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Ardem

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  1. Upvote
    Ardem got a reaction from LukeFF in Patton quote ref US advantages over Russia & why we'd beat them if we kept going   
    The only way Patton would of got a war, is if the Russians continued it on taking Europe.
     
    Considering the Germans had more power in the east then the west, is a telling event in itself. If the russians had continued on, they would of made quick gains, however the longer it went on the west would of worn them down by sheer air support and supplies alone. But the russians could of easily won europe if they were quick enough, but would of probably been stopped at the rhine and then suffered germans fate, quickly thrown back because their support lined too stretched by then.
     
    I feel for the Polish out of all this, the west went to war over Poland and never won Poland's independence just handed it to another dictator. They had to wait 40 odd years for there independence one again.
  2. Upvote
    Ardem got a reaction from Parker Schnabel in We Need Another "The Road Ahead" from BF.   
    A new family but why.....
     
    I wished BF would stopped making families or made just an east west family, it basically cancel out all the what if scenarios. Hell I would prefer just one family myself.
     
    I feel like BFC is like the government telling me I must eat my peas with a fork not a spoon. In my opinion there is no logical explanation in my mind why they keep opening up new families rather then modules.
     
    What if I want to play Normandy in 1945 then 1944 because, allied command delayed the invasion due to italy invasion being a disaster eliminating a lot of the landing craft that was used in Normandy.
     
    Or market-garden happened with light snow instead of September, all these things cannot be realized cause I am confined how to play.
     
    I am not angry with BFC here just very much disappointed because when we went from CMx1, where we had a whole front to deal with we were told modules will fill it out so by the end we should have the same front and it was more of a financial decision, now I am finding that is not the case. I feel let down from those conversations that were discussed many years ago when people initially raised these concerns.
     
    I know I am just a voice in the wilderness on this, and will continue to support BFC game because on the whole they do good work, just a shame that's all.
  3. Downvote
    Ardem got a reaction from mjkerner in Patton quote ref US advantages over Russia & why we'd beat them if we kept going   
    The only way Patton would of got a war, is if the Russians continued it on taking Europe.
     
    Considering the Germans had more power in the east then the west, is a telling event in itself. If the russians had continued on, they would of made quick gains, however the longer it went on the west would of worn them down by sheer air support and supplies alone. But the russians could of easily won europe if they were quick enough, but would of probably been stopped at the rhine and then suffered germans fate, quickly thrown back because their support lined too stretched by then.
     
    I feel for the Polish out of all this, the west went to war over Poland and never won Poland's independence just handed it to another dictator. They had to wait 40 odd years for there independence one again.
  4. Upvote
    Ardem got a reaction from Bulletpoint in Infantry TAC AI - trying not to rant   
    This is a CMx2 thing and I had hoped it would get better over time, but sometime the Infantry Tac AI is so frustrating it pulls my hair out.
     
    I been a player and holder of CM games from CMx1 to now my latest Black Sea.
     
    I absolutely love the vehicle TAC AI even when I do not like what the crew does, it still makes sense, the vehicle become endangered and throws itself into reverse only to get hit from a previous spotted At weapon, still perfectly understandable.
     
    But close combat Infantry Tac AI is what I feel lets the game down in the biggest way, I will explain some scenario and what I see and what i would prefer to see.
     
    ----------------------------
     
    PERCEIVED ISSUE:Running, I am not sure if it is the animation or they are so very slow but when guys a running they seem to be doing it on ICE, as in lots of movement but very little forward progress, 9 time out of ten they are all on top of each other so it easy for the enemy to get multiple kills. Now the speed may be due to the amount of weight they are carrying but the speed is exactly the same in WW2 where the in very little weight factor.
     
    PERCEIVED SOLUTION: What I rather see, is they move in pairs and individuals, with a more open gap between the soldiers, this way they all do not get slaughter like sheep. This could be an extra command like sprint, to get across streets, without loosing a whole 4 man team, because they are all snails without a care when moving.
     
    -------------------------
     
    PERCEIVED ISSUE: Assaulting from a breached corner into a house. To do this you need your 8 man squad to Quick to the breech and then the other team to runs forward into the house, this normal exposed the first team to a hail of fire as the moving into an open area (rubbled wall) which gets them killed then the team racing in like lemming charge in without fire support, goo by 8 man to to a single person with an 8 AK or SMG.
     
    PERCEIVED SOLUTION: You can have a number of the team stack on the corner of the wall and support by fire, this has them less exposed, the assault team then breeches.
     
    ---------------------------
     
    PERCEIVED ISSUE: The Breaching team in a house assault get slaughtered come in the front door, The 4 man team act stupidly regardless the distance the team is away from the door, they pile in to there death like lemmings. The enemy just needs to be a single automatic weapon guy to take down a full team. The assault team does not halt its attack, does not toss a grenade in, does not do anything but run and die. I would just like to say I hate every stuid the tac Ai does, but I am giving one example above.
     
