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Everything posted by Bulletpoint
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Actually now that I look at it again, I'm thinking it might be the same bug I reported a long time ago, where contact info is not shared if the enemy unit moves. I tested it with tanks, but it seems it maybe also happens with infantry. What happens is: An enemy unit is spotted, and info on its location is shared with friendly teams. The enemy unit then moves, but the updated location is never shared. Notice how all teams in your example have an infantry contact marker in the distance. That's probably the same unit that the HQ unit is now actively spotting in a different location. Here's the thread talking about the bug:
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Many of the people posting on this forum are beta testers. They can report bugs, but they need to be aware of your post. @MOS:96B2P has a sharp eye for this kind of stuff and he knows a lot about how the info share system works. So I hope he will take a look at this and see if there's anything we missed.
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Haven´t tested that in particular. Generally I stay clear (or try to) of any enemies potentially wielding HEAT ammunitions at their combat ranges. I´d be equally concerned sitting in a Panther vs. Zook or PIAT than I´d be sitting in a Sherman/T-34 facing Schreck and Fausts. Well, in the game at least, a Panther is much safer against a bazooka than a Sherman is VS the German RPGs. I believe the front plate can deflect a hit, and the skirts definitely work, too.
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Yes.
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It used to be that if you sent infantry through forest on hunt orders, they would sometimes just stop and go prone for seemingly no reason at all. No contact marker, no shots fired. Then if you told them to keep moving, there would in fact be enemies very close by. So that matches your idea that units can be aware of enemies without getting a contact marker. However, I think this behaviour has been changed for infantry. They seem less likely to stop hunting now, and also often don't stop even when taking fire.
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Here's something I found on Wikipedia: "An analysis by British staff officers of the initial period of the Normandy campaign [...] also found that once German tanks had been fitted with armoured skirts that detonated shaped charge ammunition before it could penetrate the tank's armour, the weapon became much less effective." https://en.wikipedia.org/wiki/PIAT
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Interesting. I think I read somewhere that it's about the diameter of the charge - that the depth of penetration is roughly equal to the diameter. But I'm no interest at all in this stuff. Also, yes, it's true that it's not a scientific test. I was just surprised it didnt go through more paper. Also, I thought the paper would be burnt or at least discoloured from the heat - but it seems the damage is much more like a physical punch than a burning molten stream.
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Thank you for the detailed reply. I'm wondering if it is not only the extra distance, but if the combination of just a bit extra spacing and the metal cage might help to break up the shaped charge jet? That it breaks up the symmetry of the situation just a tiny amount? It seems unlikely to deflect the power of that molten jet, but then again, it also seems unlikely that a mesh screen could do anything to deflect AT rifle bullets..
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Yes, agreed. I had the same problem several times.
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I haven't played this scenario, so can't comment on it, but in general I'll say that there's always a dark temptation for a scenario designer to start thinking he is in a competition against the player, and that he wants to win. That doesn't lead to an enjoyable experience for the player.
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In that case, it looks like a bug to me.
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What do Osprey base that claim on? Were any tests ever carried out? I've read several times that the hollow charge physics were not fully understood at the time, but I still find it difficult to believe that the Germans would not be smart enough to do a couple of tests to find the optimal standoff distance for their shaped charge warheads? Also, I could imagine the purpose of the springs would be to prevent the fuze from triggering - a bit like a modern RPG cage.
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My guess is that you are playing on Iron and it's too dark for the rest of the platoon to see the SL, and just a bit too far away to hear him.
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AI plans and a more responsive AI
Bulletpoint replied to Freyberg's topic in Combat Mission - General Discussion
If a scout team is able to get into the trigger zone, that means the AI group is not longer able to control that ground, so it's good that they fall back. In my scenario, the AI groups were very small, down to individual teams at times. -
AI plans and a more responsive AI
Bulletpoint replied to Freyberg's topic in Combat Mission - General Discussion
In one scenario I made, I did it a bit differently - I painted trigger zones that would make enemy teams fall back if the player is close to occupying flanking positions, or if the player approaches the enemy positions to a certain distance. This means that enemy teams that have been thrown back will get a chance to retreat before the player takes those hedgerows and guns them down in the open.