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Lee_Vincent

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Posts posted by Lee_Vincent

  1. Remember reading 'Steel Inferno' by Michael Reynolds, about I SS Panzer Corps in Normandy. Over and over he described the German panzers as adopting 'ambush positions' in woods etc and shooting advancing allied tank attacks to pieces for minimal losses, without being comprehensively spotted, eg Operation Goodwood.

  2. without going into a text book explanation. I do recall that the human mind is programmed to hunt or determine danger by certain instincts. Sight being the largest one used for this. It relies on sight in different ways to determine this, like shape, color and movement and some others. But movement is by far the easiest and most instinctive thing for the human eye to be drawn to.

    Your eye is always drawn to movement. In combat, movement is by far the best way to get yourselve spotted. The game just does not have it right at the moment.

    You can throw all the other factors out. A tank moving has nothing going for it as to staying hidden other than if the line of sight is totally abstructed and its color if by chance it blends in with the backround.

    Where as a tank that was stopped, behind a bocage. has no movement, Until it rotates it barrel. Has no outline since the vegetation should be breaking it up and to a large extent there should be no color problen since it is behind concealment making it much easier for the color to just appear as backround tones.

    So in just the example I gave in my last post. There is no way a panther moving up on a enemy unit in a open field should be able to get the jump on the sherman behind the bocage facing and watching said field.

    It is against nature. At the moment in the game spotting goes to the side that gets lucky. And what I am saying is. If you can spot the enemy first with another unit, like infantry, then the advantage seems to go your way. I find time and time again. if I know where a enemy unit is and I pull my armor up into place to also have a line of sight, I normally get the spot and shot off first.

    The program is not correct to the real world, my opinion, but again, I think the best fix would be to correct what moving units can spot and it would resolve plenty of the problems.

    +1

    +1

    +1

  3. As far as moving units up into the proximity of the battle area, its usually quite acceptable to just plot a simple straight line from the unit's present location to the desired final location, using something like Quick (depending on distance so as not to tire infantry out, and whether approach avenues are concealed from enemy fire etc). The inbuilt pathfinding is quite good and will generally find an efficient path - also doing it this way means that the unit won't be stopping at intermediate waypoints to gather together before moving onto the next waypoint. Once they have arrived, then you can manage their movement up to the firing line (or wherever) in more detail. This simple method also makes playing larger scenarios far more feasible.

  4. Not being privy to the internal discussions at BF as to why they chose Italy I am not so sure it reflects a change in BF's opinion.

    Here is a theoretical conversation.

    Charles: Okay so Version 2 looks like it is about ready for prime time, what say we release it for CM: Market Garden

    Steve: Are you crazy? We'd have to redo all the art work AND release it as an upgrade which we are going to have to charge for to cover our costs and you know how well that will go over with this crowd. They might have to fore-go some of those potato chips they are stuffing down their gobs as they sit on the couch playing this stuff day after day.

    Charles:Okay How about maybe jumping to the East Front

    Steve:Even crazier. Those fanatics will go berserk if we don't have fire, tank riders and commissar units ready on day 1.

    Charles:Okay what do you want to do then?

    Steve:Aw hell let's do Italy. I could care less about that front anyway and some wad from Gamesquad can get his rocks off flaunting that.

    In short- this games for you. Don't forget to say thanks.

    ROFL, brilliant :D

    Anyway, I for one like surprises :)

  5. Well regardless, it is impressive what a single well-crewed Panther with some decent infantry support in the right terrain can do to blunt a heavy armored assault, AI-driven or not.

    Just emphasizes how many Panthers were wasted by ad-hoc "cult of the offense" panzer attacks, when if they had been used so as to maximise their strengths they would have been devastating defensive obstacles.

  6. Was just playing the 'Huge Crack' scenario, large British advance as part of Operation Goodwood. All units given Hunt commands forward. Periodically a few would spot a contact, however briefly, and stop. Every turn, I have to go through and check which of the 100+ units have stopped because of these contacts and re-issue them further commands. Its incredibly tiresome. I tried giving them all Slow commands instead, with the result that they seem to get cut to pieces by defending assets.

    Maintaining cohesion in a large advance, or even with a platoon of tanks in line abreast, is impossible given the present Hunt implementation. Unless you are playing RT, which is pretty much a waste of time with a huge scenario anyway.

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