Gen. J-sun Posted June 8, 2011 Share Posted June 8, 2011 With reference to the first page I find the troops reluctant to throw demos unless you set a blast order at the location of the target. 0 Quote Link to comment Share on other sites More sharing options...
rampantone Posted June 8, 2011 Share Posted June 8, 2011 Knowing which units have body armor or not which the Manual states is not important to know. Ability to set personal C2, i.e. choose who has radios, binoculars, establish own personal line of communication. Do soldiers hiding with bincoulars still spot? 0 Quote Link to comment Share on other sites More sharing options...
JG11Preusse Posted June 8, 2011 Share Posted June 8, 2011 would be nice when tanks and other vehicles are able to turn at normal speed. here in the game this vehicles seems to have big problems with turning. everyone knows how fast a tank can chance direction and sometimes in quickbattles, i loose a tank, because this super slow turning speed. 0 Quote Link to comment Share on other sites More sharing options...
gunnergoz Posted June 8, 2011 Share Posted June 8, 2011 I find tanks turn better if you run corners in two or three smaller increments, and slow speed is best. If not hunting, I'll run them at normal or quick then slow to turn and use at least one if not more slow legs to complete the turn. They also seem to slow even more if you have to cross a different type of terrain during the turn, e.g. go from road to shoulder/grass and back to road again. 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted June 8, 2011 Share Posted June 8, 2011 Knowing which units have body armor or not which the Manual states is not important to know. Eh? Aside from helmets, what kind of body armor was issued to soldiers during this period? Michael 0 Quote Link to comment Share on other sites More sharing options...
Magpie_Oz Posted June 8, 2011 Share Posted June 8, 2011 I find tanks turn better if you run corners in two or three smaller increments, and slow speed is best. If not hunting, I'll run them at normal or quick then slow to turn and use at least one if not more slow legs to complete the turn. They also seem to slow even more if you have to cross a different type of terrain during the turn, e.g. go from road to shoulder/grass and back to road again. I agree the driving "skill" or lack there of in the AI drivers is pitiful, slow in fast out is the mantra for drivers but CM seems to be go flat out, slam on chocks, have no speed and hence take 3 days to turn then go flat out again. This is actually the one and only thing I find annoying about CMSF -> BN 0 Quote Link to comment Share on other sites More sharing options...
Hukka Posted June 8, 2011 Share Posted June 8, 2011 Maybe I'll add my earlier post here, because my thread is sinking without notice. ---- I am having a great wego game with my mate, but it there's some things that could work better in wego (no kidding!). First I think the troops should shoot a bit longer to the target area when someone goes out of their sights. There was this situtation when my tank was quite close to enemy troops who were hiding behind a small hedgerow. The tank shot couple of times when the troops were in sight, but it stopped almost immediatly when they hit the dirt. At least the machinegun should keep going. Now the tank was waiting some 30 secs without doing anything (waiting for the new orders phase). Maybe this behaviour should only include "heavier" guns like machineguns and such. And of course they should switch target if some visible enemies appear. When the ammo gets low, they could stop firing on "hidden enemies". Second Spotting is sometimes quite cumbersome in wego. I've had couple of times when my FoO or squad leader has moved away from hedgerow for some reason and it can't see through it anymore. So I have to move it closer to call some artillery. The problem is that you can't order it in the same turn as you are moving. At least I think so. But it seems that you can do normal targeting though at the last waypoint. So, would it be possible to make it so that you could also call artillery at the last waypoint? I understand that there could be some coding issues with this or something. 0 Quote Link to comment Share on other sites More sharing options...
BartlebyC Posted June 8, 2011 Share Posted June 8, 2011 For me it would be a couple of UI tweaks: Make the individual soldier information more tidy. Loose the text in the lower left of the main screen and integrate it with the display showing the weapons (I have seen a mocked up panel of this in another thread).Keep KO and KIA squad members in the panel. Colour the weapons red or brown depending on status. Would give an instant view of how badly a squad has been mauled in the current scenario.Slight differentiation in the floating icons for unit types so we can see at a glance which are infantry, ammo bearers, XO teams or pioneers.When a squad takes casualties, the floating icon could flash a different colour to the flashing when the unit is selected? 0 Quote Link to comment Share on other sites More sharing options...
John Malcolm Posted June 8, 2011 Share Posted June 8, 2011 Keep KO and KIA squad members in the panel. Colour the weapons red or brown depending on status. Would give an instant view of how badly a squad has been mauled in the current scenario. +1 for this. I love that we can mouse over the weapon icons and see the individual highlighted and wish that could be extended to KIA and WIA 0 Quote Link to comment Share on other sites More sharing options...
imperator07 Posted June 8, 2011 Share Posted June 8, 2011 I would like to see a bigger and hideable UI. The fonts are hard to read in 1920x1200 on my 24". 0 Quote Link to comment Share on other sites More sharing options...
Georgie Posted June 8, 2011 Share Posted June 8, 2011 A "move to contact" command. "hunt" works ok for AFVs but troops tire quickly in the hunt mode. If the "move" command is used for scouting the scouts tend to get into a gun fight when they spot the enemy and usually get killed or wounded. A "move to contact command" that would program the scouts to "go to ground" as soon as they make contact without engaging in a gun fight would be a good command. They could in fact withdraw and break contact. This I believe would still leave a contact icon. It would be saying "hey sarge the Krauts are right over this hill". 0 Quote Link to comment Share on other sites More sharing options...
Childress Posted June 8, 2011 Share Posted June 8, 2011 A Combined Arms option for AI auto-pick: infantry and a a couple of tanks. 'Mixed' seems to yield eccentric results, for a couple of examples among many, pure amour or four batteries of Calliopes for a Small force. 0 Quote Link to comment Share on other sites More sharing options...
