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Kharnvor

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Posts posted by Kharnvor

  1. 1. "Ambush Unit" icon above head - When the unit is in hold fire and hold position mode, chances are they are in ambush mode. It would be nice to see the icon above their head change to something like a ghost or invisible icon (so I can remember who is set this way).

    2. Ability to easily select ANY unit, issue a move command and right mouse and drag to auto turn unit to that facing direction when it gets there. Same goes for any non moving unit. If you want a prime example of how to do it, think Company of Heroes and how you easily can issue a move command and rotation in just 1 mouse movement. It would save alot of forced rotation of units (picking unit, picking rotation button, clicking direction of rotation, unselect)

    8. Critically Wounded units - I think they should not be able to move. Sure they can fire and look around but their ability to move should be ceased.

    1. I can't count how many times I forget that I've set hold fire and hold position. A visual cue would be great. Good idea.

    2. This is already implemented. Just hold down the right mouse button when selecting a destination and drag so the arrow is pointing the way you want it.

    8. I agree with this 100%. I believe degree of wounds does effect fighting ability, but critical wounds are life-threatening, so should be equivalent to KIA. Soldiers with serious wounds maybe will have recovered by the next battle (some of them are a year apart in the campaigns), but for the battle in which they got wounded, they should most likely be combat ineffective. Probably more effort than it's worth to code, though.

    12. The "Retreat" command sometimes works like this. If the distance is small, the vehicle usually reverses (if it has a reverse gear). Sometimes, though, they turn around first.

    This is an excellent game, a few rough spots, but tons of fun!

  2. I've noticed on many of my tanks it's a mixed bag. Some crew have weapons, others don't. If you mouse over their portraits with the vehicle selected, you can see if they have SMGs and ammo: if the little red icons are showing on their pop-up profile, the guy is weaponless. It seems to me usually tank commanders have an SMG, but I haven't noticed a pattern with the rest of the crew. Some do, some don't.

  3. Originally posted by Redwolf:

    The game doesn't have slope effects. It uses LOS thickness after computing the angle.

    Wouldn't that be a slope effect? The effective armour thickness based on the angle of the armour?

    The angle at which the shell impacts the armour based on slope and angle-offset (is the shot coming from 12 o'clock to the armour facing or off to the side a bit?) is used to determine if the shot ricochets or not. If not, then it is determined if the shot normalizes or not, shatters or not, then penetration is calculated. That how SoaN's explanations read to me.

  4. Ok, I cranked everything in Catalyst Control Center to max, and that eliminated the problem! Sheesh, sorry to have bothered you about this. Thanks for taking the time to help point me in the right direction!

    I just hope it still plays smoothly with all that AA, AF, mip-mapping, etc. turned on. I don't want to have to flip every little setting to find the one that does the trick.

    Thanks again! I'm really loving this game, by the way!

  5. DMG,

    Thanks for taking a few minutes to help. I set everything as low as it could go, and have the same effect. I didn't still have the full screen shot, so I created new ones from a different mission. So far the artifact is universally present. Here are some screens:

    trenches1ek5.th.jpg

    trenches2vx2.th.jpg

    trenches3ie6.th.jpg

    I'm going to play around in Catalyst Control Center and see if I can find anything.

    Thanks for your help!

  6. Once I've had the option to take ATR squads in my German campaign. None of the squad members had an anti-tank rifle nor really anything with which to combat a tank. Kinda wondered what their purpose was.

    The infantry with Kar98s and machinegun ammo are carrying extra loads for the machinegunner. I was puzzled at first, but when I saw they had the ammo right at the start of a mission it clicked.

    Glad to hear marksmanship increases automatically. I've had a few infantry with 6-8 enemy infantry kills. Happy to know they're getting rewarded for that. What about my paratrooper who picked up a single anti-tank grenade off a dead Soviet and immediately destroyed a tank with it? Forgot to check his XP after the battle, hope he got a nice bonus.

  7. My game slows down incredibly as soon as reinfocements arrive. It doesn't matter if they're in view or not, which leads me to believe it's not a graphics settings issue. The Citadel mission from the German campaign became absolutely unplayable very quickly, even if I was just looking at an empty field.

    Specs:

    Pentium IV 3.0 GHz

    1 GB RAM

    Radeon 9600XT 128MB

    I'm thinking the RAM may be the problem since it's minimum spec. Thoughts? Thanks!

  8. Elmar's reasoning is perfectly sound.

    If the gun platform and the target with the sloped armor are not at the exact same elevation, the effective armor slope will be more or less. Even with increasing distance, the shell will have to be lobbed a little bit more, so it will be at a slightly shallower angle to the armor slope.

    55 degrees is better, unless the direction of shot is such that the projectile is hitting the armor facing at anything less than 55 degrees, for example perfectly perpendicular.

