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akd

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Everything posted by akd

  1. Still running tests with this, but I am running into extreme variability in outcomes. Playing real time, I've seen 3 TCs hit with the first shot in one run and in another run all 10 TCs untouched after 15 minutes (all of sniper's ammo expended). In another run, no TCs were hit for over 5 minutes, then all 10 were hit in the following 10 minutes. I also conducted a few runs of this test range using turn-based play (all my previous tests were real time), and I am yet to see a single TC hit at 100m. This hints there may be a divergence between real-time and turn-based outcomes, but as I note above, I have had one instance in real time play where there were also no hits at all, so I can't really draw that conclusion yet. I also did one turn-based run at 50m instead of 100m and did see hits on TCs, so there is no categorical "impossible" to hit here either. Here are my 100m and 50m test ranges: http://dl.dropbox.com/u/36437512/800m_10lanes_snipertest_elite_panthers_100m.btt http://dl.dropbox.com/u/36437512/800m_10lanes_snipertest_elite_panthers_50m.btt
  2. I swapped PZIVs for the Panthers and was still able to get TCs hit, although this is much harder to test with PZIVs due to another bug, so the Panther is not the controlling variable. To be clear, there is definitely something off here, but my results posted here are anecdotal and not meant to indicate what is typical, but only what is possible. I'm am relaying them only to show: 1. The claim that it is across the board impossible for snipers to hit TCs at any range is too broad. 2. The claim that snipers cannot hit TCs because they are always aiming at an unexposed part of the TC is also not certain, as moving the targets closer would not correct this error, assuming the sniper is at the same level or lower than the exposed TC. I absolutely agree that the for some reason the vast majority of shots are hitting too low.
  3. I will upload my test range later, but I've tested many times now and am still seeing hits on TCs at or below 100m. One thing to note: when you reduce headcount of a sniper team, the sniper rifle will always be retained, but sometimes the sniper (labeled "marksman") is removed and the spotter retained. You may have to repurchase a team to make sure you are getting the sniper.
  4. In fact, what we are assuming is a very specific bug, might even be a broader bug that is only very obvious in these specific circumstances, but I am dreading what it Is going to take to test this hypothesis. :/
  5. So maybe do some more tests before declaring a bug and its cause. Here's something that should help: I repeated my same test above with Panthers pushed out to 300m: after 30 minutes no TCs had been hit. I'm not ready to declare that a bug or speculate on what is causing the outcome (1 run with 10 individual tests in a single circumstance is not much data), but this may point to a more specific problem.
  6. Test: 10 separate lanes, each lane with 1 elite m1903a4 sniper (reduced so sniper only, no spotter) at ground level 100m from 1 Panther parked side-on unbuttoned. Results: half of TCs (5) killed in first 15 seconds (first or second shot). You are drawing excessively broad conclusions from narrow tests.
  7. Careful now. "Browning light machine gun" is the M1919 LMG, not the BAR. These two additional LMGs are already present in our CMBN parachute rifle squads.
  8. I had always assumed the A6 was used in CMBN parachute squads because the A4 (a tripod-mounted weapon that must be "deployed") wouldn't work inside a normal infantry squad structure, same way we can't have multi-team heavy weapons squads. I was under the impression that the A6 variant was not used in Normandy. I've certainly never seen a photograph (but nothing definitive about that). The official change to 3 squads per platoon instead of 2 came in the December 1944 TO&E. This TO&E also substituted a BAR for one of the m1919 LMGs in each squad. However, Zaloga's US Airborne Divisions in the ETO 1944-45 notes that the December '44 TO&E codified many practices that were already in place, which would square with the use of BARs in parachute squads during Market-Garden.
  9. 2. Those are AT rifle grenades. 3. Yes, if they have grenades or satchel charges. Only thing you need to do is move them right next to the tank. "Assault" is a movement order. It does not tell the unit to attack something.
  10. If you have save a of a unit spotting a buttoned tank and firing on it with small arms, please send it to me (PM for e-mail).
  11. Yeah, this is a problem. Certain specialists with more important things to do (e.g. AT rocket loaders) should not be shooting at exposed tank commanders. Expecting the AI to deal with complex situations like this is asking too much, and of course history is full of examples of soldiers exposing themselves to help buddies. Your certainty that this move is stupid is derived from your wider knowledge of the battlefield and hindsight knowledge of the outcome. However, individuals under fire or actively engaging enemies are generally more reluctant to render aid, so they scenario you encountered does not happen often. The sniper was shooting at an exposed tank commander, but the AI will take a few shots after a tank buttons, just as they will continue to fire on a location for a moment after they lose a target. Likely the sniper took a shot at the TC and missed, the TC spotted the sniper then buttoned up and engaged. Clearly snipers shooting at tank commanders is a good thing, so the issue here is not the AI on that end. If there is a problem, it is likely with the tank commander spotting the sniper (depending on the circumstances).
  12. Yes. If an individual in the unit is qualified to spot, the unit will be able access the indirect fire assets regardless of their C2 status or equipment. However, their C2 status may have an impact on their effectiveness.
  13. "HQ Support Team" in the US Parachute Rifle Company or "1st Team - HQ Support" in the US Rifle Company Weapons Platoon? The latter contains the Weapons Platoon XO and will form a new HQ if the Platoon HQ is destroyed, but otherwise it does not play a role in C2.
  14. Looks like an odd interaction between the angle of the hedgerow and the crew trying to turn the gun to its max left traverse.
  15. I don't think there is much relationship between the construction of modern residential buildings and pre-1944 structures in Normandy, although a wood floor is probably not going to stop a bullet. Wall construction is more relevant to the topic, however. Conveniently, the Allies provided many cutaway views of typical Norman buildings for us to view. Couple of examples of typical urban residential structures from the PhotosNormandie Flickr stream: Almost all buildings in Normandy at the time seem to have been of solid stone masonry construction.
  16. The change was to the suppression meter itself. In v1.00, the first increment of suppression was not displaying properly and was nearly indistinguishable from no suppression.
  17. Not sure if I'm happy with the current behavior, but this would not work as a default behavior either. It would cripple the AI, allowing you to drive around unbuttoned with impunity when playing single player.
  18. I don't think this is a bug, per se, but a limitation of the on-board artillery system (arguably a realistic limitation). Also, if trees always resulted in blocked LOF it would be impossible to target forested areas. Trees adjacent to the firing unit, however, will block LOF, so you shouldn't blow yourself up.
  19. Just bear in mind we testers probably read every thread on the forum looking for questions or problems. Opening a thread to find it is just a bit of random spam is slightly annoying. Or perhaps there was a point...
  20. And? (Don't mean to be rude, but this forum does have a purpose.)
  21. Yes, rate of fire varies with range and other factors.
  22. Scoped rifles (whether M1903s or M1s) were issued one per platoon, unassigned at the platoon level (to be given to the best marksman, or whoever the Plt. Ldr. saw fit).
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