Swant Posted April 3, 2017 Share Posted April 3, 2017 I found that a full team of engineers will use 2 Satchel Charges when using blast. If you split them before they will only use 1. Good to know as Satchel Charges are allways in short supply. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted April 3, 2017 Share Posted April 3, 2017 Huh... never noticed that. Maybe I have always split squads... 0 Quote Link to comment Share on other sites More sharing options...
MOS:96B2P Posted April 6, 2017 Share Posted April 6, 2017 On 4/3/2017 at 9:20 AM, Swant said: I found that a full team of engineers will use 2 Satchel Charges when using blast. If you split them before they will only use 1. Good to know as Satchel Charges are allways in short supply. That's interesting to know. I always split my squads so I never noticed. Now I have another reason to administratively split an engineer squad. Thanks for posting your observation. 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted April 6, 2017 Share Posted April 6, 2017 Doesn't appear to be the case in the older engines (CM:SF & CM:A), must be a newer thing, one I hadn't noticed either. 0 Quote Link to comment Share on other sites More sharing options...
MOS:96B2P Posted April 6, 2017 Share Posted April 6, 2017 I just did a quick experiment. An engineer squad used three of six demo charges to Blast. It then used two of three for a second Blast the following turn. Every time just one explosion was visually seen and heard. If anybody was not already splitting engineer squads into teams, prior to Blasting, they should seriously consider it now. 0 Quote Link to comment Share on other sites More sharing options...
Muzzleflash1990 Posted April 6, 2017 Share Posted April 6, 2017 Could it be that when they use more charges to blast there is a larger concussive effect on any potential occupants (e.g. you blast into a building)? 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted April 6, 2017 Share Posted April 6, 2017 (edited) Is it attempting to account for the multiple 'Action Squares' a full squad would nominally occupy? IMHO this is something that does need looking at as satchel charges are invaluable in urban warfare. Edited April 6, 2017 by Sgt.Squarehead 0 Quote Link to comment Share on other sites More sharing options...
MOS:96B2P Posted April 6, 2017 Share Posted April 6, 2017 2 hours ago, Muzzleflash1990 said: Could it be that when they use more charges to blast there is a larger concussive effect on any potential occupants (e.g. you blast into a building)? In addition to Blasting into a building I also had engineers Blast through tall walls. The breach through the tall wall was the same size no matter if multiple demo charges were expended or just one. So while I did not do a proper test for a larger concussive effect I suspect there is no difference. 39 minutes ago, Sgt.Squarehead said: <Snip> satchel charges are invaluable in urban warfare. I agree. This makes me curious as to how long un-split engineer squads have used multiple demo charges without anybody noticing/posting about it. As long as a player is splitting the engineer squad into teams this won't effect them. However I don't think this use of multiple demos on one Blast is intended behavior. 0 Quote Link to comment Share on other sites More sharing options...
Ivan Zaitzev Posted April 15, 2017 Share Posted April 15, 2017 So is this a bug? Has it been officially reported by someone? 0 Quote Link to comment Share on other sites More sharing options...
Bulletpoint Posted May 19, 2017 Share Posted May 19, 2017 Actually I just tried this out in a casual game I'm playing VS the computer. I ordered a combined squad of two teams of engineers to blast a hole in a hedgerow, taking note that they had 6 charges before doing that. After the blast, they correctly had the expected 5 charges. So I could not reproduce the bug. 0 Quote Link to comment Share on other sites More sharing options...
MOS:96B2P Posted May 19, 2017 Share Posted May 19, 2017 2 hours ago, Bulletpoint said: Actually I just tried this out in a casual game I'm playing VS the computer. I ordered a combined squad of two teams of engineers to blast a hole in a hedgerow, taking note that they had 6 charges before doing that. After the blast, they correctly had the expected 5 charges. So I could not reproduce the bug. I wonder if the object getting Blasted also plays a role. When I did my quick experiment I Blasted tall walls and the walls of buildings. I didn't try bocage. 0 Quote Link to comment Share on other sites More sharing options...
Swant Posted May 20, 2017 Author Share Posted May 20, 2017 (edited) 11 hours ago, Bulletpoint said: Actually I just tried this out in a casual game I'm playing VS the computer. I ordered a combined squad of two teams of engineers to blast a hole in a hedgerow, taking note that they had 6 charges before doing that. After the blast, they correctly had the expected 5 charges. So I could not reproduce the bug. I was going to tell you to try the first mission in the Courage Conquers campagin, when I found another strange bug. First they have 6 charges, next turn they only have 3, and after they blasts they still have 3 Edit: Ok I made the screenshot too small but you just have to trust me Edited May 20, 2017 by Swant 0 Quote Link to comment Share on other sites More sharing options...
Bulletpoint Posted May 20, 2017 Share Posted May 20, 2017 38 minutes ago, Swant said: First they have 6 charges, next turn they only have 3, and after they blasts they still have 3 I think that might be because the charges used during a turn are subtracted at the very start of the turn. Works the same way with grenades. But I don't know if it's working as intended that 3 charges be spent for doing one blast command... I've never seen it happen. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted May 20, 2017 Share Posted May 20, 2017 Did they take a casualty at the same time? That could cause the loss of charges. 0 Quote Link to comment Share on other sites More sharing options...
Swant Posted May 20, 2017 Author Share Posted May 20, 2017 The first screenshot is the setup phase in the begining of the campaign. The engineers appers to have 6 charges. I gave them a quickorder followed by a blast order. In the second screenshot is the execution of the first order phase (the repaly), so it is right after I clicked on the red "go button". Here the engineers suddenly appers to have only have 3 charges. In the third screenshot I have clicked the red button a second time and the engineers have executed the blast command. They now appers to still have 3 charges. Maybe it is the Juju's interface mod that is the problem? 0 Quote Link to comment Share on other sites More sharing options...
MOS:96B2P Posted May 21, 2017 Share Posted May 21, 2017 9 hours ago, Swant said: The first screenshot is the setup phase in the begining of the campaign. The engineers appers to have 6 charges. I gave them a quickorder followed by a blast order. In the second screenshot is the execution of the first order phase (the repaly), so it is right after I clicked on the red "go button". Here the engineers suddenly appers to have only have 3 charges. In the third screenshot I have clicked the red button a second time and the engineers have executed the blast command. They now appers to still have 3 charges. There is a bug when using unsplit squads to Blast certain objects. However I think @Bulletpoint has the answer to your specific situation Swant. See below. 17 hours ago, Bulletpoint said: I think that might be because the charges used during a turn are subtracted at the very start of the turn. Works the same way with grenades. <Snip> 0 Quote Link to comment Share on other sites More sharing options...
Swant Posted May 21, 2017 Author Share Posted May 21, 2017 1 hour ago, MOS:96B2P said: There is a bug when using unsplit squads to Blast certain objects. However I think @Bulletpoint has the answer to your specific situation Swant. See below. Ok yes that was it. It took two turns to blast through thats why I didn't think that was the reason, however they actually got started balsting the first turn. 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted May 21, 2017 Share Posted May 21, 2017 It should be easy enough to set up a test for this. 0 Quote Link to comment Share on other sites More sharing options...
Swant Posted May 21, 2017 Author Share Posted May 21, 2017 On 2017-05-20 at 10:39 AM, Bulletpoint said: I think that might be because the charges used during a turn are subtracted at the very start of the turn. Works the same way with grenades. But I don't know if it's working as intended that 3 charges be spent for doing one blast command... I've never seen it happen. This was the qoute I was going for 2 posts up. Dam I didnt bring my A-game to this thread. 0 Quote Link to comment Share on other sites More sharing options...
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