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Bone_Vulture

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Everything posted by Bone_Vulture

  1. Again, i doubt it, as there should be no effect on troop AI whether you're playing against the computer or a human. I'll test the theory as soon as my friends have time to play against me. [ October 25, 2002, 05:52 PM: Message edited by: Bone_Vulture ]
  2. I don't think any human would launch such a clumsy infantry assault... I played against the computer.
  3. I highly doubt that. LOS and suppression affect the HQ's command range, and on this map, there was no suitable cover any farther. I don't think I could've placed the HQ farther than several "tiles" away without breaking off from the squads in the front. *sigh* Thanks, but that's a surrogate solution. I want it fixed, so that hidden teams will not open fire unless there's an enemy within a distance of 20-30 meters, they've got a cover arc, or they're fired upon. [ October 25, 2002, 05:34 PM: Message edited by: Bone_Vulture ]
  4. I checked the LOS: the squad had a clear LOS for over 20 meters in a full 180 degree arc in front of it.
  5. Ok, here's a series of screenshots I took to prove the infantry simulated stupidity. Infantry only, 600 points, June '43, midday. Defending with Heer. So, let's begin. I've set up a Jäger platoon in tall pines, all hiding, no cover arcs. Includes a single flamethrower and an out-of-command squad from another platoon for test purposes. The Soviet horde is incoming from up/right. First stupidity stunt: a squad at the front opens fire at roughly 20 meters - but it's aiming at a squad heading AWAY from the forest, instead of the squad that's running straight at 'em! Ok, so now the two squads in the front have engaged the enemy. The rest of the platoon remains silent, including the HQ team. As it should be. But what the hell happens?! A veteran HQ team decides to open it's "massive" arsenal at an isolated enemy 80 METERS AWAY! The HQ hasn't been spotted, or fired upon. Let's observe the situation from another angle. Next to the forest, the Company HQ is hiding with a heavy MG42 team. Again, no cover arcs. They do have the intelligence to lay low, considering that the Soviet spearhead is running past 'em... Right? Well of course not! The Company HQ decides to test it's mettle at a throng of Russians from a "reasonable" range of 90 meters! Maybe the platoon HQ was just following their example? Well, at least the HMG joins in the firing. And finally, the fresh 'n green flamethrower team reaps the official Wehrmacht solidarity award for frying their kameraden with a careless burst of burning death. Well then. I hope this is enough to demonstrate the mysterious "ambushing HQ teams turn suicidal" phenomena. I'll be happy to provide you with more crappy screenshots, if you're not convinced. (And yes, I had to compress the damn pics so they'll fit the bandwidth & space of the Homestead account...)
  6. "BUT DAAAAAAAAAAAAAAAAAAAAAD! IT'S BROKEN!" Ok, seriously: thank you for the attention. I will play several infantry QB's defending (ideal for testing the ambushes), try different variables, and get back on the topic if the phenomena reoccurs. I'll keep you posted.
  7. The fact that they're being relieved from the face of a superior enemy force. The idea of the boost is to encourage the troops for a moment to shape up and move, instead of staying pinned. If the unit receives casualties or heavy suppression during retreat, they should react similarly as to being shot in the back (orderly retreat turns into a panicked escape).
  8. What?! I fail to see the connection between Panzerschrecks and HQ teams. What are trying to say? :confused:
  9. I just those this vehicle to one of my battles, and it has exactly the same graphics as the bog-standard SPW 251/1, even though the vehicle is supposed to mount a 20mm flak gun. When I tried firing with it, the 20mm gun works, but is invisible. I assume this bug has been noted before, so I'm just checking.
  10. E. You lack Harv's skill of seeing two minutes into the future.
  11. Sorry, I'm just starting to lose my patience when almost everyone seems to disregard the "ambushing HQ teams turn suicidal" phenomena. There's absolutely no logic in this AI behaviour, and the fact that the problem didn't exist in CM:BO seriously ticks me off.
  12. I don't like turning the backs and weapons of troops to the enemy, especially in a situation that calls for retreat. If the command was implemented, I'd like ít to give the troops a slight instant morale bonus, if the unit is pinned or shaken. I don't think falling back raises the morale of troops that aren't suppressed at the moment.
  13. That's what I thought: if the building is only "catching fire" it makes no sense to abandon good cover.
  14. If the target is zeroed and and the penetration potential of ordinary AP rounds is questionable, then using tungsten would definitely make sense. I haven't observed situations like this in CM:BB.
  15. A full squad is presented as three soldiers: I'd like if the these soldiers would fall and stay on the field in relation to the casualties, just like the last guy does now, if the squad is eliminated. But I understand it would make the tracking of eliminated squads harder, unless the "extra" fallen troops could be switched off somehow.
  16. It's simple: the troop AI has been turned into crap, in comparison to CM:BO.
  17. I thought sewer movement was only possible in pre-built scenarios? :confused:
  18. Ok. I usually run CM2 at 800x600 on a 850mhz Duron with Geforce 2 MX. Performs smoothly enough.
  19. Same level of protection? I don't know how much metal you need to add a several centimeters of extra armor on critical locations, but two tons seems much at the first glance. How much did the tank weigh altogether?
  20. I prefer smaller map mostly due to performance issues. I wouldn't mind bigger maps, but I don't like managing forces larger than 2000 points.
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