    Not very likely to happen to that extreme, but at 1000m plus a little elevation, suddenly shots are hitting that 55 degree slope closer to 40 degrees. Still better than most, but not by as much.

    Edit - Just like Elmar said. smile.gif

  9. I've been incredibly frustrated when my tanks and guns can't fire back at what's hitting them... "No clear line of fire" (Note they say fire, not line of sight).

    So sometimes I wonder if the AI has a slight spotting bonus or better optics than my troops. Most tanks had at least 2x magnification on their main gun sights, some up to 5x, plus varying degrees of clarity for the sight itself, so if you factor that in, it might make more sense.

    However, I've read that German optics on tanks were superior to most if not all Allied tank optics, so German armor should be able to spot enemy armor first, given equal crew skills. And better gun sights should result in better hit percentages too. Is this happening in the game? Hard to tell. Sometimes my tanks never get hit, other times they get destroyed in one shot, with or without my tanks having clear lines of fire. I haven't detected enough of a pattern yet to say for sure.

    Keep in mind, though, the point of view in that screen shot is at least 1 meter above the gunsight, if not more, and at 1000 meters distant, that 1 meter can radically change your line of sight. Plus maybe the enemy tanks can only see your tracks between the hillls, bushes, and trees, but your gunner, at his gunsight, can't clearly make anything out because he's too high up and the tree blocks his sight picture too much. Maybe you can't shoot because it's a sound contact and thus not enough to target on. *shrug*

    Not saying LOS/LOF is dead on, maybe there is a decimal in the wrong spot somewhere. Just saying that screen shot and limited experience isn't enough to make a concrete claim either way.

  10. Oh stop all the personal attacks already.

    Calling this game a turd, crap, or some other negative comment is just as ridiculous as calling it the eighth wonder of the world or the best thing since Mountain Dew. It is your opinion, and while valid, it may not be shared by anyone else. Explain what you like/dislike about it, and be constructive/productive.

    The number of people who post on these forums is a tiny fraction of the number of people who preordered the game, and a small number of people who are playing it. Nobody on either side of the debate can with any authority say they are in the majority (excepting Battlefront staff, of course: they have all the numbers). The world doesn't revolve around any of you.

    Now, as for the original intent of the post:

    Thanks for letting us know about the patches on the way. Improvements and fixes are always welcome, especially if they allow people who can't yet play to finally play.

  11. Originally posted by Freeboy:

    critically injured troops not able to rush forward, they now can.

    I agree with this. I don't recall if vehicle wrecks get recovered and restored to inventory, or even if damaged vehicles get repaired, but if so, soldiers in various wounded states should be treated similarly.

    I'd also like to see vehicle hulks and abandoned vehicles kept, repaired, and added to inventory, as long as they weren't total write-offs, both friendly and enemy. Germany in particular used captured enemy tanks and other vehicles to plug holes in their TOEs. They did have special captured tank battalions after all.

    Is this moddable, so we don't need to wait for a patch?

  12. One thing I've noticed about the missions is that they are all about the triggers.

    For this mission, I got annihilated by the 3 T-34s that appeared on my right flank, and when my reinforcements finally arrived, they couldn't do anything because the other group of Soviet reinforcements with a T-34 and 2 BT17s (or was it 3?) took out my AT guns right away. I had tried to approach from the right flank, figuring I could limit their return fire a bit.

    Second time I tried it, I manuevered to the left flank, using PzIVs to fire on AT guns as they appeared while my other units approached that ridgeline directly in front of their trenches. The 3 T-34s on my right flank never appeard, and my reinforcements arrived much earlier. Once my tanks crested that ridgeline, it was pretty much over. I think I lost one tank and a handful of infantry that time.

    It seems to me that if you follow the axis of attack as shown on the briefing map, it's a pretty straight-up fight, but if you try to get fancy, you enter a trigger area that calls in enemy reinforcements or an artillery barrage on your heads.

  13. I was really looking forward to Stukas in Poland, France, and Barbarossa...

    :(

    They're not even in the game, are they? Even after watching them in the intro (tho they bombed a Sherman in the video... did they even have any left by '44?)

  14. Well it definitely looks like enlarged anti-aliasing of the ground texture, but I played it the first night I got it with my then-current ATI drivers, and a few days later installed the most-recent drivers (released 4/18/07), and it's exactly the same.

    I have an ATI Radeon 9600XT 128MB.

    So any suggestions on how to fix it? Do I need to turn on/off AA, AF, the Catalyst AI?

    Any help would be greatly appreciated! Thanks!

  15. It's in the manual in the minimap section of all places if I remember correctly. To summarize:

    A gun icon means the main weapon is destroyed (or the soldier has no weapon).

    A bullet means the main weapon is out of ammunition. May still have secondary weapons.

    An icon of a running person means the unit is panicked.

    Vehicles also have the wheel icon to signify they've been immobilized.

    Hope that helped you.

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