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Bulletpoint

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Everything posted by Bulletpoint

  1. I find that very often my guys won't shoot when they reach the building, because they won't immediately spot the covering enemies inside the building. Without active spotting, no shooting. And they don't have long to spot the enemies either, since when they are at the building, they will start to take suppression from the friendly covering fire. Unless I am mistaken, in real life troops won't run up to an enemy occupied building and stand in front of the windows and look inside. If they have just a minimum of training (or basic good sense ) they will take up positions at the sides of the windows and throw in grenades. It would be cool if the "throw grenades" command would be dependent on having an enemy contact marker within grenade range (just like the "mark mines" command needs a revealed minefield nearby). This would represent troops not just running around throwing grenades everywhere, but that you would need to make the assault squad aware of the enemy presence before they would do it.
  2. I often feel the need for a command to throw grenades when assaulting a building. I can suppress the defenders and get an assault team right up against the wall of the house, but to throw grenades I then need to do an area fire order, which means my SMG troops will fire their whole magazine blindly into the floor and then get shot by the defenders while reloading.
  3. Yes, this is normal. It represents pre-planning the bombardment. You'll find that if you order a fire mission during setup, you also get the option to set a delay and in some cases a choice between regular and anti-personnel shells (timed airburst).
  4. Never expected them to be invulnerable, but a guy peeking around a corner presents a very small target. So I would assume he would get a decent cover/concealment bonus. Haven't tried out 4.0 so can't say if the level of protection is adequate, just that I would expect peeking troops to get quite good cover values.
  5. Isn't that the whole idea of having a TacAI though? That we give orders and the pixeltroops carry them out in a sensible way?
  6. Does the guy peeking around the corner get any cover bonus? As he is not very exposed...
  7. I think the best thing would just be to make it dependent on the type of move order. If giving a QUICK move order, the game should assume the player doesn't want to go through places with marked mines. But if given a HUNT or SLOW order, the game should assume the player is fine with moving through the marked mines.
  8. It's supposed to happen automatically if you type a @ and then the first characters of the username, but once in a while it doesn't work for some reason.
  9. I think you're thinking of the Panther mantlet shot trap issue? But I was talking about the mantled being penetrated straight on.
  10. Absolutely cracking job, @Fuser ! I especially love the details where it looks like they didn't bother whitewashing the entire vehicle (or didn't have time!). Little details like this really make the game come alive, and tell a little part of a big story. Thanks for doing the mods.
  11. Thanks for testing it out. I think what happened might have been that squad 1 was in a fight and took casualties, which then reduced the morale of the whole platoon, including squad 2, even if squad 2 was in a safe place. Morale impacts hit all units under the same commander.
  12. You wouldn't have to carry the whole cost yourself, because I would buy a copy Probably a few others would, too.
  13. Good point, but I just meant that being out of C2 does not in itself make troops jittery, as far as I know.
  14. Are you sure about this? I thought morale states were only reduced by suppression and casualties, not being out of C2 (but certainly being in C2 helps recover morale lost). And I've never noticed enemy contact icons affecting morale at all.
  15. Sounds nice and bassy, almost like the .50 cal, but maybe it's firing too slowly? I read somewhere that most MG42s you see firing on youtube today are chambered for a different round, and that their firing speed has been reduced. I also read that the real guns fired so fast that it sounded more like tearing fabric.
  16. Or maybe the AI is programmed to avoid running through discovered minefields. When the crab clears a mined square, that spot becomes known as a minefield, even though it's now nearly 100% safe. So infantry will still try to avoid it.
  17. I think the problems with the AI trying to fall back and running into the street is due to the pathfinding being unable to plot a path through buildings. You can see the same happening if you have a squad in front of a long block of buildings, and you plot a single movement order to the street on the other side of the block. The guys will not go through the buildings, they will run around - even if it's a long detour. So basically the evade AI is trying to do the same thing in your example with the courtyard and walls, @Macisle.
  18. If I ever win the Powerball Lottery, then we are totally going to do this.
  19. The problem is not that they shoot panzerfausts at infantry, but that they shoot them at infantry in the open.
  20. Yes, but we are talking dawn and dusk settings. This discussion seems to be going in circles
  21. It's not pitch dark in the game either. In fact spotting distances 30 minutes before sunrise in good weather are typically several times full darkness. If it's not pitch black, then why are vehicles bumping into each other or running over infantry without being spotted?
  22. I am aware of this, and it generally makes sense. But in this case we are talking about conditions that are so dark that I can walk straight into the side of a tank. How would I be able to move about at all? If I had a compass with glow-in-the-dark markings, I might know which general direction I'm heading, but I would bump into trees and fall down all the time. Did WW2 soldiers have some kind of very dim flashlight that would illuminate just enough to navigate on foot, but not be seen from a distance? Maybe with a red filter? In any case, I'm surprised conditions are so dark in dawn/dusk settings. The hour before sunrise or sunset it is not pitch dark, neither in summer nor in winter. It's just that in winter, dawn comes much later than in summer - in Northern Europe at least.
  23. I agree that the countryside can get really dark, but if it's so dark that you can drive straight into an enemy Panzer, how are you able to drive your vehicle anywhere at all? How are soldiers able to move about the terrain? Not giving you any snark here, it just seems odd to me that we are able to play battles and maneuver with zero visibility. I know vehicles had blinded headlights to avoid being seen from the air, but I assume they would be seen from the ground. Especially from the front. Also, why is it so dark around dawn and dusk? I would expect that sort of darkness in the middle of the night, not around sunrise/sunset.
  24. @Artemis258 I think the problems might be caused by the mist. Recently I played a PBEM with a very similar problem, also in twilight misty conditions. Armoured cars physically bumping against each other but not spotting anything for 1-2 minutes. Just a theory, in case someone is curious and would like to test it out.
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