    PERCEIVED SOLUTION:
    The assault team stacks at the door, so we do not have 4 separate entries spread over 10 secs. If the team suspects enemy it toss in a grenade before entry, it enters in the door the first few metres in a rush then halts and frees at the enemy it does not run all the way to the end of the house to turn around and come back to first at the enemy at the front door. It the sweeps as a team through the house and stops an fire as a team at contact.
     
    -----------------------------
     
    PERCEIVED ISSUE: Move and then in contact. I prefer to use move sometimes instead of hunt cause I find hunt they stopping all the time on non valid threats that not firing at them, but using move in woods is a pain. If they get ambushed in the wood, the player continues to run and get slaughtered even if it running into the fire.
     
    PERCEIVED SOLUTION: If the fire is come from the front, then the move is cancelled and the TAC AI stops and returns fire, before they have to lose a man in the process and start cowering.
     
    ----------------------------
     
    PERCEIVED ISSUES: Cowering, I understand cowering makes sense, but I see cowering out in the open, I seen a whole team cower in the woods, and continually get suppress and eventually killed cause they will not even attempt to return fire. This frustrates me more then anything.
     
    PERCEIVED SOLUTION: Blind firing, not to hit the enemy but to suppress back to gain a little morale back, throwing grenades, throwing smoke if they have them. crawling away out of range. I rather this then see each individual solider die one after the other cause they will not do anything but cower.
     
     
    ---------------------------
     
    PERCEIVED ISSUES: Hunt in single file, move in single file. All movement is is single file. This allows  for longer time to get set for contact and normally means all you guys end up cowering and picked off one by one.
     
    PERCEIVED SOLUTION: Hunt when moving through woods should be in arrowhead or line formation, this would allow return fire on contact, right now it contact and then cower cause they need to run forward and the firing at the pint guy suppresses the rear guys, the time that my guys normally do better is when i am shot from the side, which they happen to be in a line formation.
     
    --------------------------
     
     
     
     
     
    There is many more bugbears I have of the Infantry TAC AI, but these are my major ones, and the reason I find this game frustrating. I know there is certain things I could be doing better and I am sure a lot of people will come to the defence I the TAC AI . I am not saying it is super bad, just these things could be improved on. Right now infantry without a huge amount of micro management on building assaults or any assault in general take what I would consider unnecessary losses due to it stupidity, where a normal human would do something different. I would love to see BF spend so more time on this front, rather then more vehicles etc. 
  5. Upvote
    Ardem got a reaction from apd1004 in Infantry TAC AI - trying not to rant   
    This is a CMx2 thing and I had hoped it would get better over time, but sometime the Infantry Tac AI is so frustrating it pulls my hair out.
     
    I been a player and holder of CM games from CMx1 to now my latest Black Sea.
     
    I absolutely love the vehicle TAC AI even when I do not like what the crew does, it still makes sense, the vehicle become endangered and throws itself into reverse only to get hit from a previous spotted At weapon, still perfectly understandable.
     
    But close combat Infantry Tac AI is what I feel lets the game down in the biggest way, I will explain some scenario and what I see and what i would prefer to see.
     
    ----------------------------
     
    PERCEIVED ISSUE:Running, I am not sure if it is the animation or they are so very slow but when guys a running they seem to be doing it on ICE, as in lots of movement but very little forward progress, 9 time out of ten they are all on top of each other so it easy for the enemy to get multiple kills. Now the speed may be due to the amount of weight they are carrying but the speed is exactly the same in WW2 where the in very little weight factor.
     
    PERCEIVED SOLUTION: What I rather see, is they move in pairs and individuals, with a more open gap between the soldiers, this way they all do not get slaughter like sheep. This could be an extra command like sprint, to get across streets, without loosing a whole 4 man team, because they are all snails without a care when moving.
     
    -------------------------
     
    PERCEIVED ISSUE: Assaulting from a breached corner into a house. To do this you need your 8 man squad to Quick to the breech and then the other team to runs forward into the house, this normal exposed the first team to a hail of fire as the moving into an open area (rubbled wall) which gets them killed then the team racing in like lemming charge in without fire support, goo by 8 man to to a single person with an 8 AK or SMG.
     
    PERCEIVED SOLUTION: You can have a number of the team stack on the corner of the wall and support by fire, this has them less exposed, the assault team then breeches.
     
    ---------------------------
     
    PERCEIVED ISSUE: The Breaching team in a house assault get slaughtered come in the front door, The 4 man team act stupidly regardless the distance the team is away from the door, they pile in to there death like lemmings. The enemy just needs to be a single automatic weapon guy to take down a full team. The assault team does not halt its attack, does not toss a grenade in, does not do anything but run and die. I would just like to say I hate every stuid the tac Ai does, but I am giving one example above.
     
    PERCEIVED SOLUTION:
    The assault team stacks at the door, so we do not have 4 separate entries spread over 10 secs. If the team suspects enemy it toss in a grenade before entry, it enters in the door the first few metres in a rush then halts and frees at the enemy it does not run all the way to the end of the house to turn around and come back to first at the enemy at the front door. It the sweeps as a team through the house and stops an fire as a team at contact.
     
