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tank_41

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Posts posted by tank_41

  1. <BLOCKQUOTE>quote:</font><HR>Originally posted by Preacher:

    Question: What result do you expect when 4 PzIVs stumble into an ambush by 4 Sherman 76s? Similarly, what result do you expect when a Tiger drives in between 2 ambushing Shermans at close range? <HR></BLOCKQUOTE>

    Good question! Then what result do you expect

    when a stuart stumble into an ambush

    by 1 Tiger at close range?

    However, why can Stuart choose to back-off

    and retreat while Tiger has to be doomed.

    BTW, I am using the example where the first

    shoot from these ambushing units missed.

    During the time of reloading, I think

    Tiger should have plenty of time to decide

    its course.

    In terms of PzIVHs and Shermans shoot out,

    if you tries it, you see they exchange rounds

    2 to three times. Again, plenty of time to

    decide to back off.

    [This message has been edited by tank_41 (edited 07-26-2000).]

  2. I decide to start a new topic on this, because as you read on, you

    will see that I am bringing up a new topic although it is related

    to my original post "AI cheat in CM".

    First, let me say that after numerous testing, I have to change my

    mind and agree with most people here that computer does not cheat

    in TacAI. So, sorry for all the confusions I created.

    However, the testing does reveal many drawbacks in CM's TacAI system

    and these drawbacks are part of the reasons that led me initially

    think computer is cheating, which I will explain in the end of this

    post

    Before I go on, I want to say one thing: Please dont flame. These

    are merely some suggestions that could potentially make CM better.

    Now, into the topic (BTW, I am gonna talk about tank only as

    I dont test infantry that much)

    I think that the TacAI system depends too much on the static part of

    unit, and fails to bring in the dynamic flavor of the battlefield.

    Here is what I mean by static part, for example, a stuart vs Tiger,

    or a Sherman 75 vs Panther, or a PzIH vs a Pershin, etc. In all these

    examples, the decision is pretty much clear most of the time (unless of course, your stuart catchs a Tiger

    in its rear).

    However, when dealing with dynamic of the battlefield, the TacAI system

    needs lots of improvement. Here are three typical scenarios:

    1 smile.gif Shouldn't strong units (whiling facing weaker opponenets) also

    consider retreating in some case?

    On one of my experiments, I have 2 Shermans 75 ambusing along a road

    side (with 1 on each side) 100m away from the road. I put an Elite

    Tiger close enough, but outside of the LOS of the shermans at the

    beginning of the turn. This setting makes sure that Tiger moves

    into ambush point unprepared.

    I tried this setting 5 times both from human and computer, and

    never seen Tiger back off after get ambushed. It turns the turret

    and trying to pick off the Shermans but the attack from both

    left and right side side are just too much for it.

    Someone may argue that TacAI may not have enough time to react, but

    in this case, sherman's first shoots are either missing or bouncing off,

    and should give Tiger pretty of time to react.

    What I am trying to say here is that yes, Tiger is much stronger unit

    than Shermans. But at the close range, with attack from both side,

    and with a much slower turret, shouldn't Tiger consider to back off

    first?

    2 smile.gif Shouldn't equal units also consider retreating sometimes?

    I tried the setting I described yesterday, that is, having four PzIVHs

    moving along the road, and 4 Sherman 76s ambusing from left side (about

    250M away).

    This setting is different than the previous one because you have eqaul

    amount of tanks in both side with similar performance (PzIVH is slightly

    better), and ambusing is from one side only.

    In this case, all computer and human controlled units would turn to

    their left and engage the Shermans. The result, 90% of the time,

    all PzIVHs are wipped out. Sherman's loss is usally 1 or 2, and sometimes

    none.

    I tried this setting with PzIV on the ambushing side, and had the

    similar result, ie, Shermans would turn turrets to enagage and get wiped out.

    My point here is: Yes, PzIVH should not be afraid of Sherman. But after

    the first and second PzIVHs were sent into flame, shouldn't the rest two

    decide maybe retreating is the only alternative at the moment?

