted November 24, 2010 a thing i like to have is a vehicles possibility to load armo before i taget a thing and see how manny shoot i have before need to reload the gun. 0 Quote Link to comment Share on other sites More sharing options...
Lanzfeld Posted November 24, 2010 Share Posted November 24, 2010 Watch almost any Iraq combat clip on Youtube or Liveleak and see 240 and SAW gunners doing nice long bursts in a real firefight. 3 to 5 second long bursts. Why cant this be put in the game? 0 Quote Link to comment Share on other sites More sharing options...
Waaarg Posted November 24, 2010 Share Posted November 24, 2010 I'd love dull way points showing when Toggle show all move paths is active. Also hit dismount a lot when unbuttoning. This can lead to issues when you don't catch it in time during a PBEM game. I know I can change this myself but the next game I'd appreciate default setup to have dismount moved away from any other hotkey. 0 Quote Link to comment Share on other sites More sharing options...
Dietrich Posted November 25, 2010 Share Posted November 25, 2010 I would like it if snipers could have a 'setup' a la the MG of whatever length is deemed needed. Once done, BIG bonus to spotting and accuracy. Before they set up I'd be happy if they perform as infantrymen with big rifles. In playing Alex's "HardRock" scenario the other day, I noticed that my MG3 team had ">1k" rounds. But when I moved the team from the action spot where they were when I loaded the scenario to another place in the setup zone (that is, before I hit the Go button), the ammo count dropped to "400". This tells me that a crew-served weapon team gets extra ammo if left in place, as if they were already dug in and had surplus ammo to hand. If this "already set up" functionality is in place, why not apply it to snipers? Granted, these days snipers don't "live" in the prone position amid tall grass and shrubbery. But wouldn't a sniper team that was already in position (on an elevation with long lines of sight) before the start of a scenario have gotten rifle and spotting scope set up and done a thorough scan of the terrain and estimated ranges to certain spots and so forth? 0 Quote Link to comment Share on other sites More sharing options...
stoex Posted November 25, 2010 Share Posted November 25, 2010 Dietrich, This is not quite the way it works in my experience. As far as I can tell the availability of ammo has to do with the new ammo sharing function. See the second paragraph in my post in the NATO bug thread here for a more detailed description. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted November 25, 2010 Share Posted November 25, 2010 Is the ammo sharing feature for all ammo, or only support weapons? If the latter, are there any support weapons that for some reason do NOT share - not sure if the exotic sniper ammo would qualify??. 0 Quote Link to comment Share on other sites More sharing options...
stoex Posted November 25, 2010 Share Posted November 25, 2010 As far as I know, all weapons and units share ammo now (if applicable, meaning same ammo type). I could be wrong, though, and I certainly haven't tested this. I know small arms ammo is shared, as well as MG ammo and GILL missiles. That's the ones I have seen explicitly being shared. 0 Quote Link to comment Share on other sites More sharing options...
vincere Posted November 25, 2010 Share Posted November 25, 2010 I'm not so keen with the new version putting a Jav missile with the other team after I split the AT team off. 0 Quote Link to comment Share on other sites More sharing options...
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