    -----------------------------
     
    PERCEIVED ISSUE: Move and then in contact. I prefer to use move sometimes instead of hunt cause I find hunt they stopping all the time on non valid threats that not firing at them, but using move in woods is a pain. If they get ambushed in the wood, the player continues to run and get slaughtered even if it running into the fire.
     
    PERCEIVED SOLUTION: If the fire is come from the front, then the move is cancelled and the TAC AI stops and returns fire, before they have to lose a man in the process and start cowering.
     
    ----------------------------
     
    PERCEIVED ISSUES: Cowering, I understand cowering makes sense, but I see cowering out in the open, I seen a whole team cower in the woods, and continually get suppress and eventually killed cause they will not even attempt to return fire. This frustrates me more then anything.
     
    PERCEIVED SOLUTION: Blind firing, not to hit the enemy but to suppress back to gain a little morale back, throwing grenades, throwing smoke if they have them. crawling away out of range. I rather this then see each individual solider die one after the other cause they will not do anything but cower.
     
     
    ---------------------------
     
    PERCEIVED ISSUES: Hunt in single file, move in single file. All movement is is single file. This allows  for longer time to get set for contact and normally means all you guys end up cowering and picked off one by one.
     
    PERCEIVED SOLUTION: Hunt when moving through woods should be in arrowhead or line formation, this would allow return fire on contact, right now it contact and then cower cause they need to run forward and the firing at the pint guy suppresses the rear guys, the time that my guys normally do better is when i am shot from the side, which they happen to be in a line formation.
     
    --------------------------
     
     
     
     
     
    There is many more bugbears I have of the Infantry TAC AI, but these are my major ones, and the reason I find this game frustrating. I know there is certain things I could be doing better and I am sure a lot of people will come to the defence I the TAC AI . I am not saying it is super bad, just these things could be improved on. Right now infantry without a huge amount of micro management on building assaults or any assault in general take what I would consider unnecessary losses due to it stupidity, where a normal human would do something different. I would love to see BF spend so more time on this front, rather then more vehicles etc. 
  6. Upvote
    Ardem got a reaction from Yardstick in Infantry TAC AI - trying not to rant   
    This is a CMx2 thing and I had hoped it would get better over time, but sometime the Infantry Tac AI is so frustrating it pulls my hair out.
     
    I been a player and holder of CM games from CMx1 to now my latest Black Sea.
     
    I absolutely love the vehicle TAC AI even when I do not like what the crew does, it still makes sense, the vehicle become endangered and throws itself into reverse only to get hit from a previous spotted At weapon, still perfectly understandable.
     
    But close combat Infantry Tac AI is what I feel lets the game down in the biggest way, I will explain some scenario and what I see and what i would prefer to see.
     
    ----------------------------
     
    PERCEIVED ISSUE:Running, I am not sure if it is the animation or they are so very slow but when guys a running they seem to be doing it on ICE, as in lots of movement but very little forward progress, 9 time out of ten they are all on top of each other so it easy for the enemy to get multiple kills. Now the speed may be due to the amount of weight they are carrying but the speed is exactly the same in WW2 where the in very little weight factor.
     
    PERCEIVED SOLUTION: What I rather see, is they move in pairs and individuals, with a more open gap between the soldiers, this way they all do not get slaughter like sheep. This could be an extra command like sprint, to get across streets, without loosing a whole 4 man team, because they are all snails without a care when moving.
     
    -------------------------
     
    PERCEIVED ISSUE: Assaulting from a breached corner into a house. To do this you need your 8 man squad to Quick to the breech and then the other team to runs forward into the house, this normal exposed the first team to a hail of fire as the moving into an open area (rubbled wall) which gets them killed then the team racing in like lemming charge in without fire support, goo by 8 man to to a single person with an 8 AK or SMG.
     
    PERCEIVED SOLUTION: You can have a number of the team stack on the corner of the wall and support by fire, this has them less exposed, the assault team then breeches.
     
    ---------------------------
     
    PERCEIVED ISSUE: The Breaching team in a house assault get slaughtered come in the front door, The 4 man team act stupidly regardless the distance the team is away from the door, they pile in to there death like lemmings. The enemy just needs to be a single automatic weapon guy to take down a full team. The assault team does not halt its attack, does not toss a grenade in, does not do anything but run and die. I would just like to say I hate every stuid the tac Ai does, but I am giving one example above.
     
    PERCEIVED SOLUTION:
    The assault team stacks at the door, so we do not have 4 separate entries spread over 10 secs. If the team suspects enemy it toss in a grenade before entry, it enters in the door the first few metres in a rush then halts and frees at the enemy it does not run all the way to the end of the house to turn around and come back to first at the enemy at the front door. It the sweeps as a team through the house and stops an fire as a team at contact.
     
    -----------------------------
     
    PERCEIVED ISSUE: Move and then in contact. I prefer to use move sometimes instead of hunt cause I find hunt they stopping all the time on non valid threats that not firing at them, but using move in woods is a pain. If they get ambushed in the wood, the player continues to run and get slaughtered even if it running into the fire.
     
    PERCEIVED SOLUTION: If the fire is come from the front, then the move is cancelled and the TAC AI stops and returns fire, before they have to lose a man in the process and start cowering.
     
