chaos49 Posted December 14, 2014 Share Posted December 14, 2014 Hi There might be a problem with walls and a infantry squad. when i plot a quick run a long a wall some members of the squad will jump over the wall now and then. its not so smart when the get shoot in process, it would be fine if the stay on the safe side of the wall. 0 Quote Link to comment Share on other sites More sharing options...
sburke Posted December 14, 2014 Share Posted December 14, 2014 walls by their nature sit mid way on an AS. If you want to stay on one side, you have to pretty much be one AS over. Running along it is basically telling them to possibly run on either side. The terrain in the AS and adjoining AS can influence that movement. Also if you watch really closely as they jump over it frequently their "jump" point is actually closer to the edge of the AS than the wall. There are a lot of little idiosyncrasies about pixel truppen movement and objects in their AS. Walls, hedges, building edges, craters etc can alter movement in unexpected ways. If you are forced into a position of having to need movement go exactly as you'd hope, it is probably better to either find another way or pop so smoke to assist your survivability. 0 Quote Link to comment Share on other sites More sharing options...
Doodlebug Posted December 27, 2014 Share Posted December 27, 2014 There's a certain wisdom in running on both sides of a wall where the danger lies in the possibility of a mortar round dropping in their vicinity but I do agree that it highlights a problem in situational awareness when some choose to hop the wall into direct LOF targeting. The answer in those situations does lie in the opening line of the post above. Plot with a little more caution to keep the wall twixt thee and the danger. Here endeth the lesson. 0 Quote Link to comment Share on other sites More sharing options...
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