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Bulletpoint

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Everything posted by Bulletpoint

  1. My issue is that I think they should behave like described in the manual: drop down immediately when taking fire, not count bullets and say "no sarge, the sniper only shot at us three times, let's keep walking". If you compare to the MOVE command, while walking using MOVE, troops will immediately start running when taking fire - they won't wait till their suppression builds up. This is also how the HUNT command used to work.
  2. New test: two guys (regular +0 cautious) keep walking using HUNT for a whole minute while a guy is shooting at them with a carbine from 60m. Again, the reason is that the small volume of fire doesn't make their suppression meter reach 50 pct.
  3. I went to another scenario and made a savegame where a guy keeps HUNTing for about 20 seconds despite an enemy taking potshots at him from 60m distance. The enemy only stopped shooting to reload, and my guy never went prone.
  4. I made two savegames a couple of days ago that show the behaviour. In both cases, a team kept walking for 5 seconds while under direct aimed fire. They only stopped once they took a casualty. This was in the otherwise great campaign "A Bloody Ride" Also I just opened up the scenario you tested, and did the same test as you did. I observed one team going prone very quick after one burst of MG fire. But their neighbouring team kept walking for 12 seconds from the time of the first burst, and it was only after third burst that they ducked down. 12 seconds is a long time in combat. These timings are from MG fire, and what seems to happen is that it's the suppression level that triggers the teams to go prone. But they only go prone if the suppression meter gets more than halfway full, which takes a lot of fire. Especially when taking fire from a single rifle, suppression takes so long to build that the team keeps walking unless they take a casualty (which then fills the suppression meter).
  5. Thanks for taking a look at this. My personal opinion is that it would be better both from a realism and gameplay perspective if troops did go prone immediately or at least very fast when taking fire while using HUNT. There could be a small delay for conscript/green troops, who might be slower to react to an ambush. Just my two cent.
  6. Unfortunately, it doesn't always work that way. Many bug reports are just left unanswered, or at least unanswered by anyone on the BFC team. Which means the guy reporting the bug has no way of knowing whether the bug is known about or maybe not a bug at all. For a recent example, se my post here: I'm not seeing anyone with a beta tester tag pick this one up. Maybe there's a reason for that, but how am I to know?
  7. I think more transparency would lead to less animosity towards BFC, not more. I recently wrote a (polite) email directly to a beta tester, asking "Is BFC even aware that [some problem]?" The reason I wrote that eail was not to vent anger or attack, but just to find out if the issue was known. I don't want to spend my time testing, arguing on the forums, and reporting a bug if BFC already knows about it. The answer I got from the beta tester was that yes, BFC is in fact aware of that issue. Which settles it for me and lets me spend my time on other things.
  8. This is not true. They only panic when taking fire and especially casualties. Spotting enemies doesn't affect the morale state of a unit.
  9. But they wouldn't need to make new models - they could just use the updated Panther models they already made for CMRT...
  10. They took a single spotting round on the other side of the bocage. Got pinned. 10 15 seconds later they got up immediately when the barrage was incoming, ran through the gap in the bocage and into the open field where there's no cover. There's no real logic to that.
  11. OK, then I guess they are only supposed to evade if they are caught by artillery in the open? In that case, I guess what's happening in this case is that somebody forgot to tell the engine that the small-bocage-with-opening-tile is to be considered cover, and that troops are not supposed to run away from it if artillery falls. Because in the same scenario, arty also fell on other squads that were close to small bocage, and they didn't run.
  12. The important part here is not the direction they evade, but that they evade at all. I thought the artillery evade behaviour had been simply removed from the game?
  13. If we are creative we can explain away nearly any bug with such stories, but it is not very helpful to find and fix bugs in this game. I know you like the game and want to be kind to the people who make it, but in order to help them improve it, it is also necessary to sometimes focus on shortcomings and things that should be improved.
  14. I think you're right that it's bocage that triggers this bug, but it also occurs when splitting squads in teams and giving very simple movement orders. I saw it happen today when ordering a 2-man team to move along a 50m diagonal section of bocage. One guy stayed at the beginning while the other guy ran ahead, but then stopped and started crawling back.
  15. It might be a bocage thing. I have a savegame if anyone is interested.
  16. All of them, I assume. But at least in CMBN and CMFB.. both at the latest patch version.
  17. I'm going to go ahead and report this as a bug: When issuing a HUNT comand to troops, they do not stop moving immedaitely when fired upon. Only if they spot an enemy unit, or if their suppression meter starts to fill up. This makes he command quite useless and causes unnecessary casualties because troops will keep walking forward as the enemy enjoys some free target practice. Before any of you start to get creative with explanations why everything is working perfectly, please refer to the 4.0 manual: HUNT Infantry - this command maximizes the unit’s awareness for possible enemy contact. Soldiers advance slowly, weapons ready. Upon seeing an enemy unit, or when fired upon (even if the enemy is not seen) the unit stops immediately.
  18. It's sad that fixes and updates often get lost once new versions are published. It seems BFC could do with better version/branch management of their code.
  19. That's true. Also since I wrote that post, I went back and updated CMBN to the latest version. Now I'm quite often seeing pixeltroopers get stuck in terrain.
  20. I don't know if it happens with foxholes. I noticed it happen with a team in a hedgerow with a small opening in it. Doesn't seem to happen all the time.
  21. It's not the small arms fire suicide run bug. It's the artillery suicide run bug.
  22. Yes. We all know that. But then they just stop moving. In Graviteam games, a hit to the track can cause it to come off, making the tank swerve side, exposing the side armour. That kind of stuff.
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