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BV

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  1. Yes, I have also seen this behavior with a stugIII and a tiger with good line of sight. Neither one was damaged or stunned and both had ammo. They refused to fire for several turns and then for unknown reason began firing again. They were targeted to fire at infantry in a large building. Neither one switched fire to anything else, they just refused to fire for 3 turns.
  2. Still play SPWaW regularly for some of the very reasons you mentioned. If one is looking for a larger type battle, particularly on the East Front, SPWaW still offers a very enjoyable experience. The interface is extremely easy and quick to negociate, and the breadth of unit types and actions also makes it fun to play. Particularly Wild Bill Wilder's scenarios are always challenging and interesting to play, with well thought out maps, troop deployment and reinforcement schedules. Due to the differences in interface, playing the same size of game with CM takes much, much longer to accomplish.
  3. Where can one find the latest patch for TOAW? The old sites I have all seem to be defunct now. Thanks.
  4. I have used the withdraw command on several occasions and have never had the troops involved break or panic at the end of the withdrawal. They leave the area immediately with no delay and if they are in woods, houses, or other suitable cover, they frequently break complete contact with the enemy before loosing any men at all. Machine guns are a different matter, and do just seem to "walk slowly away" which often does lead to them taking additional casualties. With squads, however, I have had them withdraw and later in the scenario, successfully perform attacks in another place, or other normal duties. Try experiementing around with the command-I think it definately has it's uses in certain situations.
  5. Jackson I have seen this happen in several scenarios also, where the veh. you mentioned will not fire after losing one crew member. As the readme file indicates that those vehicles should be able to fire with one crew member gone, it appears to be a bug to me as well. It is something I hope BTS will look into for future patch. Thanks for bringing up this issue again.
  6. I would like to agree with Von Brizee's post and several others above. The .50 cal as currently modeled is way too accurate. In a recent QB I had one American HT, which was moving Fast, fire at 4 German HT's which were also moving Fast. It knocked out 3 of the 4 HT's in 40 seconds at about 400 yds. It was the only American unit in that part of the map and was later identified at a "regular" experience level. As several posts above have stated, if the German HT's and AC's were indeed knocked out that regularly and quickly by any .50cal in the neighborhood, they would have stopped making them. I would also like to see crews, in certain situations, pass a morale check etc. and re-man their vehicle or gun if it has not been too damaged. This would add realism and depth to the game. Great game. Thanks
  7. By no means is this problem seen only in the Wittmann Scenario or only when smoke is popped, although it certainly has occurred regularly in those two situations. I was recently playing the Elsdorf Scenario (no spoiler info) where one tiger was facing off with two Pershings. The tiger had been facing the right direction with both turret and body, when literally seconds before the Pershings came into LOS a crew (clearly marked and recognized as such) comes running out of the woods, routed by a machinegun. You all know the rest. The tiger slews its turret over to take on the dreaded killer crew, which is cringing off behind some woods, and by the time it gets its agonizing slow turret back in the right direction, it is knocked out. This is the type of problem that needs to be addressed. Thanks again.
  8. I agree with several of the posts above. This is very important issue and is greatly affecting realistic gameplay. I have played several scenarios using v 1.03 and tanks are still firing at crews, mortarmen crawling away from knocked out mortars, infantry 400m away etc. on a regular basis. I think fixing this problem is THE most critical issue at this time, in an otherwise excellent game. Is it possible to code the AI to Never fire at non-AT equipped infantry with their main gun unless specifically ordered to do so by the player in the planning phase? The AI could still order the tank to fire its machineguns at infantry-type targets, which does not require changing the turret direction. Please consider this or a better solution to this very frustrating problem. It's a real bummer to play a scenario for several hours only to have the results very unrealistically affected by this problem. Congratulations BTS for your excellent game. Thanks
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