    ----------------------------
     
    PERCEIVED ISSUES: Cowering, I understand cowering makes sense, but I see cowering out in the open, I seen a whole team cower in the woods, and continually get suppress and eventually killed cause they will not even attempt to return fire. This frustrates me more then anything.
     
    PERCEIVED SOLUTION: Blind firing, not to hit the enemy but to suppress back to gain a little morale back, throwing grenades, throwing smoke if they have them. crawling away out of range. I rather this then see each individual solider die one after the other cause they will not do anything but cower.
     
     
    ---------------------------
     
    PERCEIVED ISSUES: Hunt in single file, move in single file. All movement is is single file. This allows  for longer time to get set for contact and normally means all you guys end up cowering and picked off one by one.
     
    PERCEIVED SOLUTION: Hunt when moving through woods should be in arrowhead or line formation, this would allow return fire on contact, right now it contact and then cower cause they need to run forward and the firing at the pint guy suppresses the rear guys, the time that my guys normally do better is when i am shot from the side, which they happen to be in a line formation.
     
    --------------------------
     
     
     
     
     
    There is many more bugbears I have of the Infantry TAC AI, but these are my major ones, and the reason I find this game frustrating. I know there is certain things I could be doing better and I am sure a lot of people will come to the defence I the TAC AI . I am not saying it is super bad, just these things could be improved on. Right now infantry without a huge amount of micro management on building assaults or any assault in general take what I would consider unnecessary losses due to it stupidity, where a normal human would do something different. I would love to see BF spend so more time on this front, rather then more vehicles etc. 
  7. Upvote
    Ardem got a reaction from m0317624 in Infantry TAC AI - trying not to rant   
    This is a CMx2 thing and I had hoped it would get better over time, but sometime the Infantry Tac AI is so frustrating it pulls my hair out.
     
    I been a player and holder of CM games from CMx1 to now my latest Black Sea.
     
    I absolutely love the vehicle TAC AI even when I do not like what the crew does, it still makes sense, the vehicle become endangered and throws itself into reverse only to get hit from a previous spotted At weapon, still perfectly understandable.
     
    But close combat Infantry Tac AI is what I feel lets the game down in the biggest way, I will explain some scenario and what I see and what i would prefer to see.
     
    ----------------------------
     
    PERCEIVED ISSUE:Running, I am not sure if it is the animation or they are so very slow but when guys a running they seem to be doing it on ICE, as in lots of movement but very little forward progress, 9 time out of ten they are all on top of each other so it easy for the enemy to get multiple kills. Now the speed may be due to the amount of weight they are carrying but the speed is exactly the same in WW2 where the in very little weight factor.
     
    PERCEIVED SOLUTION: What I rather see, is they move in pairs and individuals, with a more open gap between the soldiers, this way they all do not get slaughter like sheep. This could be an extra command like sprint, to get across streets, without loosing a whole 4 man team, because they are all snails without a care when moving.
     
    -------------------------
     
    PERCEIVED ISSUE: Assaulting from a breached corner into a house. To do this you need your 8 man squad to Quick to the breech and then the other team to runs forward into the house, this normal exposed the first team to a hail of fire as the moving into an open area (rubbled wall) which gets them killed then the team racing in like lemming charge in without fire support, goo by 8 man to to a single person with an 8 AK or SMG.
     
    PERCEIVED SOLUTION: You can have a number of the team stack on the corner of the wall and support by fire, this has them less exposed, the assault team then breeches.
     
    ---------------------------
     
    PERCEIVED ISSUE: The Breaching team in a house assault get slaughtered come in the front door, The 4 man team act stupidly regardless the distance the team is away from the door, they pile in to there death like lemmings. The enemy just needs to be a single automatic weapon guy to take down a full team. The assault team does not halt its attack, does not toss a grenade in, does not do anything but run and die. I would just like to say I hate every stuid the tac Ai does, but I am giving one example above.
     
    PERCEIVED SOLUTION:
    The assault team stacks at the door, so we do not have 4 separate entries spread over 10 secs. If the team suspects enemy it toss in a grenade before entry, it enters in the door the first few metres in a rush then halts and frees at the enemy it does not run all the way to the end of the house to turn around and come back to first at the enemy at the front door. It the sweeps as a team through the house and stops an fire as a team at contact.
     
    -----------------------------
     
    PERCEIVED ISSUE: Move and then in contact. I prefer to use move sometimes instead of hunt cause I find hunt they stopping all the time on non valid threats that not firing at them, but using move in woods is a pain. If they get ambushed in the wood, the player continues to run and get slaughtered even if it running into the fire.
     
    PERCEIVED SOLUTION: If the fire is come from the front, then the move is cancelled and the TAC AI stops and returns fire, before they have to lose a man in the process and start cowering.
     
    ----------------------------
     
    PERCEIVED ISSUES: Cowering, I understand cowering makes sense, but I see cowering out in the open, I seen a whole team cower in the woods, and continually get suppress and eventually killed cause they will not even attempt to return fire. This frustrates me more then anything.
     