    3 smile.gif I haven't tried this but I have seen it before, and some other people

    also posted this: Shoudn't a gun damaged unit take a more precautious

    decision on the battlefield?

    A Panther with its gun damaged is vulunrable to even a Stuart. But when was

    the last time you see this Panther firing a smoke and retreat?

    So, I think the TacAI system in CM is somehow pre-calculated like A retreat

    when facing B, and not vice-versa, etc. I hope it could be improved to

    a more dynamic one and make better judgement.

    Finally, I think the reason I initially though computer was cheating is simple:

    while playing Germans, with this pre-calculated TacAI, you would hardly see

    any retreat movement from German Panzers. Even a PZIVH is not afraid of

    the enemy (on a static sense) most of the time (The only exception is perhapes

    Pershing?), why would a Tiger, Panther, and KingTiger? But from my part,

    I have seen many situations where I think my tanks should take a more

    evasive move (sort of like those "weaker" Ameicans tanks), but instead

    they take a stand and fight course. So, that gives me a wrong impression.

    [This message has been edited by tank_41 (edited 07-26-2000).]

  3. <BLOCKQUOTE>quote:</font><HR>Originally posted by Fionn:

    "1

    So, when you say "they faced 4 Shermans" that simply isn't telling us enough. Were those Shermans Sherman 75s OR were they Sherman Jumbos. I suggest you try this same test with two US forces. One force will be Sherman 75s ( the AI Pz IVs will stand and fight).

    You simply aren't conducting the tests properly IMO.<HR></BLOCKQUOTE>

    They are Shreman 75s.

    OK, I am willing to try it again, and this

    time I will set up a scenario myself like

    this:

    I will put 4 PzVHs on a road with Victory

    Point right in front of them about 1Km

    away. I am going to put bocage along both

    road sides so that PzVHs have no other way

    but going straight forward.

    I will put a hill 300 M away to the left side

    of the road and park 4 sherman 75s on the

    reverse side of the hill at the start

    of the turn and put a vitory flag just

    right on the other side of the hill

    so that Shermans would move to the

    top of the hill and happens to

    see the PvIH collumn down the hill on

    the road.

    The idea of this set up is that, prior to

    the start of a turn, whoever controlls

    PvIHs has NO IDEA ABOUT the presence of

    the Sherman 75s, and I would assume

    the natural movement order AT THE START

    of the turn can be nothing but a hunt

    or move order. Let's assume it's hunt

    mode. This way, we can test how TacAI

    reacts given the SAME EXACT ORDER

    at the beginning of a turn.

    I will try both side for at least 10 times

    and issue a report later.

    Any suggestions or comments about this

    experiment?

    [This message has been edited by tank_41 (edited 07-25-2000).]

    [This message has been edited by tank_41 (edited 07-25-2000).]

  4. <BLOCKQUOTE>quote:</font><HR>Originally posted by Blackhorse:

    Guys,

    Play the game against an experienced human via email, and you'll see the exact same behaviors...

    It's pretty cheesy to blame your inexperience on the AI's cheating.

    Just because you may not know "how" to give orders in the best way yet does NOT mean the program cheats.<HR></BLOCKQUOTE>

    Blackhorse:

    I may be new to this thread, but I have

    been playing wargames for almost 10 years.

    I have played almost all WWII related

    computer games: WIR, COS, TOAW, TacOps, etc

    you name it.

    I may not be that familiar with CM's

    sophiticated system in detail, but I

    am not that stupid to just issue a

    fast ordering movement to my Tiger

    into the smoke and charging onto the

    VB. When I played CC on the internet,

    I beat my human opponents 8 of 10 times.

    Now, after reading some other posts

    yesterday and I went back and did

    some further experiments and I found

    that:

    1 smile.gif While playing like Americans, my tank

    does start to back off or fire smoke

    for about 50% of the time. So, it does

    seem that TacAI takes into consideration

    of weak vs strong tank issue.

    However, the tactical movement of my

    Allied tanks is still far less intelligent

    than that of computer controlled ones.

