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RMM

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Everything posted by RMM

  1. What's that thread please, because I've been posting these 'Feature Request' strings, since I couldn't find one. I'll start posting such things there too, but yes, it's fun to debate them here too. I don't know that pause and edit really would become laborious to be honest, certainly not as long as one were to also incorporate the automated reactions we've discussing herein. I don't play RTS either, least not since Total War games, but there a real, definite need for proper automated reactions in that for sure! I agree that the current Hunt command doesn't seem to really spot or hunt all that well when it comes to vehicles. As I mentioned previously, vehicles move at the same speed in that as the Quick command, which is quite different from how infantry do it. I get the impression that vehicles don't really hunt any differently than normal, Quick movement.
  2. Agreed. At the end of the day, one can but make requests and suggestions in the hopes that some may take hold.
  3. Right, and I think we've lost something there from the previous Adv. to Contact order. Jabble makes some really good suggestions above.
  4. Well again, I think an automatic pause at the relocation point would take of that. The flip side is that I may (and do) want units to move forward in Hunt mode, taking their time to pay attention to their surroundings, but then, if they keep stopping every time they see a unit, regardless of it's later disappearing, I would want them to continue unless it were of a significant enough threat that the game already factors that into unit reactions.
  5. Hopefully it would actually make such complicated move orders much more simple One would certainly have to set a limit beyond the original command path where it would be cancelled or put on hold.
  6. One other suggestion I'd make for the Hunt order, is for the unit to continue to the original end of the path if contact is lost, because that's often where I'd like them to end up as long as it's not at the expense of getting hit! Also, to that end, there used to be an 'Adv to Contact' order which the Hunt command replaced, but I think those are two different parameters: If I have a unit hunting, then I would normally want them to continue the advance to the end of their assigned path if there's no contact, but if just Advancing to Contact, then they stop at that point and proceed to lay down as much fire as they can without any further consideration for movement. This is how the Hunt command operates now; HOWEVER, this due to the quirks of LoS, sometimes trying to figure out where to position a unit to where it can, finally see its intended target can take time and frustration. Whereas, if I could just issue such an order, the AI would manoeuver along the assigned path as needed to bring the target into view without my having to micro-manage the movement! If contact were not made, then the AI could be given some flexibility (as it is now) to position within a small radius of the end of that path sop as to bring the target into sight. That would be a HUGE help; although, perhaps a programmer's nightmare!
  7. Good to know its at least been put on the radar and acknowledged then. Yeh, the current orders don't really do the job. Thanks for the insight though.
  8. With ya there! I'll certainly be experimenting with that method as well as some others mentioned herein! Am I only the only one who suffers from having to remind myself that this isn't RL with one chance; that do-overs are perfectly ok?
  9. Right, well the thing is that the Recon AC's are just getting taken out by the hidden ATG's without even 'seeing' where they're firing from. I can obviously do some omniscient work of my own looking at the where they hot hit and the rough direction the shot came from, but when one has three out of five AC's burning after just two minutes, can't help but take a step and wonder if either I'm missing something or just need steep education in how to properly recon with such units.
  10. That's quite the read, but I've downloaded it and thanks for taking the time to do that!
  11. While I can see the Commander getting out, I would have thought it odd for the entire crew, but that's a game limitation rather than RL I expect. it is an interesting tactic, and I'm planning on trying it in the game; although not with all the crews. Maybe just a couple!
  12. I think I can attest to that particular law ! That's some very good rules of thumb; although there really sin't any 'slowly' move using Hunt. Vehicles seem to move on that command at the same speed as Quick, which was something I commented on in the beginning. In Hunt, they really should be moving at speeds more akin to slow or certainly no faster than Move!
  13. I'm only considering WW2 era things too.
  14. This seems to be the spot the game finds itself in. It have been better for the designer to introduce infantry units first rather than the recon AC's.
  15. Oh yeh, I've read plenty of such accounts. Again, I was referring to the idea of the entire crew dismounting. Yes, it was common for tank commanders, assuming a significant enough distance from any known threat and a large vista to overlook to get out. Granted
  16. That would be correct, since these recon units were specifically for ... just that. So one would hope that their spotting is better!
  17. Agreed; although, I've found that assigning an armoured CA also keeps them from firing their inherent weapons at all, unless, presumably, enemy infantry units are right ontop of them, and that's frustrating in and of itself! In this case, it was dedicated, 2-man bazooka team, so there was no dividing it up.
  18. All true. I was referring to an armoured car crew dismounting and reconning on foot. I'm not sure that would be true to RL at all. As you say though, such units would normally be used for longer much range recon though, so the situation the beginning of this campaign puts them in (pretty short range at coupla hundred mtrs) is also not true to form though
  19. Oh, for sure. Hence, I posted as a feature request. I expect it would be a difficult fix, since the game system would have to identify, the surface of the target type before deciding on firing, but it would definitely make a good shift towards RL and thereby much improve the game's enjoyability.
  20. Excellent, thanks I've basically decided to start again, so will have to take the time to explore and develop these ideas and tips
  21. Yes, it was, and as the Wikipedia article mentions, it could be used against such targets as long as you had a surface (behind which they were covering) to strike it against. This made for a great bunker-buster weapon accordingly. My issue with what happened in my game was that one of my Bazooka teams started firing it at infantry running in the open, made doubly frustrating, because I knew there was armour coming and needed them to reserve the ammo for that.
  22. Yeh, this is definitely in regard to WW2 era SCW's. Modern weaponry I'm not so familiar with, but I would imagine they've improved!
  23. Novel but I like it! Kinda bizarre compared to RL, but even the best game is going to have its quirks. Got me thinking now for sure
  24. These are good ideas. Specially when in the bocage of BfN, I use that process all the time (either Slow/Crawl or Hunt) to have infantry and vehicles move he last few yards up to the hedegrow.
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