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Old October 20th, 2009, 11:46 AM
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DRG DRG is offline
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Default Re: Bug Wish List

I appreciate your concerns but aside from iCaMpWiThAWP the number of people jumping in saying this has bothered them as well is zero especially on the Z fire issue.

Your story about the crewman turning into uber tank killer is interesting but neither Andy nor I have seen this happen to the extent you describe. When I tried to force a crew armed only with pistols into atacking my tank loaded with troops they refused and in two out of five cases ran away. NOT once did I see a crew , armed only with pistols, "recovers and makes two close assaults on a MBT, killing half the riders" Not once. Give them Hand grenades and thats another story. A hand grenade tossed into infantry crowded onto a tank will do nothing nice to the infantry on the tank. That's why infantry don't ride on tanks where enemys may be lurking . As for direct fire arty, after the first shot or two troops are prone and far less vulnerable and therefore hard to kill but yes, after lobbing a dozen 155's into a hex and only causing one casualty can be a bit frustrating so I would suggest this .....

1-If the crew issue is common then there should be NO problem producing a save game for us that shows this.

2-If you believe the AI's use of direct fire arty is that much more affective than the human use of direct fire arty there should be no problem producing a save game that shows that as well and if anyone else wants to get involved with this don't be shy. If it can be proven that the AI gets better results the game WILL be corrected and if you can demonstrate over and over that one man crews are uber tank killers that will be fixed as well





Don

Last edited by DRG; October 20th, 2009 at 12:55 PM..
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Old October 20th, 2009, 01:27 PM
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Default Re: Bug Wish List

Well I think the tone gives it away, you wont find these results happen.
Just how often does the AI direct fire its arty anyway & from my experience mainly does vs vehicles with about as much success as I have.

Z fires been done to death & yes to potent more on placement than effect though but cant see how to improve without a new game engine. Sometimes you can target hexes you realy shouldnt be able to so dont.

On the crew I think you are raising a few issues.
The first is that the unit recovers from retreat status in your turn catching you out.
Seems quite acceptable to me & its fairly rare & probably triggered by a nearby freindly doing something. When it happens its your fault anyway for not suppressing enough in the first place.
Infantry without dedicated AT weapons had better be high exp morale?or they will run rather than assault
Crews (no idea how many men dont look) will sometimes attack a vehicle if it moves adjacent, the chances of a vehicle kill is nearly zero might immob an open top if very lucky, standard result is probably both units suppresed. Cant say what happens with riders running up against a crew as dont do but that result sounds about what I would expect from having riders get caught out vs other units. They die fast 3/4 or whole unit wiped out seems fairly common when I target them.
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Old October 24th, 2009, 01:31 PM

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Default Re: Bug Wish List

Hi again.
Thanks for the feedback, and agree it was my fault for doing a silly thing in the first place. But the way I see it. If you are one guy running away with a tank and a load of men aiming their guns at you as they approach. The running man is not going to surprise the tank or the men riding before he is killed. Remember he is in plain view of the tank with passengers as well as 30+ other men in various units who recently fired on him. So I was suggesting some kind of check (even though I know it won't happen for reasons previously stated) to ensure a bit more practicality. No way, will I be able to duplicate this one. However, I think there are plenty of cases where a retreating squad rallies and destroys the vehicle when it moves next to it. I would suggest this be modified in any case, as this should not happen when there are support units around. I would suggest limiting the auto rally from retreat when a vehicle moves next to it to only situations where the retreating unit is unspotted by 1 unit or less at the time of attack.

None-the-less, next time, I'll just do what I should have done in the first place.

WRT to the artillery, I'll try to put together an example. Although I did save the game, I would need to give out my password in order to do it and prefer not to have to gen another.

The particular case for this one was a enemy paratroop drop on my artillery locations. So of course I had a big smile on my face as I lined up my artillery tubes on some paratroopers and to my surprise, it was like I never fired at them. They were still in the ready or pinned state. No losses even after putting 10+ rounds into them. I figure high explosives fired from almost point blank range should make the head spin, but no luck. Fortunately, mgs and autocannons were available. Yet I have seen one of these do a number on a squad when computer controlled. Nothing wrong with the computer control though, it does what it is suppose to do. There seems to be a bug somewhere with the direct fire routine under human control. Like I said, though, I'll do some testing and post, as this is not the first time this has happen, also, not limited to this version of the game. I've seen it happen in all versions currently out. This is just the first time I felt I should report it.
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