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CSE - Combat Space Enhancement

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Posted: Wed Jan 28, 2015 6:20 pm     Super secret spam barrier
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I have been playing with CSE for the last few months, so I think I could give you a good picture of what works in cse (and what not) and what it has to offer at the moment.


Medical System


It has improved a lot from the time it was being used here. It is a lot less buggy and less annoying in general. The biggest complain I always had was that every wound wound sooner or later open up again. That was very annoying because as soon somebody got hit (and fixed) you could in fact return to base and give that person a full heal. That has been fixed by bringing in the surgical kit. With the surgical kit medics (or if you set it up on the module) non-medics can close up wounds. This is basically a full heal on the body part that got damaged. However you can only stitch wounds, once they are properly bandaged.

So far I cant say that I have encountered bugs related to the medical system. I think the team got a lot more careful about releasing updates to the public.

However the medical system itself is still much more complex compared to agm. My personal opinion is that the current system from AGM lacks a depth, but that is just my personal opinion and I am aware that other people like the one and agm and dislike the one in cse.


All the rest

When it comes to other content, CSE has catched up to AGM and in some cases it has more to offer now as AGM. It did implement advanced balastics and it also has the Command and Control stuff, which is a nice but definitely not must have. CSE has two kind of earplugs now, traditional ones and electric earplugs. the electronic ones will only turn down the sound of things that would be too loud to your ears (gunshots, explosions). Beside that it has pretty much the same functions as AGM, Keycuffs, Barrel switch, weapon resting etc. It is all there.


However....
Chaning mods like AGM and CSE is time consuming and you cant just do it on a weekend. CSE is module based, so you would have to edit pretty much all the maps and set up the modules. The biggest point however is that like 80& of the members would have to get used to the new mod.


So my personal opinion is that while we should definitely keep an eye on CSE and the development of AGM, we should stick to AGM for the time being and that is being said from somebody who loved CSE in the last few months and cant stand the main developer of AGM who is a dick.


Posted: Wed Jan 28, 2015 6:35 pm     Super secret spam barrier
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I would like to see CSE on our operations but not on pub. The amount of organization to use CSE's medial system is bit unpractical with no dedicated medical units.


Posted: Wed Jan 28, 2015 9:23 pm     Super secret spam barrier
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Hey all,

I saw this

Howl wrote:
I like the simplicity of AGM, to be honest. It's more of a rifleman's medical system. (Whip, I swear to God if you go on a rant. . . ) CSE seems more complex, obviously, but it's not necessarily the most fun for the standard rifleman to have to perform field surgery each time he gets shot, realism or not.


And thought precisely this.

arf wrote:
I would like to see CSE on our operations but not on pub. The amount of organization to use CSE's medial system is bit unpractical with no dedicated medical units.


However, (hyperthetically lets say that we will now transition to CSE, to make this sentence just a tad easier to read) one issue that does spring to mind is that we will either need regular training for when mission makers do encorperate CSE in one variant or another for both first aiders in the field (should be simple enough to only need to be trained a few times a month) and field medics (either a lot more training or a very good hand-book).
I can now see a real problem with CSE in that it's not great for pub (because of all of the ferrying around that it needs and the implications of that), but if we don't regularly use it, people are a lot less likely to be able to use it proficiently enough for it to -be- any fun. *Sad sigh*

Regards,
-Arez


Posted: Wed Jan 28, 2015 9:39 pm     Super secret spam barrier
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I dont think it is a really good idea to use to mods like that at the same time. Those are pretty much core mods and to me It would not make sense to use one on the public server and another one in private ops.

There is no war to end all wars.


Posted: Thu Jan 29, 2015 8:55 am     Super secret spam barrier
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I guess I can shed some light about how MEDEVAC can work with CSE in both operations and on the public server.

So here are some examples.

Example 1.

Module Setting:

  • Advanced combat medical system is turned on.
  • The personal aid kit can only be used in a designated medical facility (which is usually back in base).
  • Everyone can use the personal aid kit there, you dont have to be a designated medic.
  • You cant use the personal aid kit on yourself (same das bloodbags, stitching etc.).
  • Only medics can use stitching with the surgical kit.

In short: For a full heal you have to get back to base and another player has to use a personal aid kit on you. Medics can close your wounds with the surgical kit, so wounds will not open again.



Example 2.

Module Setting:
  • Advanced combat medical system is turned on.
  • The personal aid kit can only be used inside or around designated medical vehicles and in a medical facility
  • Everyone can use the personal aid kit there, you dont have to be a designated medic.
  • You cant use the personal aid kit on yourself (same das bloodbags, stitching etc.).
  • Only medics can use stitching with the surgical kit.

In short: For a full heal you need to get back to base air let a designated medical vehicle come to your position and get a full heal there. Medics can close your wounds with the surgical kit, so wounds will not open again.



I have been playing in a setting that is example 1 and it worked pretty well there. When somebody got wounded the medic had something to do that was a bit more demanding and the UI from CSE is much better as the one from AGM. However you dont have MEDEVAC players for every little wound when a medic is around. He can close up the wounds, so he will not start to bleed all over the place again in 5 minutes. However in some cases it might be wise to still call a MEDEVAC.

1. There might be no medic around / available at the current time.
2. Somebody got hit very hard and in it might in fact be faster to call a MEDEVAC and get him back to base (or to the medical vehicle) and not trying to fiddle around in the field with him.
3. There are multiple people seriously wounded and there are not enough medics / other players around to provide enough medical care to save them all or most of them.


I have never used the basic medical system in CSE, so I dont have a a clue how that works.


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