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A weekend deployment debrief

 
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A weekend deployment debrief - 3/24/2014 10:36:19 AM   
Demuder

 

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Joined: 3/21/2014
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After researching the game for a couple of weeks, I decided it was worth the 76 euro and bought it last Friday. As an added bonus, the 1.03 patch came out the same day. By the way, you should ask Matrix's marketing team to advertise a little more aggressively, me and a couple of friends have been looking for a worthy replacement of the original Harpoon since... well, Harpoon, and I only stumbled on CMANO by accident a couple of weeks ago. And if it weren't for Baloogan's dedication, I probably would have passed it by as another Harpoon wannabe.

So, I decided to dedicate the better part of my Sunday to playing with my new toy. What follows is some remarks and suggestions I took note of while playing. I am guessing this is part AAR and part bug report / feature request / overall review, so if this is the wrong place, please feel free (the forum mod that is) to move it wherever you might think is appropriate.

Of course, I chose the biggest baddass scenario I could find, which was Operation Lightning Strike. The 692 active unit count did put a strain on my old QuadCore, but nothing I couldn't live with. I had to turn "high fidelity in 1:1" off, otherwise 1 sec expanded to 6-7 sec in real time. By the way, I could find no reference in the manual about what that "high fidelity" does other than it impacts performance. I ran the scenario twice with moderate success, the first time trying to do a surgical strike with minimal aggression towards Pakistan using the Baghram air assets and the second time where I mobilized almost everything, with multiple task forces and staging areas and stomped my way all the way to the captured nukes. My hat off to the scenario author for allowing the player more than one way to skin the proverbial cat.

I was impressed by how well everything worked. Don't get me wrong, there's a lot of room of improvement, but considering the amount of stuff that works right, the game is truly impressive. Patrols work, refueling works, target interception and engagement works just as well on auto as manual, I was not once unpleasantly surprised by a unit going crazy.

The interface is also impressive, maybe it's not the best it could be, but for the sheer amount of features it encompasses it is quite brilliant. I was able to do everything I wanted intuitively and had to check the manual and google only a couple of times.

Overall, a huge thank you to the developers for making a game of this scope. It will be with me for a long time.

All that being said, here's a list of things I noticed that could do with some work.

a) There should be TTG and DTG on every unit in the F2 (throttle/altitude) dialog. I noticed that in units that are on ferry mission, returning to base and on cruise missiles under way there is no such info. Moreover, and maybe more importantly, every unit should have an effective range estimate in that dialog. That is for how long in can stay aloft (since this is mainly important for aircraft) given its current fuel consumption. I know the loadout indicates strike range, but not every mission is staged from base and there is no such data on effective range on AAW loadouts. 200minutes on 200nm CAP is useful only for patrol missions, I can't tell if those fighters can escort my strike craft. Adding effective range to all database entries for every loadout would simply be ridiculously time consuming, so I think the best way is just let the player know for how long the aircraft can stay aloft based on current fuel consumption. That's also in the databse but it's to hard to collect all the right bits of info and damn right impossible when the aircraft has already spent some fuel on it's way to the staging area. Time to bingo fuel would be nice as well.

b) I'd like to be able to group different units or units with different loadouts. I sometimes wanted to move several different aircraft to a staging area and since they are all in different groups their speed and TTG was different.

c) RoE seems to work pretty well and it does add flexibility to how one can instruct their units to do what they want, but maybe having a "weapons hot/cold" toggle in the mission options would help even more. I could go into detail about it, but hey, just take my word, it would be handy to have it if possible :-)

d) I would like to see a log entry for when a unit completes refuel. I was impressed to see that an air group when given the order to refuel from a tanker would disengage only after all planes in the group refueled, but I had no way of knowing when that was other than checking up on them all the time.

e) It would be nice to be able to turn the map imaging off. I was using the relief layer exclusively and when panning and zooming I could see that the game first loaded the terrain imaging and then applied the relief data over it. I think being able to turn that imaging off (and maybe have just black terrain / sea as an homage to Harpoon classic) would help some with the map performance.

f)I know very little (if anything) about programming an AI, but I think that the patrol mission AI could use a tune up. The Pakistani ship would try to intercept and identify my Orions that were flying 50nm to 100nm away from it. On a second note, I had an interesting moment where an unidentified bogie entered my Baghram CAP, my F16s intercepted and identified it (the RoE was fire only on hostiles) and they escorted it outside of the CAP area. Problem is, they kept escorting it quite far out until I ordered them to disengage. Not a big problem for the player, but the AI side might have trouble with that.

g) I also noticed a bug that may have to do with the AI and bingo fuel on their aircraft. Or it could be specific to the scenario, I couldn't tell. The Pakistani ADZ North had about 14 aircraft drop out of the sky because they ran out of fuel. I found out by checking the losses and saw that Pakistani AD North had lost 17 JF-17s while I only had downed 2 or 3 of them. Investigation of the log file showed entries like this several times:

2/7/2014 1:08:32 μμ - Pakistan AD North-HQ: Thunder-Peshwar #8 (JF-17 Thunder) has run out of fuel and crashed!

I only noticed quite a bit after they dropped so I couldn't load a previous save in the editor and see what was going on. However, out of two playthroughs I only noticed it in the first where I was as little aggressive as possible (and as it turns out, there wasn't much to be aggressive to when I started my attack run). In the second, I killed enough JF-17s straight away so maybe the bug didn't have time to show up. I am attaching the log if it is of any help. I have the save games but I think they are too far apart from when the planes crash.

