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Re: Suggestion regarding artillery
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Re: Suggestion regarding artillery
To Imp, I only play scenarios from the game, I don't roll my own so I guess the answer to your question is option 1.
The traffic light system sounds like a really good idea, although a fourth colour would be ideal to differentiate between unassigned and out of contact. |
Re: Suggestion regarding artillery
I finished recording another session of my let's play and I managed to do slightly better with the whole artillery assignment bit. From next time I will have a piece of paper and notice down unit and artillery assigned to it. Not the best way but it will do till (if) this gets implemented in the game.
Another two things I just thought, two lines appearing between the targeted hex, the unit calling the strike and the strike unit (in case of artillery) itself. Now this is not as necessary (for me) as the original idea, but could be useful under certain circumstances. The other is having next/on top, to the image of the ordered strike on the map (explosion/smoke) the code(s) of the observer and strike unit. This could also be enabled disabled through game options in case someone (I can't think of a reason) wouldn't want to have that extremely useful information there to see. |
Re: Suggestion regarding artillery
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Building a formation with the FOO in the first slot with the artillery units in subsequent slots, accomplish the same effect? <br> |
Re: Suggestion regarding artillery
Not if they are on map units.
Certain units I like to buy in groups, forget setting them up correctly. Do this with FOOs, anti aircraft and sometimes ATGMs. You can still cross attach them to a suitable Company. Buy buying adjacent you can easily scroll through the units using N & P, helpful for FOOs. Very helpfull for AA can find who can target the helo quickly. Also AA and ATGM often have limited ammo so can cycle quickly to check. |
Re: Suggestion regarding artillery
I only ever use the one FOO, and but it as the first unit so it always appears just after A0 on page 1 of the 2 roster screens, so its easy to find rather than scrolling all over the map.
The same would still apply if you want several FOOS - buy them all first then they are at the start of the list so easily found via the HQ menu screen listing. You could then say keep a mental list in your head - #1 is at the top of the map, #2 is somewhere in the middle of the map and #3 is the one deployed down south say. |
Re: Suggestion regarding artillery
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If you have more than a couple of artillery/planes and more than a couple of obs, as I usually have as I play in maxed out maps, it is hard to impossible to remember which obs spots for which artillery and vice-versa. It doesn't matter if in the lists the obs are near the top or not. Unless you take notes (pen and paper) which obs guides which artillery, you can easily not only pick the wrong artillery, but more importantly you can easily "give orders" to the wrong artillery by just clicking on it and then have to exit the bombardment screen, pick the right obs and then re assign it to the right artillery. I thin I explained it better in my original posts. Unless of course you are talking about something else so, my fault. |
Re: Suggestion regarding artillery
The game doesn't care which observer adjusts the fire, other than the initial one (for time of arrival) and LOS when the shells fall. The mission isn't "owned" by whatever observer called the shoot, just whichever one you decided to do the last adjust with is allocated as the last one to spot it, and hence any LOS issue is from him.
So - its perfectly OK to find your most skilled observer and call with him, then adjust with whoever has the best LOS. The only advantage of multitudes of observers is that it can give you a couple more "gold spots" in some cases, and you have them in areas where they might have LOS to the impact hex if trees and smoke do not obscure LOS. But observers can be expensive items. Me, I just buy one just after A) and call from him and aujust using him even if the adjustment is blind most of the time. About the only time I use someone else may be for some danger close fires, and I will use a command element that has LOS and accept the extra +1 or whatever per adjustment just to make sure. But your worrying about "who owns the shoot" is not an issue. The last observer you used is the one who now owns the mission so simply find the one of several you have on the map that has the required LOS (if any) and use that, and consider using a company or platoon commander with LOS perhaps, if they have requisite LOS, accepting that they may be slower shifters. |
Re: Suggestion regarding artillery
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But that is my "issue". Since it is so easy to have the wrong observer "call the shot" simply because you can't always remember who has the best LOS to the target hex AND which artillery aims where. You have to exit and enter the bombardment screen all the time because when you have plenty of artillery and observers you have to keep doing this, especially if you accidentaly giver orders from the wrong observer to the wrong artillery. That's of course if one does it like I do and wants to have as accurate/speedy barrage as possible. Years earlier I too would just use just one observer, if that. Many times I would just use my HQ unit. But, as I see accuracy (and speed as a secondary thing) changes if the observer sees the target hex or not, I prefer whenever I can to do that. It's not about experience of the crew or something. Don't get me wrong, this is clearly not a bug or anything bad on its own. It's more a quality of life type of thing. At least as I see it. |
Re: Suggestion regarding artillery
It's simple. Whichever observer you have selected becomes the one in control of the mission.
Therefore, just select an observer and see if it has LOS, if that is what you are worried about. If he cannot see the impact, try another if you have several. You don't even have to go to the bombardment screen the normal LOS display for units will work fine to check if LOS exists. There is no such thing as a "wrong" observer, since any one will do. Barring the first call for a new fire mission perhaps, if one is skilled and so faster than another one. |
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