    PERCEIVED SOLUTION: Blind firing, not to hit the enemy but to suppress back to gain a little morale back, throwing grenades, throwing smoke if they have them. crawling away out of range. I rather this then see each individual solider die one after the other cause they will not do anything but cower.
     
     
    ---------------------------
     
    PERCEIVED ISSUES: Hunt in single file, move in single file. All movement is is single file. This allows  for longer time to get set for contact and normally means all you guys end up cowering and picked off one by one.
     
    PERCEIVED SOLUTION: Hunt when moving through woods should be in arrowhead or line formation, this would allow return fire on contact, right now it contact and then cower cause they need to run forward and the firing at the pint guy suppresses the rear guys, the time that my guys normally do better is when i am shot from the side, which they happen to be in a line formation.
     
    --------------------------
     
     
     
     
     
    There is many more bugbears I have of the Infantry TAC AI, but these are my major ones, and the reason I find this game frustrating. I know there is certain things I could be doing better and I am sure a lot of people will come to the defence I the TAC AI . I am not saying it is super bad, just these things could be improved on. Right now infantry without a huge amount of micro management on building assaults or any assault in general take what I would consider unnecessary losses due to it stupidity, where a normal human would do something different. I would love to see BF spend so more time on this front, rather then more vehicles etc. 
  8. Upvote
    Ardem got a reaction from Bennay in Infantry TAC AI - trying not to rant   
    This is a CMx2 thing and I had hoped it would get better over time, but sometime the Infantry Tac AI is so frustrating it pulls my hair out.
     
    I been a player and holder of CM games from CMx1 to now my latest Black Sea.
     
    I absolutely love the vehicle TAC AI even when I do not like what the crew does, it still makes sense, the vehicle become endangered and throws itself into reverse only to get hit from a previous spotted At weapon, still perfectly understandable.
     
    But close combat Infantry Tac AI is what I feel lets the game down in the biggest way, I will explain some scenario and what I see and what i would prefer to see.
     
    ----------------------------
     
    PERCEIVED ISSUE:Running, I am not sure if it is the animation or they are so very slow but when guys a running they seem to be doing it on ICE, as in lots of movement but very little forward progress, 9 time out of ten they are all on top of each other so it easy for the enemy to get multiple kills. Now the speed may be due to the amount of weight they are carrying but the speed is exactly the same in WW2 where the in very little weight factor.
     
    PERCEIVED SOLUTION: What I rather see, is they move in pairs and individuals, with a more open gap between the soldiers, this way they all do not get slaughter like sheep. This could be an extra command like sprint, to get across streets, without loosing a whole 4 man team, because they are all snails without a care when moving.
     
    -------------------------
     
    PERCEIVED ISSUE: Assaulting from a breached corner into a house. To do this you need your 8 man squad to Quick to the breech and then the other team to runs forward into the house, this normal exposed the first team to a hail of fire as the moving into an open area (rubbled wall) which gets them killed then the team racing in like lemming charge in without fire support, goo by 8 man to to a single person with an 8 AK or SMG.
     
    PERCEIVED SOLUTION: You can have a number of the team stack on the corner of the wall and support by fire, this has them less exposed, the assault team then breeches.
     
    ---------------------------
     
    PERCEIVED ISSUE: The Breaching team in a house assault get slaughtered come in the front door, The 4 man team act stupidly regardless the distance the team is away from the door, they pile in to there death like lemmings. The enemy just needs to be a single automatic weapon guy to take down a full team. The assault team does not halt its attack, does not toss a grenade in, does not do anything but run and die. I would just like to say I hate every stuid the tac Ai does, but I am giving one example above.
     
    PERCEIVED SOLUTION:
    The assault team stacks at the door, so we do not have 4 separate entries spread over 10 secs. If the team suspects enemy it toss in a grenade before entry, it enters in the door the first few metres in a rush then halts and frees at the enemy it does not run all the way to the end of the house to turn around and come back to first at the enemy at the front door. It the sweeps as a team through the house and stops an fire as a team at contact.
     
    -----------------------------
     
    PERCEIVED ISSUE: Move and then in contact. I prefer to use move sometimes instead of hunt cause I find hunt they stopping all the time on non valid threats that not firing at them, but using move in woods is a pain. If they get ambushed in the wood, the player continues to run and get slaughtered even if it running into the fire.
     
    PERCEIVED SOLUTION: If the fire is come from the front, then the move is cancelled and the TAC AI stops and returns fire, before they have to lose a man in the process and start cowering.
     
    ----------------------------
     
    PERCEIVED ISSUES: Cowering, I understand cowering makes sense, but I see cowering out in the open, I seen a whole team cower in the woods, and continually get suppress and eventually killed cause they will not even attempt to return fire. This frustrates me more then anything.
     
    PERCEIVED SOLUTION: Blind firing, not to hit the enemy but to suppress back to gain a little morale back, throwing grenades, throwing smoke if they have them. crawling away out of range. I rather this then see each individual solider die one after the other cause they will not do anything but cower.
     
