rocketman Posted April 8, 2014 Share Posted April 8, 2014 One issue that annoys me is that sometimes you take out the squads inside bunkers but they remain "green", not taken out. The result is that any HUNT command for units that can spot the "green" bunker is negated. That restricts my options, especially when a lot of units can see it. And I don't want to spend precious HE to further attack an empty bunker. Is there any way to change the game engine so that it is considered vacated/abandoned/"red"? 0 Quote Link to comment Share on other sites More sharing options...
mvp7 Posted April 8, 2014 Share Posted April 8, 2014 Why are the bunkers not buildings? Is there some engine issues with deploying them or the machineguns inside? 0 Quote Link to comment Share on other sites More sharing options...
rocketman Posted April 8, 2014 Author Share Posted April 8, 2014 I guess they are not buildings because then enemy units would have access to them since no buildings are locked. 0 Quote Link to comment Share on other sites More sharing options...
womble Posted April 8, 2014 Share Posted April 8, 2014 Buildings can't have intrinsic weapon crews. You can't pick buildings in the forces selection screens. Buildings can't have ammo stores. Buildings don't have fixed capacity. No building can be destroyed by rifle fire. No building can survive 40 5" shell hits. And the most important one: Buildings have no fog of war. You can always see all buildings. If they were buildings, bunkers would be visible from turn 1. Actually, they'd have to be built into the map, as that's how buildings are dealt with, so you wouldn't be able to position them yourself in scenarios or QBs. Bunkers are treated as vehicles. 0 Quote Link to comment Share on other sites More sharing options...
LongLeftFlank Posted April 9, 2014 Share Posted April 9, 2014 ...Which, while it's the best solution for the reasons you cite, also means they (and entrenchments) are *far* more easily spotted than are unfortified infantry in similar concealement terrain. Which is ahistorical, at least for prepared (camo'ed) positions. 0 Quote Link to comment Share on other sites More sharing options...
Oddball_E8 Posted April 9, 2014 Share Posted April 9, 2014 ...Which, while it's the best solution for the reasons you cite, also means they (and entrenchments) are *far* more easily spotted than are unfortified infantry in similar concealement terrain. Which is ahistorical, at least for prepared (camo'ed) positions. Maby BFC could give them a massive hide bonus? 0 Quote Link to comment Share on other sites More sharing options...
womble Posted April 9, 2014 Share Posted April 9, 2014 ...Which, while it's the best solution for the reasons you cite, also means they (and entrenchments) are *far* more easily spotted than are unfortified infantry in similar concealement terrain. Which is ahistorical, at least for prepared (camo'ed) positions. Well, if they were treated as crewed weapons, you couldn't have shelter bunkers available for "just anyone" to pop into, nor extra space for non-crew in armed bunkers; I don't think you could have acquireable ammo either. That might be a soultion, though, for AT bunkers (I don't know if it's already done for the Panther Turret bunkers in GL). 0 Quote Link to comment Share on other sites More sharing options...
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