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Combat Mission: Strike Force

I'm really waiting for this, but I really dislike the setting. It's US kicking the living zog out of Syria, which is *yawn* just another Gulffie. I hope community mods a Cold War Crisis mod for this.


Not entirely. If you play your cards right, you can absolutely decimate the U.S.. Granted they have a little more firepower to bear, you still have your own weapons to fight back with.
 
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The game is horribly buggy :(

4 Strykers in a column, ordered to move down a perfectly straight road...2 of the Strykers go ballistic and drive off the road several meters, swerve back on and just mess up the entire integrity of the column.

Hopefully all this stuff will get fixed, but the game is practically unplayable in some situations as of now.
 
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Mine is in the mail.

Been playing the demo quite a bit, the mission is pretty fun. I played it as Syria and easily trounced the infidels. Just drew the AI's armour in and then let rip with my T72's from a concealed fold of the terrain devastating them from side on.

Strykers are absolutely abysmal, all they're good at is getting knocked out easily and taking everyone inside with them. I drove my BMP's out to meet the Strykers once the M1A2's were finished with and they used their AT4's to make short work of them.

Cannot wait to get into some MP with the full version.
 
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Mine is in the mail.

Been playing the demo quite a bit, the mission is pretty fun. I played it as Syria and easily trounced the infidels. Just drew the AI's armour in and then let rip with my T72's from a concealed fold of the terrain devastating them from side on.

Strykers are absolutely abysmal, all they're good at is getting knocked out easily and taking everyone inside with them. I drove my BMP's out to meet the Strykers once the M1A2's were finished with and they used their AT4's to make short work of them.

Cannot wait to get into some MP with the full version.


Those strykers can take the BMP-1's 73mm AT gun from almost any side (tested multiple times in MP :D). But yea, you really have to fight conservatively with them, or theyll get knocked out, fast. As long as theyre 200m's out from a town or 50-100m with infantry cover in town, theyll usually keep themselves alive with their own weapons (of coarse farther is better, unless your up against ATGM's). Though I usually dismount first chance I can get ;)

The 40mm should be able to kill a BMP-1 (or I guess equivelent) and the .50 cal should from the sides (according to steel beasts at least :()
 
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If you check the screenshot thread, ive got a bunch of screens up from random scenarios.

As for feel and replayability, I would say great and great. There are numerous bugs and discrepencies and I might be a little biased since I have the other 3 CM's, but I feel that over time, patches and modules, this game is gonna be great and eat up a lot of my time.
 
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[quote=Reddog;332268]The only thing I don't like is the change to the camera controls, I much prefer the old CM way of, arrow keys = move cam forward back and side to side, mouse = pan camera around.[/quote]

Ok. I'll bite. What controls the panning camera now? Also, CM reviews claim you can play RTS without plugging in orders and then watching the results after. i.e., as opposed to 1 minute increments of playback, you can punch in orders non stop like in the old "Close Combat" series. Is this true?
 
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Ok. I'll bite. What controls the panning camera now? Also, CM reviews claim you can play RTS without plugging in orders and then watching the results after. i.e., as opposed to 1 minute increments of playback, you can punch in orders non stop like in the old "Close Combat" series. Is this true?

Well in the old CM you advanced the camera forward, backwards and side to side using the arrow keys and held middle mouse and used the mouse to pan it on the vertical and horizontal axis.

In CMSF the arrow keys do the same thing as the mouse, eg. up arrow pans down on the vertical axis and down arrow up, and left and right arrows pan the camera left and right. At the same time the mouse does the same thing, you hold right mouse and you can pan on the horizontal and vertical axis using the mouse. To me that doesn't make sense, and it's really cumbersome to have the only way of advancing the camera forwards backwards and side to side being to move the mouse to the edges of the screen.

Yes you can play the game RTS style, but personally this really does not give you time to execute good battle strategy in an involved fight, you just can't be everywhere at once. The good old we-go system is still there which is what I've been using.
 
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1.04 just came out on the 1st, and its a godsend.

The framerate has skyrocketed, I can finally play the factory level with constant smooth gameplay. The Infantry are much more responsive in their return fire and infantry in general just seem better

Some general patch notes:

--- v1.04 PATCH NOTES ---

PREVIOUS SAVE GAME COMPATIBILITY NOTE:
Save games created with earlier versions of the game are NOT compatible with v1.04. Please finish your in-progress games before applying this patch.

--v1.04 Patch Features--

* CM:SF is multi-processor/multi-core friendly. Workarounds like
"setting affinity" to single-processor are no longer needed.

* Improved frame rate, especially on large maps.

* Improved vehicle pathfinding.

* Various "stuck units" problems fixed.

* Corrected a problem with shots coming through ridgelines.

* Soldiers are much quicker to take up fighting stances and/or open
fire when reaching a movement destination.

* When ordered to stop moving, soldiers halt immediately rather than
look for best positions. This helps them avoid unnecessary casualties.

* Vehicles correctly respond to non-Movement Commands assigned to
Waypoints.

* Area fire versus buildings properly spreads fire versus all
locations on the indicated level.

* Soldiers are more likely to move through breaches blasted in
building walls rather than close by doorways.

* The TacAI is generally more likely to open fire, especially with
heavy grenade launchers. Previously the TacAI tried too hard to
conserve ammunition.

* Troops do a better job facing in the direction implied by the end
of a movement path.

* Troops cannot disembark through walls.

* "Target Light" works properly for infantry.

* Corrected a problem where a vehicle would button up due to incoming
small arms fire, but then become overly reluctant to fire its own
weapons.

* Corrected a problem where troops would not exit a vehicle because
some other troops onboard were considered blocking exits even though
they were not.

* When units are pinned (i.e. they can shoot but will not respond to
movement orders) it is shown in the suppression meter display.

* Corrected some problems where teams within a squad were not
properly coordinated for movement.

* Smoke grenades don't damage vehicles.

* Grenades are used properly (fixed a bug that made the range used
too short).

* Antitank weapons like Javelins are less likely to be used during
area fire (except versus buildings).

* Improved ground textures.

* Distant terrain looks smoother and less "blocky".

* Trenches and roads show up better at longer distances.

* Map elevations are displayed more accurately when viewed from long
distances.

* Brush terrain is drawn out to greater distance.

* Computer player won't hold armored vehicles back so far in the rear.

* Antitank specialist is more likely to be the man who picks up an
antitank weapon (say, when unloading a Javelin from a Stryker).

* Moving vehicles have reduced spotting capability.

* Blown-out building walls don't cause lots of ricochets as if the
wall was still there.

* Fixed a bug that caused problems with splitting squads multiple
times in turn-based games.

* Fixed a bug that sometimes caused a crash during game-save.

* Corrected a problem where multi-unit selecting a shaken/panicked
unit would cause the multi-unit select to be canceled.

* Stryker smoke is now the correct color (white).

* "Game Paused" message is smaller and less obtrusive.
 
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