     
    ---------------------------
     
    PERCEIVED ISSUES: Hunt in single file, move in single file. All movement is is single file. This allows  for longer time to get set for contact and normally means all you guys end up cowering and picked off one by one.
     
    PERCEIVED SOLUTION: Hunt when moving through woods should be in arrowhead or line formation, this would allow return fire on contact, right now it contact and then cower cause they need to run forward and the firing at the pint guy suppresses the rear guys, the time that my guys normally do better is when i am shot from the side, which they happen to be in a line formation.
     
    --------------------------
     
     
     
     
     
    There is many more bugbears I have of the Infantry TAC AI, but these are my major ones, and the reason I find this game frustrating. I know there is certain things I could be doing better and I am sure a lot of people will come to the defence I the TAC AI . I am not saying it is super bad, just these things could be improved on. Right now infantry without a huge amount of micro management on building assaults or any assault in general take what I would consider unnecessary losses due to it stupidity, where a normal human would do something different. I would love to see BF spend so more time on this front, rather then more vehicles etc. 
  9. Upvote
    Ardem got a reaction from dutchman55555 in Infantry TAC AI - trying not to rant   
    This is a CMx2 thing and I had hoped it would get better over time, but sometime the Infantry Tac AI is so frustrating it pulls my hair out.
     
    I been a player and holder of CM games from CMx1 to now my latest Black Sea.
     
    I absolutely love the vehicle TAC AI even when I do not like what the crew does, it still makes sense, the vehicle become endangered and throws itself into reverse only to get hit from a previous spotted At weapon, still perfectly understandable.
     
    But close combat Infantry Tac AI is what I feel lets the game down in the biggest way, I will explain some scenario and what I see and what i would prefer to see.
     
    ----------------------------
     
    PERCEIVED ISSUE:Running, I am not sure if it is the animation or they are so very slow but when guys a running they seem to be doing it on ICE, as in lots of movement but very little forward progress, 9 time out of ten they are all on top of each other so it easy for the enemy to get multiple kills. Now the speed may be due to the amount of weight they are carrying but the speed is exactly the same in WW2 where the in very little weight factor.
     
    PERCEIVED SOLUTION: What I rather see, is they move in pairs and individuals, with a more open gap between the soldiers, this way they all do not get slaughter like sheep. This could be an extra command like sprint, to get across streets, without loosing a whole 4 man team, because they are all snails without a care when moving.
     
    -------------------------
     
    PERCEIVED ISSUE: Assaulting from a breached corner into a house. To do this you need your 8 man squad to Quick to the breech and then the other team to runs forward into the house, this normal exposed the first team to a hail of fire as the moving into an open area (rubbled wall) which gets them killed then the team racing in like lemming charge in without fire support, goo by 8 man to to a single person with an 8 AK or SMG.
     
    PERCEIVED SOLUTION: You can have a number of the team stack on the corner of the wall and support by fire, this has them less exposed, the assault team then breeches.
     
    ---------------------------
     
    PERCEIVED ISSUE: The Breaching team in a house assault get slaughtered come in the front door, The 4 man team act stupidly regardless the distance the team is away from the door, they pile in to there death like lemmings. The enemy just needs to be a single automatic weapon guy to take down a full team. The assault team does not halt its attack, does not toss a grenade in, does not do anything but run and die. I would just like to say I hate every stuid the tac Ai does, but I am giving one example above.
     
    PERCEIVED SOLUTION:
    The assault team stacks at the door, so we do not have 4 separate entries spread over 10 secs. If the team suspects enemy it toss in a grenade before entry, it enters in the door the first few metres in a rush then halts and frees at the enemy it does not run all the way to the end of the house to turn around and come back to first at the enemy at the front door. It the sweeps as a team through the house and stops an fire as a team at contact.
     
    -----------------------------
     
    PERCEIVED ISSUE: Move and then in contact. I prefer to use move sometimes instead of hunt cause I find hunt they stopping all the time on non valid threats that not firing at them, but using move in woods is a pain. If they get ambushed in the wood, the player continues to run and get slaughtered even if it running into the fire.
     
    PERCEIVED SOLUTION: If the fire is come from the front, then the move is cancelled and the TAC AI stops and returns fire, before they have to lose a man in the process and start cowering.
     
    ----------------------------
     
    PERCEIVED ISSUES: Cowering, I understand cowering makes sense, but I see cowering out in the open, I seen a whole team cower in the woods, and continually get suppress and eventually killed cause they will not even attempt to return fire. This frustrates me more then anything.
     
    PERCEIVED SOLUTION: Blind firing, not to hit the enemy but to suppress back to gain a little morale back, throwing grenades, throwing smoke if they have them. crawling away out of range. I rather this then see each individual solider die one after the other cause they will not do anything but cower.
     
     
    ---------------------------
     
    PERCEIVED ISSUES: Hunt in single file, move in single file. All movement is is single file. This allows  for longer time to get set for contact and normally means all you guys end up cowering and picked off one by one.
     
    PERCEIVED SOLUTION: Hunt when moving through woods should be in arrowhead or line formation, this would allow return fire on contact, right now it contact and then cower cause they need to run forward and the firing at the pint guy suppresses the rear guys, the time that my guys normally do better is when i am shot from the side, which they happen to be in a line formation.
     