    I have seen many many times that a

    computer controlled shermans to fire a

    smoke, disppear off LOS, AND REAPPEAR,

    fire a shot, and then disappear again.

    Yet, I rarely see this kind of sophicated

    movement by my tanks unless I specifically

    order them to do so.

    2 smile.gif I also played German with some PzIVH.

    In this case, the firing smoke and retreat

    type of movement is even less likely to

    occur. In one specific scenario, a PzIVH

    platoon (4 of them) were caught by

    3 to 4 shermans from the left side from

    about 400m away, all my PzIVH were in

    hunt mode and unbuttoned.

    I tired this setting 10 times, and only

    three times I saw 2 PzIVHs retreat back

    off from the LOS, all other time, they

    were trying to turn its turret and

    engage the enemy. Of all the engagement

    that occured, 70% of the time PzVHs

    lost the battle. I think the computer

    controlled PzIVHs under same situation

    might have back off much more often.

    I really suggest you guys to really go

    ahead and set up some situation like

    what I described above and try for

    yourself.

  5. ALERT! SPOIL INSIDE!

    I dont buy this experience level much.

    Here is a perfect example in VBT scenario

    and I urge everyone here to try it:

    In about the 2nd or 3rd turn into this

    scenario, you should be able to move

    Wittman, argulably one of the best tank

    commanders in WWII, into the outskirt

    of the town. Most likely, enemy tanks

    have laid down the smoke and hide

    outside of your LOS.

    Do this experiement, order your Wittman

    move directly through the smoke so that

    it faces numbers of enemy tanks all of

    the sudden, I am willing to bet my

    money here (as I tried many time myself)

    that Wittman would never back off into

    the smoke to avoid exchanging fire with

    3 to 5 tanks at the same time. The end result

    is mostly likely a dead Tiger on the road

    On the other hand, about into the 10th turn

    into the scenario, German would get 3 Tigers

    and a PzIVH, and Brits getting a bunch of

    Shermans plus a few deadly FireFlies.

    If you park you Tigers right under the

    victory flag, they will go on and exchange

    fires with Shermans and FireFlies. Note now

    that computer-controlled FireFlies would lay

    smoke, hide, and reappear back to shoot

    at your Tigers.

    At this very scenario, the tactical reaction

    from one of the best tank commanders at the

    time (Wittman) can not even match up

    against a few panic brits 3rd rated crews.

    [This message has been edited by tank_41 (edited 07-24-2000).]

  6. "A lot depends on the quality of your crew.

    What was this particular tank crew's

    quality?"

    Like I said, it is not just one incidence.

    But since I play German most of the time,

    I assume they are mostly regular to

    elite tank crews.

    I haven't play Americans that much. Could

    it be possible that the TacAI for German

    panzers is less flexible than that

    for Americans?

  7. KillMore and others:

    I know my infantry troops often seek covers

    under heavy fire (controlled obviously by

    TacAI, which is great), but....

    I seldomly see my tank doing this. 99%

    of the time, my tank would turn over its

    turret and react to the threat by firing

    back (we assume the first shoot by enemy

    missed), and it hardly ever thinks that

    perhaps retreat is a better alternative.

  8. I know there is a TacAI in the system, but

    how come my tank never back off from the

    threat?

    Does computer-controlled AI have a more

    sophisticated TacAI than human player's?

    Also, the situation I described does not

    just show up in the street fighting. I have

    seen enemy tanks, for countless times,

    disappearing from my LOS and hiding

    into houses, trees, hills, etc while

    fired upon, but never seen my tanks

    taking the similar action.

    Somehow, I just feel the TacAI in my side

    is so much dumber than computer's.

  9. After playing 15 or so scenarios in CM, I

    now come to the conclusion that the computer

    AI does cheat and the cheating gives computer

    AI an unfair advantage over human players.

    We all know that CM breaks the ground in

    terms of mixing up the real-time and turn

    based style of playing. Each turn represents

    a mere 60 seconds real time. You issue

    the command before the turn and you can watch

    the action via various movie play back

    options.