So that's it. Overall, I had a great gaming day. I had the game crash (become unresponsive for a long time that is) a couple of times when my strike forces unloaded a lot of weapons on a lot of different targets but with the autosave feature that didn't really bother me and admittedly the game had been running for hours before that.

My only real gripe is that there not a lot of such large scenarios like Operation Lightning Strike. I understand why, but I would like to see more of them :-)

Again, thanks for making this great game. It was something missing from the genre for a very long time now.

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RE: A weekend deployment debrief - 3/24/2014 11:39:17 AM   
dillonkbase

 

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c) RoE seems to work pretty well and it does add flexibility to how one can instruct their units to do what they want, but maybe having a "weapons hot/cold" toggle in the mission options would help even more. I could go into detail about it, but hey, just take my word, it would be handy to have it if possible :-)

There is a hold fire option in the attack dropdown that stops the AI from firing.

e) It would be nice to be able to turn the map imaging off. I was using the relief layer exclusively and when panning and zooming I could see that the game first loaded the terrain imaging and then applied the relief data over it. I think being able to turn that imaging off (and maybe have just black terrain / sea as an homage to Harpoon classic) would help some with the map performance.

Somebody has created a "black" sea sea mod... if you cannot find it using the search or google.. just message Baloogan who I know uses it.

(in reply to Demuder)
Post #: 2
RE: A weekend deployment debrief - 3/24/2014 12:27:55 PM   
Demuder

 

Posts: 9
Joined: 3/21/2014
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quote:


There is a hold fire option in the attack dropdown that stops the AI from firing.


Hm, I must have missed this altogether. Thanks !

quote:


Somebody has created a "black" sea sea mod... if you cannot find it using the search or google.. just message Baloogan who I know uses it.


Yes, I know about that. It's not so much of a mod as renaming the folder of the sea relief so that the game doesn't find it and doesn't load it. What I meant however was preventing the game from loading the land terrain imaging and then loading the relief information that goes over that, thus doing twice the loading.

(in reply to dillonkbase)
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RE: A weekend deployment debrief - 3/24/2014 1:32:32 PM   
Dimitris

 

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Γεια σου Δημοσθένη και καλωσήρθες.

Thanks for your kind words and we hope you enjoy Command as much as already else in the user community already is.

On the subject of promotion/PR, we are always on the lookout for "pristine" (in terms of Command exposure) press outlets and community hangouts where Command is still not widely known. Please let us know of your sources of information and if we haven't already made Command known there, we'll try to.

On your points:

a) We'll see if this can be added.

b) You can do this automatically when you order disparate aircraft to "take off as group(s)". The air boss will group them by type and loadout.

c) See Dillon's response.

d) Interesting idea...

e) We're looking into that.

f) We'll see what we can do, but we'll have to be careful to avoid the perils of over-tailoring for one situation at the expense of every other case.

g) One of our guys is looking into this right now.

Thanks for taking the time to write all this, this is very helpful to us.



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RE: A weekend deployment debrief - 3/24/2014 3:53:41 PM   
Demuder

 

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Joined: 3/21/2014
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quote:

ORIGINAL: Sunburn
b) You can do this automatically when you order disparate aircraft to "take off as group(s)". The air boss will group them by type and loadout.


Thanks for the warm welcome :-)

I hate to take up devs' time to read post in any game, but what I meant with grouping together was this:

Launch my HARM loaded ac/c from one base, have them meet with my bombers and maybe a few fighters for escorts from another base(the escort designation btw in the mission options works correctly, I was impressed to see) at a staging area in between, and then send them off to strike a target. If I put them in a mission after they meet up, the aircraft proceed together with the same speed. But in a straight line.

I want them to follow waypoints to avoid AA that are between them and the target. Now if I group them, the game creates 3 separate groups. If they are not in a group, they all cruise at different speeds which means I have to edit each group's throttle by hand.

It can be done, but it would be much simpler to just be able to group the damn things together :-)

(in reply to Dimitris)
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RE: A weekend deployment debrief - 3/24/2014 5:13:48 PM   
VFA41_Lion


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You can do that (a bit tediously) by going into unit view, selecting each member of the group and pressing "d" to separate them from the group. After all the groups have been dissolved you can select all aircraft together and press "g" to create one nice, big group of planes.

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RE: A weekend deployment debrief - 3/24/2014 8:27:15 PM   
Demuder

 

Posts: 9
Joined: 3/21/2014
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quote:

ORIGINAL: VFA41_Lion

You can do that (a bit tediously) by going into unit view, selecting each member of the group and pressing "d" to separate them from the group. After all the groups have been dissolved you can select all aircraft together and press "g" to create one nice, big group of planes.


Hm, I tried to do exactly that, but again they were grouped in 3 separate groups according to type and loadout. I even tried to group HARM carrying F15s with AAW F15s and they wouldn't group. Maybe I missed something though, I will check again.

(in reply to VFA41_Lion)
Post #: 7
RE: A weekend deployment debrief - 3/24/2014 11:02:54 PM   
VFA41_Lion


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Oh balls, for some reason I thought that worked.

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Post #: 8
RE: A weekend deployment debrief - 3/25/2014 9:36:18 PM   
ComDev

 

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Joined: 5/12/2006
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Have registered various issues

Thanks!

< Message edited by emsoy -- 3/25/2014 10:36:58 PM >


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Developer "Command: Modern Air/Naval Operations" project!

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RE: A weekend deployment debrief - 3/25/2014 9:41:33 PM   
RoryAndersonCDT

 

Posts: 1830
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Welcome aboard!

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Command Dev Team
Technical Lead

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