    --------------------------
     
     
     
     
     
    There is many more bugbears I have of the Infantry TAC AI, but these are my major ones, and the reason I find this game frustrating. I know there is certain things I could be doing better and I am sure a lot of people will come to the defence I the TAC AI . I am not saying it is super bad, just these things could be improved on. Right now infantry without a huge amount of micro management on building assaults or any assault in general take what I would consider unnecessary losses due to it stupidity, where a normal human would do something different. I would love to see BF spend so more time on this front, rather then more vehicles etc. 
  10. Upvote
    Ardem got a reaction from Oakheart in Infantry TAC AI - trying not to rant   
    This is a CMx2 thing and I had hoped it would get better over time, but sometime the Infantry Tac AI is so frustrating it pulls my hair out.
     
    I been a player and holder of CM games from CMx1 to now my latest Black Sea.
     
    I absolutely love the vehicle TAC AI even when I do not like what the crew does, it still makes sense, the vehicle become endangered and throws itself into reverse only to get hit from a previous spotted At weapon, still perfectly understandable.
     
    But close combat Infantry Tac AI is what I feel lets the game down in the biggest way, I will explain some scenario and what I see and what i would prefer to see.
     
    ----------------------------
     
    PERCEIVED ISSUE:Running, I am not sure if it is the animation or they are so very slow but when guys a running they seem to be doing it on ICE, as in lots of movement but very little forward progress, 9 time out of ten they are all on top of each other so it easy for the enemy to get multiple kills. Now the speed may be due to the amount of weight they are carrying but the speed is exactly the same in WW2 where the in very little weight factor.
     
    PERCEIVED SOLUTION: What I rather see, is they move in pairs and individuals, with a more open gap between the soldiers, this way they all do not get slaughter like sheep. This could be an extra command like sprint, to get across streets, without loosing a whole 4 man team, because they are all snails without a care when moving.
     
    -------------------------
     
    PERCEIVED ISSUE: Assaulting from a breached corner into a house. To do this you need your 8 man squad to Quick to the breech and then the other team to runs forward into the house, this normal exposed the first team to a hail of fire as the moving into an open area (rubbled wall) which gets them killed then the team racing in like lemming charge in without fire support, goo by 8 man to to a single person with an 8 AK or SMG.
     
    PERCEIVED SOLUTION: You can have a number of the team stack on the corner of the wall and support by fire, this has them less exposed, the assault team then breeches.
     
    ---------------------------
     
    PERCEIVED ISSUE: The Breaching team in a house assault get slaughtered come in the front door, The 4 man team act stupidly regardless the distance the team is away from the door, they pile in to there death like lemmings. The enemy just needs to be a single automatic weapon guy to take down a full team. The assault team does not halt its attack, does not toss a grenade in, does not do anything but run and die. I would just like to say I hate every stuid the tac Ai does, but I am giving one example above.
     
    PERCEIVED SOLUTION:
    The assault team stacks at the door, so we do not have 4 separate entries spread over 10 secs. If the team suspects enemy it toss in a grenade before entry, it enters in the door the first few metres in a rush then halts and frees at the enemy it does not run all the way to the end of the house to turn around and come back to first at the enemy at the front door. It the sweeps as a team through the house and stops an fire as a team at contact.
     
    -----------------------------
     
    PERCEIVED ISSUE: Move and then in contact. I prefer to use move sometimes instead of hunt cause I find hunt they stopping all the time on non valid threats that not firing at them, but using move in woods is a pain. If they get ambushed in the wood, the player continues to run and get slaughtered even if it running into the fire.
     
    PERCEIVED SOLUTION: If the fire is come from the front, then the move is cancelled and the TAC AI stops and returns fire, before they have to lose a man in the process and start cowering.
     
    ----------------------------
     
    PERCEIVED ISSUES: Cowering, I understand cowering makes sense, but I see cowering out in the open, I seen a whole team cower in the woods, and continually get suppress and eventually killed cause they will not even attempt to return fire. This frustrates me more then anything.
     
    PERCEIVED SOLUTION: Blind firing, not to hit the enemy but to suppress back to gain a little morale back, throwing grenades, throwing smoke if they have them. crawling away out of range. I rather this then see each individual solider die one after the other cause they will not do anything but cower.
     
     
    ---------------------------
     
    PERCEIVED ISSUES: Hunt in single file, move in single file. All movement is is single file. This allows  for longer time to get set for contact and normally means all you guys end up cowering and picked off one by one.
     
    PERCEIVED SOLUTION: Hunt when moving through woods should be in arrowhead or line formation, this would allow return fire on contact, right now it contact and then cower cause they need to run forward and the firing at the pint guy suppresses the rear guys, the time that my guys normally do better is when i am shot from the side, which they happen to be in a line formation.
     
