Yeah, I know. Â I like long ranged combat too for this kind of game.
The system does not need to be that perfect. Â Just look at the clipping problems with a 100% complete game Â
Seriously, I ran into so many CQB problems when playing the FDF campaign.
Whenever you get close to the objective, you are killing enemies up close with full speed. Â Whenever your cleaning out a town your fight in built up areas. Â When assualting a base you actually have to enter it (gasp! so dangerous!). Â Whenever you move through forests thats CQB again (And I don't even mean thick jungles, just regular forest excercises).
While long ranged fights are most engagements, cqb is the method to complete objectives (50% of the time ^.^;;;)
I mean think of all the times your have to clean out a closed in area like an enemy base but you get shot because you are either too slow or you have to stop to shoot.
The current system is okay but a CQB system should be used to save against the save-load cycle of trying to kill the cowardly enemy around the corner at point blank. Â In the end, my biggest wish would to be able to shoot point blank targets in a fluid dynamic motion.
(Not to poke the subject but I still can't think of a situation where you wouldn't need cqb at any part of the operation. Â Being a civilian, that's manuvering around "tight" spots)
I'm really sorry if I sounded really sarcastic. Â I got shot 11 times by a resistance machine gunner when playing the FDF mod mission where you are the only guy to clear out the resistance fortress because the ai can't follow in with numbers. Â And I guess the bridgefight mission didn't need CQB. Â