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colt

A new 'combat mode' for infantry involved in CQB

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I know CQB has been discussed a couple of times in the past, but what I'm proposing is a 'toggle switch' or an additional combat mode. This could reduce the number of key mappings needed to cover every possible movement or action depending on the environment you find yourself in.

When you enter a town or a village you can simply press a key or select a mode in the command menu and and go into "CQB MODE", where you have different actions available such as breaching a door, different formations suitable for CQB, smoother quick walking, maybe such a mode could also activate certain animations / stances apprpriate for CQB, etc...

I thnk it would add even more tactical options for flushing enemies out who have holed up in urban areas and provide more of an authentic atmosphere.

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Nice idea.  How about in CQB mode, the crosshair 'float' area gets closed in to about half of what is currently is, emulating a person with a different stance - using the centerline of the body for aiming rigidity while sweeping a building in a smooth methodical manner.  And no, not meaning "lock it to the center of the screen and don't let it move"  tounge2.gif

If you go any faster than a shuffle, your body and arms start to move in opposite directions, making a tremendous amount of sway, just like in RL.

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Nice idea. How about in CQB mode, the crosshair 'float' area gets closed in to about half of what is currently is, emulating a person with a different stance - using the centerline of the body for aiming rigidity while sweeping a building in a smooth methodical manner.

This is already in OFP. I think the default key is "F". It makes you kinda walk instead of running.

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I know It`s been discussed to death and blah blah...

For those who say that it`s not important at all, in a warsim game like ofp...maybe bis will take a look at it (if they didn`t already)

basic cqb technics (pdf)

experimental MOUT doctrine part1

experimental MOUT doctrine part2

experimental MOUT doctrine part3

Also the courrent (2006 issue:1) issue of defense update magazine (urban warfare special)

CQB shouldn`t be a different `combat mode` like: now press the x button to switch to the cqb..cqb should be there always, and now it`s one of the most annoying things in ofp.

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CQB shouldn`t be a different `combat mode` like: now press the x button to switch to the cqb..cqb should be there always, and now it`s one of the most annoying thing in ofp.

I get what you're syaing, but in OFP if you're fighting in the countryside or wide open plain, your ai team mates are spread quite far out, cover is at a minumum, and you probably won't have to clear buildings.

Imagine by just pressing a key for CQB, you're team mates automatically closed up, adopted different walking speeds,

different angles of attack (to cover multistorey buildings) and new commands became available to you appropriate for city warfare such as room clearing, etc. Thereby you can avoid having a cluttered command menu.

Incorporate the Full Spectrum Warrior model:

If you are playing as a squad leader /commander. When you go into a large city and divide your sqaud into red, blue, white teams whatever... Have a context senstive cursor like in Full Spectrum Warrior for telling troops to line up behind corners of buildings cars, walls etc. I think it was brilliant how it was implemented in FSW and how the soldiers took appropriate positions and firing arcs.

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Yeah fsw has some nice basics of cqb..

I suggested the same system for cqb in ofp some time ago in the interface topick.

I think that the discussion about cqb will start again after ArmA. We still don`t know how exactly will It look, but Placebo said something about special cqb movements for AI, well he actually said that they`re working on It, so...

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