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Jabble

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Posts posted by Jabble

  1. 3 minutes ago, RMM said:

    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.

    As the reaction would happen at a particular waypoint, that could be the 'continue' waypoint no matter where the relocation went, i.e. the new path would start at the relocation point, next the 'continuation' point and then the rest of the original route.  If they player decides they don't like that path any more because there's a huge tank in the way, just delete and make a new path.  But no automatic following of the path should happen without an explicit instruction, so effectively they're permanently 'paused' at the relocation until told otherwise.  That way if you forget issue instructions they won't just wander back into that danger area.

  2. 10 minutes ago, RMM said:

    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!

    ...

    That would be nice, at least for a painstakingly created sequence of moves, arcs and postures to not simply be lost.  Within the timescale of a WEGO minute it's probably not realistic to automatically continue it, but it would be good if continuation was available during the next command phase.

    However that may depend on the nature of the reaction - if a withdrawal follows a multi-step move, the unit may end up some distance from the original path - in which case to which waypoint would 'continue' lead?  That's where it can get complicated and I suspect it would be simpler just to issue a new set of steps.

    To solve the LOS problem I'd hope for a new tool which would work on the geography.  As you say it can be hard to tell LOS because of the nature of the graphics, but a tool would presumably use the same logic as currently exists internally.  It wouldn't have to be a complete 'radial survey map' like in Steel Beasts or Armored Brigade, but a simple 'from-to' line would reveal if a patch of ground is visible from another patch of ground.  An enhancement to that would be factoring in altitude of POV/target, e.g. if a hypothetical 3m pole were visible from the top of a 2m pole at those two locations.  That should provide enough info for better placement of waypoints without resorting to an undoubtedly difficult AI solution.

     

     

  3. The simplest solution would be a binary option based on some sort of qualifier: either stand and fight (like at present) or retreat to a predefined place, executing a move command.  Such a reaction shouldn't necessarily be limited to scouts though, as equally any other unit without AT weapons may wish to retreat, so we're really just looking at a more developed reaction to a Hunt encounter.

    What could complicate that is a 'glass cannon' nature where a unit may indeed be able to combat a tank - if it gets in the first shot - but lacks defence so thereafter would withdraw quickly.  Such a situation would be similar to the 'shoot-and-scoot' idea of taking a shot and then relocating, the only difference being that isn't the result of a Hunt command.

    Also, this reaction shouldn't necessarily be limited to tanks, e.g. a walking scout team encounters a larger infantry force so withdrawal is the best response.  It sounds like we need a configurable threat response based on several factors, activated during a Hunt or simply being stationary.

    Which then implies that a 'React' instruction may be the solution, requiring choice of a few parameters, which may be triggered whatever the unit is doing.  If the instruction conditions are set up then a Hunting unit could, say, stand and fight, take a single shot then relocate, or relocate (flee) immediately.  A stationary unit could do similar, e.g. an ATGM team would take the shot and then relocate.

    As Hunt reaction and Shoot-and-Scoot both seem to be sought after, this would kill two birds with one stone.

  4. 10 minutes ago, Bulletpoint said:

    In CM, scout cars and other light armour are not really for scouting on their own, but for adding fire support to your outer infantry screen as it advances.

    In the modern games there are dedicated scout vehicles with enhanced optics for the job, such as the Fennec, and the LRAS3 device mounted on Humvees and Strykers.  I'm not yet sure what advantages they actually give in the game, though.

  5. 3 minutes ago, Erwin said:

    Yes, that is one workaround.  But, assuming it doesn't spot an enemy and stop to fire while on HUNT, 5-10 seconds is sufficient to spot and fire (which it often is not), all further movement may be cancelled and it leaves the unit stuck in place for 30-50 seconds once it fires and it can then be killed easily.  

    A simple move, pause and retreat would work, but increasing the likelihood of good timing equally increases the chance of being killed.  I might as well chance surviving the whole minute.  If I had a good grasp of the prep time for firing I could time the move so that firing was near the end of the minute - but that feels rather like gaming the system.  Plus I doubt if it's a fixed time, depending on when the shooter first notices the target in what conditions.

  6. 1 hour ago, z1812 said:

    When I think it useful, I give a hunt order and a reverse order. At the waypoint where hunt meets reverse I use a 5 to 10 second delay, depending on the situation.

    That'll not work for ATGMs like Javelin where the team needs to stay put for a while to prepare the shot.  Even allowing a longer pause for that, it still presents a smallish window of opportunity in any WEGO minute when the process may work, instead of continuously being ready.  The longer the pause the better the chance, but then the greater likelihood of hanging around to be being hit by counterfire.

  7. In case it's relevant, there's a known issue with some laptops where some of the text gets distorted, though that's only with integrated graphics AFAIK.  If you're on a gaming laptop it's maybe worth checking that the game is running through the dedicated GPU instead of integrated.

  8. On 1/19/2021 at 12:38 AM, Grey_Fox said:

    Northern Ireland is still kinda sorta in the EU. The border is in the Irish Sea.

    But they're in a funny spot because a lot of companies in both Britain and the rest of the world ha e never been able to figure out if NI is a part of the UK or part of Ireland. There's many screenshots going back for years of people in NI trying to order stuff from British retailers and being told that they don't ship outside of the UK. This also goes for companies such as Amazon.

    I'm in NI and have never had any problems getting stuff from the mainland - until just recently when the internal border came into effect.  Now, problems aplenty.  And I've had to pay the higher cost for prepurchasing CMCW, so there's no VAT escape there.

  9. It would be useful to have a "move after shooting" instruction for high-risk ambushes by glass cannons.  I've seen posts on this a while ago but I'm unaware of any changes.

    For example, I have a Javelin team hiding at the edge of a forest.  Two enemy tanks appear and my team kills one in the early seconds of the WEGO minute.  If they stay put, preparing for another shot, the other tank is likely to kill them.  If they move immediately into the forest they have a good chance of survival - those few seconds could make all the difference.  Shoot-and-Scoot is a real-life tactic that would be useful in the game, and could be implemented as a triggered move instruction.

    Clearly this should only be an option for single-shot weapons that take time to reload, whereas an automatic weapon would just keep firing.

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