(05-02-2014, 12:39 PM)Westland Wrote: Infantry is nearly useless because die faster as in CMx1.
I agree with lots of things you wrote about the spotting behaviour, but I think this is totally wrong.
I make every bet, you are moving your infantry units over terrain forward, although enemy has LOF on them.
Jst put yourself into the same situation and plese tell me: Yes I would walk on, if 80 meters away five guys have clear LOF on me. I just hope that it doesn't hit me.
You are complaining about a HUGE improvement of CMx2 over CMx1: realism.
What is the tactically correct behaviour? You don't move forward when the enemy has you on his corn (until he is supressed, but then your men don't die anyway)!
You are talking about the possibility to run with the head through the wall in CMx1. That opposing players attract themselfes like magnets (this still happens very often, because also in CMx2 players still are using unrealistical tactics, but the losses do not allow the extreme Hollywood-action style of CMx1).
I'd urge you to try a different mindset and you will notice, how fantastic CMx2 models things:
Instead of using slaughtering commands that make the units move forward no matter there is enemy shooting at them, use the HUNT command for the first meters to get them moving.
Players in CMx2 generally use the HUNT command for infantry movements way too seldom.
The result of using HUNT to get the units moving the first meters, where you used to use the move or fast command give the result that it doesn't move, if there are enemy units. So instead to enforcing a slaughtering you try for two or three minutes, but you will recognize they do not move. That's highly realistic.
Hunt used for the first meters for infantry is great to develop are more realistic understanding of what is going on.
In case to achieve an advance nevertheless, the HUNT command forces the player to use realistic tactics:
a) use other units that search for weak spots that are not under fire.
Or
b) if that is already the best location and the weakest spot, then you need more fire on the enemy before you can move your men forward. And that brings up lots of tacticall challenges, ofcourse. But realistical ones!
The playing style changes away from "I want this and that" and to achieve it, I must move my units to move through walls of hot flying lead and if they die like flies it's the game's fault.