    Sounds great! But I found that the computer

    AI does not just issue the command at the

    beginning of each turn, but also modify

    the movement, fire order, etc for each

    unit based on what happened during the turn.

    Here is a typical example to demonstrate this

    I was in a street fight, and put one of my

    Tigers in a T section street, with its gun

    pointing at the intersection, hoping to

    ambush any enemy tanks passing by.

    Now, a sherman controlled by AI did show

    up, offering my Tiger a great side kill opp.

    However, the first shoot by the Tiger missed.

    To my amazement, the sherman immediately

    backed off and disappeared from my LOS.

    Has anyone followed me so far? The point is

    that the computer AI realized that, during

    the play of the turn, it was attacked from

    the side, and issued the order to back

    off to a safe play (out of my LOS). This

    has to be a inter-turn decision as the AI

    has no way of knowing the presence of my

    Tiger prior to the start of the turn, when

    it makes the movement plot.

    Dont tell me that AI is smart enough to

    enter a move order immediately followed

    by a reverse order just to scout

    the area. I have played this situation many

    times and I can see AI doing this only

    at the intersection where it got ambushed.

    On the other hand, if the Sherman were in

    my side, and I ordered it to enter an

    ambushed area, the best it would ever do is

    to turn it turret and hope to have a chance

    to fire back, but never back off.

    tank

  10. Hi

    As suggested by some of you, I went back and

    id a search on this AI targeting issue (ie,

    a tank may choose to target some infantry

    1000m awasy while there is a known yet

    out of sight tank 300m ahead). I want

    to suggest a very simple scheme to fix

    this problem. And as you can see, this is

    a solution already being used by many other

    wargames while dealing with opp fire.

    Why dont we set a range option three type of

    targets: Hard, Soft, and AT. For example,

    I can tell my tank commander to look for

    Hard target in the range upto 2km, and

    AT target in the range upto 120m, and

    soft target in the range upto 50m.

    Now say you are on defense, you normally

    would have your infantry in front, digging

    nto the defensive positions, and 1 or 2 tanks

    falling behind as support. In this case, as a

    commander, once you know the direction from

    which the enemy's tank group might come, it is almost always the right decision to tell

    your tank crews to forget about enemy

    nfantry and only search for Hard target (your

    nfantry in the front line could take care of

    enemy infantry).

    We should have a global option for all unit

    and the ability to fine tune on each

    individaul basis.

    If this is too much of work for every type

    of unit to have such an option, we need it

    at least for the tanks.

    2 smile.gif On offensive:

    Here your

  11. Sorry if this topic has been addressed in the

    past.

    I recently started to play the demo version

    and the game is awesome!

    however, I do find one thing very annoying:

    It seems to me that I can't not order my tank

    crews to stop engaging enemy infantry with

    its main gun. Consider this scenario:

    A German panther was seen 500m away. To

    engage it head on seemed like a sucide. I

    decided to frank it with my Sherman while

    sending some other infantry to draw panther

    's attention to other direction.

    Everything worked just as I planned. However,

    just as my sherman got close to Panther's

    frank, it discoverd a very German soliders.

    At this time, the soliders were in LOS of my

    Sherman, while Panther was not (although

    it was about to as my sherman was driving

    towards it). At this critical point, my

    sherman turned its turret into the German

    infantry, away from Panther's direction,

    and shot HE round. In the meantime, the

    sherman kept driving towards Panther's frank

    And you can guess the rest, by the time

    Panther lied in my LOS, the sherman turrent

    still pointed to those infantry, and at

    a 180 degree away from the Panther. Because

    both tanks sae each other, they started to

    turn the turret towards each other.

    But, Panther only needed to turn 90 degree

    to engage my sherman, while my sherman

    had to turn 180 degree. Naturally, Panther

    got the first shot and my sherman was

    toasted.

    A brilliant tactics ended up with nothing

    just because my Sherman tried to engage

    infantry right before the critical point.

    This brings up my question: Is there any

    way that I can force my tank crew to

    never engage infantry with its main-gun?

    If yes, how do I do it? If not, this is

    a MUST-HAVE in the next patch.

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