BloodyBucket Posted June 8, 2011 Share Posted June 8, 2011 For me it would be a couple of UI tweaks: ....Keep KO and KIA squad members in the panel. Colour the weapons red or brown depending on status. Would give an instant view of how badly a squad has been mauled in the current scenario. Hear, hear! 0 Quote Link to comment Share on other sites More sharing options...
Captain.Adultery Posted June 8, 2011 Share Posted June 8, 2011 the ability to zoom in and take part of the action for a turn, trying to complete your orders. turn the game into a military simulator like Arma2 crossed with combat mission. head to head multiplay would be fun 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted June 9, 2011 Share Posted June 9, 2011 I'd love a universal LOS tool unconnected to any unit. One click on any part of the map to anchor the point of origin, then moving the cursor to any another point gives you a readout of the distance between the points and whether LOS is possible or not. One more click (or a right-click) and it goes away. This may have been requested before, but I'd like this so much that I thought I'd raise it again. Michael 0 Quote Link to comment Share on other sites More sharing options...
guachi Posted June 9, 2011 Share Posted June 9, 2011 I would like to see a bigger and hideable UI. The fonts are hard to read in 1920x1200 on my 24". The fonts are even smaller on a 30" at 2560x1600. The DPI is 101 on a 30" and it's 95 for your monitor. The fonts are all about 7pt or so. It's not that I can't read it, but I'd just rather have it larger. 0 Quote Link to comment Share on other sites More sharing options...
Bradley Dick Posted June 9, 2011 Share Posted June 9, 2011 I have always thought that a political marriage between the Combat Mission series and the Close Combat series would result in something beautiful. Persistent stats for units, such as health, kills, experience, ammunition and morale would be great. Persistent damage between consecutive campaign battles would be another welcome addition for me. The stats for the squads would be great. Then we could name each soldier individually instead of just the squad leader. Hell, while we're at it, let's drag the medal system into the mix too. Is it necessary? No, probably not. Would it add some much needed flavor to the mix? Yes. Not to mention the much sought strategic level that is sorely mission from the Combat Mission series. 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted June 9, 2011 Share Posted June 9, 2011 Hell, while we're at it, let's drag the medal system into the mix too. Is it necessary? No, probably not. Would it add some much needed flavor to the mix? Yes. Every game that I have ever seen that awarded medals (and admittedly there are a bunch I have missed; but to continue...) did so in a hilariously unrealistic manner. And the promotions...oh please. I'd sooner BFC didn't waste precious coding time on this one. Michael 0 Quote Link to comment Share on other sites More sharing options...
lookeylou Posted June 9, 2011 Author Share Posted June 9, 2011 Persistent damage between consecutive campaign battles would be another welcome addition for me. What type of damage are you talking about? Squads reflect members being killed and structures. 0 Quote Link to comment Share on other sites More sharing options...
James Crowley Posted June 9, 2011 Share Posted June 9, 2011 For me it would be a couple of UI tweaks: Keep KO and KIA squad members in the panel. Colour the weapons red or brown depending on status. Would give an instant view of how badly a squad has been mauled in the current scenario. Definately. In fact I was disappointed to find that this was not a part of the UI already. Given that we are dealing at the 1 to 1 level, having this makes perfect sense and would seem to be easy to add. 0 Quote Link to comment Share on other sites More sharing options...
gunnergoz Posted June 9, 2011 Share Posted June 9, 2011 I have always thought that a political marriage between the Combat Mission series and the Close Combat series would result in something beautiful. Persistent stats for units, such as health, kills, experience, ammunition and morale would be great. Persistent damage between consecutive campaign battles would be another welcome addition for me. The stats for the squads would be great. Then we could name each soldier individually instead of just the squad leader. Hell, while we're at it, let's drag the medal system into the mix too. Is it necessary? No, probably not. Would it add some much needed flavor to the mix? Yes. Not to mention the much sought strategic level that is sorely mission from the Combat Mission series. The makers of that game proudly announced recently that after, what, 15 years, they now have improved path finding routines implemented. !!!??? It took them how long to get around to that? I long since lost interest in their games, sorry. But you are correct, the strategic layer and persistence capability was very cool and I do wish this game had something like that. Oh well... 0 Quote Link to comment Share on other sites More sharing options...
jocke_p Posted June 9, 2011 Share Posted June 9, 2011 It would be nice to have more ai groups to play with when scripting ai behaviour in the editor. 20-24 ai groups should be enough i think, of course in this case "more is better". As it is now i find it hard to design scenarios larger than 1 or 2 companies. 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted June 9, 2011 Share Posted June 9, 2011 As it is now i find it hard to design scenarios larger than 1 or 2 companies. I think most players are going to find it difficult to manage more than a couple of companies of their own most of the time. So the capacity to give much more to the AI might be considered pointless. That said, I have no doubt that some players will insist on having entire regiments at their fingertips. Michael 0 Quote Link to comment Share on other sites More sharing options...
JG11Preusse Posted June 9, 2011 Share Posted June 9, 2011 forgott a very important thing: i like to have up to date multiplayer possibillities like total war series. 0 Quote Link to comment Share on other sites More sharing options...
Lanzfeld Posted June 9, 2011 Share Posted June 9, 2011 Some things from my list of "wants". 1. When the spotting HQ is close to mortars (close visual) there should be a 30 second delay for spotting and only 1 minute for FFE. 2. Instant 180 degree covered arc. Also, covered arc color change and toggle on/off. 3. Shorter time between bursts from HMG. Much longer burst from a water cooled HMG. 4. Fire. Flammers. Burning/spreading houses and fields. 0 Quote Link to comment Share on other sites More sharing options...
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