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akdavis

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Posts posted by akdavis

  1. Couple of issues discovered playing this scenario as the Germans:

    1. ATRs begin scenario with "empty" ammo. All other units appear to be at full ammo. Is this intentional?

    2. AI will not advance. A few tanks moved 100m or so out of the treeline. Infantry appeared to be just milling around back and forth in treeline, even when under no fire. Continued all the way through turn 27 of 30, at which point I quit.

    [ October 28, 2002, 10:27 PM: Message edited by: akdavis ]

  2. Well, think about the experience necessary to differentiate between a regular and a veteran: experience in combat. Now how about the experience difference between veteran and elite: highly specialized training and extensive combat experience. Not too surprising if they don't show up very often. You will get them though. In QBs with veteran troops, I've even had a "crack" team or too show up. Try playing troops that require special training, like paras or mountain troops.

  3. This, along with some sound contact issues, is a good argument for less generic unidentified unit markers. I understand not immediately identify the exact model of every vehicle or exact type of infantry unit, but sound and shape should provide a great deal more immediate information. For example, once in visual contact, halftracks should be identified by "Half-track?" Similarly, based on sound, mortars and ATRs should not receive the "infantry?" sound contact. Their sounds are unique and immediately identifiable.

  4. Originally posted by Battlefront.com:

    As I said, and you quoted, we tried many different systems to correctly simulate the clumsy nature of crappy troops. Just be thankful you got this system instead of the first one Charles coded up smile.gif If you think you are "venting" now... :D

    Steve

    Is that the one where your troops were animated turning 180 deg. and extending their middle finger in your general direction?
  5. Originally posted by BismarckB:

    thx Pack you make a good point....What about the hard difficulty? It seems that AI is hard like a rock

    I would say that it is more difficult, but in a good way. There are more orders to learn, but these let you do more things. Now, more than ever, real life tactics pay off. The AI is more challenging as well, but this helps make every battle different. You will not find one proven tactic that you can defeat the AI with in every situation.
  6. Originally posted by Wolfe:

    Might they have been crew casualties from the ATR firing on a HT or other vehicle?

    - Chris

    Nope, enemy had no vehicles on the map. The only crewed weapon in LOS of the ATR was a light gun which was still alive at the end of the battle. As far as I can tell, the kills were on a Coy HQ in a foxhole.
  7. Originally posted by Wolfe:

    Yep. The only ones that will fire at infantry are those that have HE and/or AP rounds (Boys and Lahti L-39). AT rifles won't fire tungsten at enemy infantry. Personally I wish they would, but maybe BTS doesn't want them to be used as super-snipers.

    - Chris

    Chris, see my post above concerning Italian ATR with tungsten rounds.
  8. Originally posted by Soddball:

    Sharpshooters only have 10 shots. ATR ammo is definitely specialised, no argument there, but who's going to say to themselves "Hell! An enemy machine gun nest is chewing up my buddies! I'd open fire on them with my 50 rounds of ATR, but I might need the ammo for later, so maybe I'll just let them die." smile.gif

    You see my point, I'm sure.

    Well, yes, but I'm not disputing that they should fire at infantry targets, I'm just disputing their usefulness in the area fire role. Unless you score a lucky penetration on cover, it really wouldn't be any more effective than one guy with A K98 plinking away at an area. Not very "suppresive."
  9. Well, having an ATR area fire would be about like ordering a sniper to area fire. They have a limited amount of highly specialized ammo and a relatively slow RoF. They aren't going to just waste ammo. To be fair, in the example I cited, my ATR had a height advantage on the enemy foxhole.

  10. Originally posted by Mare Ichthys:

    In my experience most players choose Rock because it beats Scissors so easily. Because of this the price of Rock must be increased by 30%. Nobody who plays in ladder games ever uses Paper, so it should not have any effect on the price of Rock or Scissors.

    Unfortunately, the recent introduction of the single finger, but highly potent "Dynamite" has seriously confounded this issue, making ladder play all but pointless.
  11. Originally posted by camp:

    But I must say if I am in the KV2 heavy tank in 1941 and I know that the Germans do not have one single tank that could kill it with as much AP firing at the front (from over 500m).

    They are green crews. They don't know that. Those ignorant Russian peasants probably think the Germans have lasers. ;) Seriously though, I don't think a green crew would wait around to find out if their armor is really as impenetrable as they've been told it is.
  12. Originally posted by flamingknives:

    It's firing a bleedin' depth charge!

    The blast value is an order of magnitude greater that a 150mm gun.

    Now I might be wrong with the next bit, but the blast value represents lethality a certain distance from the impact point. Since the blast affects an area the killing power is actually proportional to the square of the blast value. Nasty.

    And don't forget the fallout effects!
  13. In WWII you could drive your tank over as many huts as you wanted...if you didn't mind throwing tracks all the time. I've heard of cases where tanks were used to collapse exterior walls of structures, but actually driving through rubble of a collapsed building would be asking for an immobilization.

    One thing you might check is what visual scale (SHIFT + C) your units are displaying at. If the scale is set above realistic, your tanks will appear larger than they actually are. At realistic scale, they probably won't dwarf those huts.

  14. I'm sure this doesn't balance things in all cases, but maybe with the 1942 Stug issue: isn't the Soviet player allowed to spend more points on armor? So while the T-34 and Stug come at similar prices, the Soviet player might be able to get 2 T-34s for every German Stug. I think 2 T-34s used well can probably deal with a Stug used not-so-well. I think that answers your specific complaint.

  15. Originally posted by Matt:

    In the Armored Roadblock scenario I took out the KV-II with a German 50mm AT gun from 400 or so but I had a height advantage and probably scored a hit on the top. I had 5 or 6 50mm AT guns firing at this thing as fast as they could put rounds into the chambers. After 3 minutes of ricochets I finally penetrated from the top and the crew bailed. It was funny watching the KV-II shrug off the hits that were coming one about every 3 seconds.

    I think the patch might address this issue though, I read something about crews not bailing so quickly if the guns firing at them are of small caliber and are mearly bouncing off the thick armor. I might have to replay that scenario after the patch comes out.

    -Matt

    Ehh...What the hell version of Armored Roadblock did you play?

    *Spoiler*

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    The one I played had 37mm ATGs versus a KV-1! I'm confused.

  16. My only problem is that I often have units take fire, start sneaking for cover, then exhaust themselves out in the open and just sit there till they route. Many instances where they'd be better of using some sort of movement that involved sprinting and dropping to the ground until they got into cover. Perhaps "withdraw" or some sort of reverse "advance?" But then there are other times when I'm very glad they get their little lego asses down in the dirt.

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