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John1966

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Posts posted by John1966

  1. Searched the forum and haven't come up with anything on this but I'm playing Ritirare! as the allies and none of my vehicles will cross the first bridge (the ZO01 objective, if I recall). Infantry are fine but vehicles just get about as far as the third support (or first if coming the other way) and stutter like a glitch in the matrix. You then have to reverse them off.

    Tried various movement commands (even hull down) but they won't cross. Searched the forum and nothing coming up despite lots of people having played it so I assume it's not a bug (unless no-one but me has actually tried driving across the bridge - you can win it like that but it's still annoying). Any ideas?

    (The second bridge was also a bit funky but it had two wrecked tanks on it so put it down to that - but it let my vehicles cross one way and not the other)

  2. On 3/3/2021 at 7:47 AM, bruno2016 said:

    Talking about ASL (which i know very well), what happens when an AFV overruns some infantry position in the open: Is there a sequence where first the infantry close assaults the AFV (the way it is described in this thread) and the tanks only fires back if unscathed? Also, how does a tank overrun a manned ATG position to destroy it: move command?

    In ASL or CM?

    In ASL, I honestly don't remember (in fact I don't even remember ever using overrun - hardly ever saw infantry stopped in the open near a tank and if tried on an ATG it usually got you first).

    In CM, your tank gets KO'd. 😉

    I always try to keep my tanks a long way from infantry. Too dangerous at close range. If you spotted them in the open, then you'd probably get them with the MA/MG long before you got close enough to "overrun". (I put that in inverted commas as I'm pretty sure overruns aren't modelled other than short range firing at them)

    If you get close enough to call it an "overrun" and the infantry are still in some sort of order, they'll chuck grenades and then you're in all sorts of bother.

    If I recall, in COD, early war tanks used to force a morale check just for getting near a squad. If they failed they had to shift out of the way.

    (Early war because they were less familiar with tanks - which is ironic considering early war tanks)

     

  3. 4 hours ago, Bulletpoint said:

    If you make the vehicle immobilised from the beginning, the crew acts normal apart from that they can't move.

    Ah, right. That explains their reluctance to bail.

     

    4 hours ago, Bulletpoint said:

    I don't even think it affects morale if the tank gets immobilised during the battle.

    Didn't know that either. I suppose it depends on how they got immobilised. I always assumed it affected morale because often they were under fire. But thinking about it, they don't ever bail when ground conditions cause it. I must pay closer attention to the morale status when that happens.

    Cheers

  4. 1 hour ago, Bulletpoint said:

    In the editor, you can choose the vehicle to be immobilised.

    But wouldn't they be a bit more inclined to bail if they come under fire?

    Or maybe that's only if the immobilisation was the result of in-game enemy fire. Yes, I suppose their morale would still be unaffected.

  5. 4 minutes ago, Lucky_Strike said:

    If they’re charging in £ it may be ‘cos they have a UK office, then they can set their own pricing I guess

    I don't really know how digital downloads work as far as imports go but everything on Steam is in pounds when you're in the UK.

    But then wouldn't it be subject to VAT anyway? In which case, you're right, they must be just doing their own pricing.

  6. 9 minutes ago, Artkin said:

    I would take a panther over a tiger any day.

    While I'm normally petrified of Panthers (they always seem to turn up in larger numbers than Tigers, for a start), this evening I fired a frontal shot at one with a PIAT and the damn thing blew up.

    I actually jumped. I was so surprised I swore out loud.

  7. 2 minutes ago, Artkin said:

    Idk if its modeled but I guess the engine could be resisting the rounds a little

    That's sort of what I was wondering. An engine hit is more likely to get an immobilisation but, of course, it was already immobilised.

    But like you say, I've no idea if it's modelled to the extent that the crew and other functionality of the tank are protected. 10+ rear hits at point blank range and apparently no effect (although I don't know what was going on inside and the AI can't tell me). So perhaps it is.

  8. 2 hours ago, Artkin said:

    Not sure why the troops didnt bail if their engine was fried. Happens all the time to me. 

    That'll be something to do with the scenario design. It's immobilised right from the start (so it'd ruin the game if they bailed).

    Don't know how the designer arranged it though. Because it occurred to me they might just bail if I dropped some HE on them. (They didn't.) I guess they were crack.

    Actually, it might say in the designer's notes. I'll check.

  9. 45 minutes ago, chuckdyke said:

    Can have something to do with combat stress and combat shock.

    Yes, I've seen morale improve when a squad is split which makes a certain amount of sense. If some of them are getting a bit panicky then it'll affect the rest of the team less if you split to panicky ones up.

    And it works the other way when you recombine teams too. They always seem to revert to the better of the morale levels the team had.

    But I assume tiring/tired etc. relates to physical rather than mental state. When I split the squad and noticed one was "ready" I assumed the other team would be "tiring". I'd just split the knackered guys from the less knackered ones. But no, they were both "ready". Which seemed odd. Not complaining though. Worth knowing, in fact.

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