Jump to content

gumby7

Members
  • Posts

    28
  • Joined

  • Last visited

Posts posted by gumby7

  1. It almost certainly is. Have you patched up to version 1.01?

    In version 1.00 observers were a bit quick calling for FFE after not spotting the initial rounds, this got tweaked as part of the patch. Haven't played enough games after patching to notice crazy inaccuracies from arty.

    I am playing 1.01. Like I said, the rounds were 100-200m off instead of in the corner of the map like in 1.00.

  2. That was the point I was trying to make. Using "hunt" the troops were able to move through the mines and the location was marked for cautious movement for later troops if needed. It took little time to move through the undefended mine field. One with over watch units is a different can of worms.

    LeeW, your men are not "marking" the mines. All there doing is spotting them. It is a secondary order to mark them so that non-engineers can avoid them. When they're marked they turn yellow.

  3. Okay, I take your point. How would you feel if all you had to do was to move the engineer next to the minefield and then place a Mark order (found among the move orders) on the other side of it? I don't know what the argument against that could be provided coding time can be allocated.

    Michael

    I imagine the logic of the blast order being move until you encounter a blastable object, blast it and then quick move to the final destination. It seems like there would be a way to have an order to slow move until you encounter a mine, mark it, and then instead of a quick move to the final destination, the pioneers would just continue this hypothetical order to the very end.

    I don't know a lot about coding so I might might be completely talking out of my ass.:D I'm also aware that this would probably take more work for the devs than a regular patch. I think it would be an excellent improvement though. If my thought isn't possible, your proposal would still be a great improvement.

  4. I personally don't see how two mouse clicks and selecting one command is labor-intensive

    Its labor intensive when you have to click twice and select a command 20 times for an entire minefield.

    Marking minefields was a notoriously slow process. BTW, some posters have noted that actually preparing and blasting a gap in a hedgerow took more time than it does in the game.

    Michael

    I have no issue with the time involved. I'm all for increasing the time to blow bocage if that's more accurate, but what I'm concerned with is the required player involvement. The blast command is one click. Mine marking requires you to watch while the engineers slowly advance, then order them to mark a mine they find, then do it over again. In a minefield, this slow process makes it difficult to command the rest of the battle simultaneously.

  5. It really seems ridiculous. First you encounter the mine in whatever way. Second, you have to move the engineers close to the mine, because for some reason the mark mines command isn't available at a distance. Third, once they've reach the mine you can order them to mark it. Then for a large mine field, you have to repeat steps 2 and 3 for every individual mine!

    The engineers dont have to be near a bocage to blast it. Its just a movement order. Why can't the mark mines command work the same way and order engineers to move through a field, locate mines, and mark them all in one order.

  6. It seems like requiring the spotter to be FACING the target is a bit excessive. Could there at least be an option to disable the facing req.

    I'm finding the game unplayable with the arty issue. No matter how hard I try, an occasional barrage will land on the opposite side of the map, there is no reasonable explanation regarding experience or facing to justify this.

    I'm still having a blast with inf. only maps though.

  7. But to try to answer the question I think you meant to ask, any HQ down to platoon level can request support. If the HQ is requesting support from another company's (or platoon's within the same company) it has to go up to whatever level has jurisdiction over both the requesting unit and the supporting unit. Each level that the request has to travel, both up and down, takes time.

    Michael

    I think I get it. So to get back to how radio works, if a platoon HQ of Company A wanted to use Company B's mortars with radio, the formation HQ would have to be within 50m of the mortars. Or if a platoon of company A wanted to use their own mortars the relaying radio would have to belong to the company HQ or higher. Is that correct?

  8. Hey. I'm unclear on exactly how radios work when calling in mortars. When using a radio, does the link always have to be moving up the chain from the spotter (ex: FO>Platoon HQ) or can it go in any direction (ex: Company HQ>FO)? And also, does the radio unit near the mortars have to be in the same unit, or could for example, Company A's FO call for fire from Company B's mortars? And to combine the 2 questions, could Company A's FO call fire through Company B's section HQ radio?

    Does that make sense?

    Thx,

    gumby

×
×
  • Create New...