Senior Drill -> RE: CC5 vs MT? (11/27/2007 8:03:33 AM)
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Hi Yute, As one of the very few posters here that has CCM, it's good to hear your comparisons. I'd like to address a few of those. quote:
ORIGINAL: Yute I enjoyed playing MT for a bit, the new units are super cool, but for now I am sticking to CCM. This game has a LOT of potential but some things bug me: 1. Firing order issues - half the time my guys in buildings can't shoot out of them and it's really frustrating. I know walls are taken into account, but compared to other CCs, units in buildings seem to derive no benefit from being indoors because of this penalty. They're always unable to shoot more than 6m out, and I can't move them around in the heat of battle cause it takes way too much time. About three years ago, some of us started using a "No Walks Through Walls" elements file that changed the silly and completely unrealistic ability of CC1 through CC5, CCM and CCRAF soldiers to run through any wall and also shoot through it, even though most of the buildings are stone or brick. The Elements.txt file for CCMT brings the CC series into reality. You can't run through a stone wall, you can't shoot through a brick wall; you can only enter, leave and shoot through openings like doors, windows and holes blasted through the walls by fires. That 6m range you are getting is more shouting insults through wall at someone you can't see, than shooting. Call that part a bug if you want to, but it is just the way the game engine is. Movement through buildings is supposed to be tough and you do need to pay attention to what they are doing. Practice the ability to make the time to get them to do it right. quote:
Also, sometimes I order my vehicles to fire on a building, even a corner of a building and it annoyingly says that it's out of LOS. Out of LOS? It's a bloody building! If I want to blow the front off a 4 story building, I want it done! Main gun cannons will fire on buildings, main gun ATM and ATGM's will not. A BDRM is a good tank killer but worthless as a building destroyer. quote:
Not sure why but the Jav is also under powered - I should be able to kill any vehicle on the battlefield with it, but only managed to disable a T-62 once. The Javalin was too powerful and was toned down for game play. It can still kill a tank, but at real statistics was an automatic one round one kill. quote:
2. Movement Issues - not sure why but compared to CC:M the infantry units seem to move so slowly - not issues with vehicles though. Actually, infantry and vehicle movement rates are up to 30% faster in CCMT than they were in CCM or the rest of the series. The vehicles, not as much, but the infantry definately. Move Fast (run), Move (walk) and Move Cover (high crawl/low crawl) trial tested by me over various terrain, with 13 year old daughter holding the stop watch and praying none of her friends could see. Then transfered to the movement rates based on 7 pixels = 1m map scale. quote:
3. Stryker is way too vulnerable - one of mine was disabled and then the gunner and driver killed by a sniper. Last time I checked the Stryker was protected against gunfire up to 14.5mm and none of the crew is exposed to gunfire - not too sure how that happened. Also got destroyed by a mortar a good 15m away - the armor is good enough to protect it from fragments and you can drive a stryker away missing a few wheels. With Slat armor, it can even be protected (to a degree) against RPG fire. Well, this happens in CCM as well. The Stryker is proof against .50 cal (12.7mm), but I see that the KVPT 14.5mm can just open it up. Which is true. The contractor "proof" is a five round burst, which does crater the armor. Twenty rounds defeat it. quote:
4. Fire Support - the "on call" mortars and arty are so inaccurate compared to your own mortars. They're pretty much useless unless there are huge clumped together enemy formations. If I want mortars on my smoke, shoot them at the smoke, not all over the place! I know some people have said that the mortars you personally control are too inaccurate, but I personally find it annoying when my stryker gets hit by a mortar from across the map on the first shot. Again this is a game play issue. You can have very accurate mortars that kill everything very quickly and shorten game play and replay value, or you can have very accruate mortars that can't kill a kitten, or very deadly mortar rounds with an 18 meter lethal radius that aren't too accurate that can be effective and doesn't ruin game play. Mod away, if you like. quote:
Things missing in MT - I know it sounds like I'm whining, but Modern Tactics means just that: 1. UAVs - would add an interesting dimension to the battlefield. Intel is just as important as firepower these days. 2. Helos that can loiter for transport and attack 3. IEDs/VBIEDS 4. Air defense - If the enemy can have planes, I should be able to have stinger teams to take them out. As a commercial release of CCM, which you are very familar with, all I can say is; "Were they in CCM?" 'Nuff said.
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