    --------------------------
     
     
     
     
     
    There is many more bugbears I have of the Infantry TAC AI, but these are my major ones, and the reason I find this game frustrating. I know there is certain things I could be doing better and I am sure a lot of people will come to the defence I the TAC AI . I am not saying it is super bad, just these things could be improved on. Right now infantry without a huge amount of micro management on building assaults or any assault in general take what I would consider unnecessary losses due to it stupidity, where a normal human would do something different. I would love to see BF spend so more time on this front, rather then more vehicles etc. 
  11. Upvote
    Ardem got a reaction from Kraft in Infantry TAC AI - trying not to rant   
    This is a CMx2 thing and I had hoped it would get better over time, but sometime the Infantry Tac AI is so frustrating it pulls my hair out.
     
    I been a player and holder of CM games from CMx1 to now my latest Black Sea.
     
    I absolutely love the vehicle TAC AI even when I do not like what the crew does, it still makes sense, the vehicle become endangered and throws itself into reverse only to get hit from a previous spotted At weapon, still perfectly understandable.
     
    But close combat Infantry Tac AI is what I feel lets the game down in the biggest way, I will explain some scenario and what I see and what i would prefer to see.
     
    ----------------------------
     
    PERCEIVED ISSUE:Running, I am not sure if it is the animation or they are so very slow but when guys a running they seem to be doing it on ICE, as in lots of movement but very little forward progress, 9 time out of ten they are all on top of each other so it easy for the enemy to get multiple kills. Now the speed may be due to the amount of weight they are carrying but the speed is exactly the same in WW2 where the in very little weight factor.
     
    PERCEIVED SOLUTION: What I rather see, is they move in pairs and individuals, with a more open gap between the soldiers, this way they all do not get slaughter like sheep. This could be an extra command like sprint, to get across streets, without loosing a whole 4 man team, because they are all snails without a care when moving.
     
    -------------------------
     
    PERCEIVED ISSUE: Assaulting from a breached corner into a house. To do this you need your 8 man squad to Quick to the breech and then the other team to runs forward into the house, this normal exposed the first team to a hail of fire as the moving into an open area (rubbled wall) which gets them killed then the team racing in like lemming charge in without fire support, goo by 8 man to to a single person with an 8 AK or SMG.
     
    PERCEIVED SOLUTION: You can have a number of the team stack on the corner of the wall and support by fire, this has them less exposed, the assault team then breeches.
     
    ---------------------------
     
    PERCEIVED ISSUE: The Breaching team in a house assault get slaughtered come in the front door, The 4 man team act stupidly regardless the distance the team is away from the door, they pile in to there death like lemmings. The enemy just needs to be a single automatic weapon guy to take down a full team. The assault team does not halt its attack, does not toss a grenade in, does not do anything but run and die. I would just like to say I hate every stuid the tac Ai does, but I am giving one example above.
     
    PERCEIVED SOLUTION:
    The assault team stacks at the door, so we do not have 4 separate entries spread over 10 secs. If the team suspects enemy it toss in a grenade before entry, it enters in the door the first few metres in a rush then halts and frees at the enemy it does not run all the way to the end of the house to turn around and come back to first at the enemy at the front door. It the sweeps as a team through the house and stops an fire as a team at contact.
     
    -----------------------------
     
    PERCEIVED ISSUE: Move and then in contact. I prefer to use move sometimes instead of hunt cause I find hunt they stopping all the time on non valid threats that not firing at them, but using move in woods is a pain. If they get ambushed in the wood, the player continues to run and get slaughtered even if it running into the fire.
     
    PERCEIVED SOLUTION: If the fire is come from the front, then the move is cancelled and the TAC AI stops and returns fire, before they have to lose a man in the process and start cowering.
     
    ----------------------------
     
    PERCEIVED ISSUES: Cowering, I understand cowering makes sense, but I see cowering out in the open, I seen a whole team cower in the woods, and continually get suppress and eventually killed cause they will not even attempt to return fire. This frustrates me more then anything.
     
    PERCEIVED SOLUTION: Blind firing, not to hit the enemy but to suppress back to gain a little morale back, throwing grenades, throwing smoke if they have them. crawling away out of range. I rather this then see each individual solider die one after the other cause they will not do anything but cower.
     
     
    ---------------------------
     
    PERCEIVED ISSUES: Hunt in single file, move in single file. All movement is is single file. This allows  for longer time to get set for contact and normally means all you guys end up cowering and picked off one by one.
     
    PERCEIVED SOLUTION: Hunt when moving through woods should be in arrowhead or line formation, this would allow return fire on contact, right now it contact and then cower cause they need to run forward and the firing at the pint guy suppresses the rear guys, the time that my guys normally do better is when i am shot from the side, which they happen to be in a line formation.
     
    --------------------------
     
     
     
     
     
    There is many more bugbears I have of the Infantry TAC AI, but these are my major ones, and the reason I find this game frustrating. I know there is certain things I could be doing better and I am sure a lot of people will come to the defence I the TAC AI . I am not saying it is super bad, just these things could be improved on. Right now infantry without a huge amount of micro management on building assaults or any assault in general take what I would consider unnecessary losses due to it stupidity, where a normal human would do something different. I would love to see BF spend so more time on this front, rather then more vehicles etc. 
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