chuckdyke Posted February 18, 2023 Author Share Posted February 18, 2023 6 hours ago, RockinHarry said: I´ll try making tank crews "unfit" and then see if it changes their (TacAI) behavior considerably once forced to bail out. (in panic, broken or routed) I don't think it will, for infantry their marksmanship remains the same when exhausted. To model unfit crews in my opinion they would lose their cognitive abilities after a time. Possibly the status would be green or conscript for the scenario. 1 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted February 19, 2023 Share Posted February 19, 2023 (edited) 8 hours ago, chuckdyke said: I don't think it will, for infantry their marksmanship remains the same when exhausted. To model unfit crews in my opinion they would lose their cognitive abilities after a time. Possibly the status would be green or conscript for the scenario. very likely, yes. What I´d in mind is that when bailed crews are unfit that they don´t fast move (panicked or broken state) into the landscape. If they can´t "run", then alternatively the TacAI got to force them to slow/crawl instead. That´s the idea. I think dependent upon circumstances this should keep more crews alive. Still haven´t tested yet. EDIT: Now tested. No, doesn´t work (of course). Erroneous thinking of mine. Crews start in "ready" state so are always free to fast move initially. But maybe have better survival chances once they run away a bit. A bailed test crew (their tank just got shot off under their a**es, with 2 survivors) immediately fast moved (panicked) 30-40 meter or so, then stopped in "tired" (or tiring) state. Got to test that some more. Still find this can be usefull for certain mission design situations. Edited February 19, 2023 by RockinHarry 0 Quote Link to comment Share on other sites More sharing options...
chuckdyke Posted February 19, 2023 Author Share Posted February 19, 2023 Just now, RockinHarry said: TacAI got to force them to to slow/crawl instead There is a loophole. The evade button still works and it can be manipulated. But you don't get always a reaction so it is unreliable. 1 Quote Link to comment Share on other sites More sharing options...
chuckdyke Posted February 19, 2023 Author Share Posted February 19, 2023 Here we move to tips for the soft factors. I would suggest screenshots of scenarios played. Yesterday I couldn't cancel the move of a 'Rattled' unit when it was time to plot moves. 0 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted February 19, 2023 Share Posted February 19, 2023 14 minutes ago, chuckdyke said: Here we move to tips for the soft factors. I would suggest screenshots of scenarios played. Yesterday I couldn't cancel the move of a 'Rattled' unit when it was time to plot moves. how do you cancel the move? I grab-move the movement plot to a different AS, then change move type to crawl. Not reliable as well. Indefinite pause does the trick most the time. 0 Quote Link to comment Share on other sites More sharing options...
chuckdyke Posted February 19, 2023 Author Share Posted February 19, 2023 17 minutes ago, RockinHarry said: I grab-move the movement plot to a different AS, Nothing I could do. The unit was rattled possibly just recovered from shaken. I didn't have problem with it. 0 Quote Link to comment Share on other sites More sharing options...
chuckdyke Posted February 19, 2023 Author Share Posted February 19, 2023 (edited) Soft Factor -2 for influence but still spotted a Panther over 2km away. Let infantry do the spotting soft factors appear not to influence ability. The HQ T34/85 was unbuttoned but still received the tentative contact(Distance Three Action Squares). Armor the only formation with radios so they lead an attack. Edited February 19, 2023 by chuckdyke 0 Quote Link to comment Share on other sites More sharing options...
chuckdyke Posted February 19, 2023 Author Share Posted February 19, 2023 At this range a bore sighted Panther has a T34/85 for breakfast. Question why in the heck put the scenario designer the Panther there? Obviously he wanted the Panther to be spotted. 0 Quote Link to comment Share on other sites More sharing options...
chuckdyke Posted February 19, 2023 Author Share Posted February 19, 2023 Soviet artillery doctrine which we could use in the game. Use indirect only if direct fire is not possible. Great point to consider for the on-map mortars. 1 Quote Link to comment Share on other sites More sharing options...
JM Stuff Posted February 19, 2023 Share Posted February 19, 2023 (edited) 55 minutes ago, chuckdyke said: Soviet artillery doctrine which we could use in the game. Use indirect only if direct fire is not possible. Great point to consider for the on-map mortars. I like very much this thread "chucky",very kind of you to take the time to explain and to share. Cheers Edited February 19, 2023 by JM Stuff 2 Quote Link to comment Share on other sites More sharing options...
Erwin Posted February 19, 2023 Share Posted February 19, 2023 8 hours ago, RockinHarry said: how do you cancel the move? Am also curious. AFAIK one cannot cancel a panic move - just change it. 0 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted February 19, 2023 Share Posted February 19, 2023 2 hours ago, Erwin said: Am also curious. AFAIK one cannot cancel a panic move - just change it. chuckdyke said the unit was rattled, not panicked. Yeah, just movement plot change (not always) as emergency measure. 0 Quote Link to comment Share on other sites More sharing options...
chuckdyke Posted February 19, 2023 Author Share Posted February 19, 2023 7 hours ago, JM Stuff said: like very much this thread "chucky",very kind of you to take the time to explain and to share. Cheers You are very welcome. 0 Quote Link to comment Share on other sites More sharing options...
chuckdyke Posted February 19, 2023 Author Share Posted February 19, 2023 5 hours ago, Erwin said: Am also curious. AFAIK one cannot cancel a panic move - just change it. Take the good and the bad, the soft factors obviously played a role. 3 hours ago, RockinHarry said: chuckdyke said the unit was rattled, not panicked. Yeah, just movement plot change (not always) as emergency measure. Rattled is the first stage of recovery from a shaken morale stage. My hypothesis is this, if the AI generated the move during a panic or shaken state, we can't probably change it. 0 Quote Link to comment Share on other sites More sharing options...
Shady_Side Posted February 19, 2023 Share Posted February 19, 2023 On 2/16/2023 at 4:00 AM, chuckdyke said: The important thing is there are choices, and you can make use of them. Don't be a lazy player and let opportunities slip. In the example your talking about I will pile on some extra fire if it can safely be done and the unit is worth going the extra mile to eliminate. Sometimes just have the second angle of fire coming in is enough to take it out. Even if it's just a target briefly for 30 seconds or so. 0 Quote Link to comment Share on other sites More sharing options...
Shady_Side Posted February 20, 2023 Share Posted February 20, 2023 On 2/18/2023 at 1:06 PM, PEB14 said: I cannot distinguish any visible difference between the pro and commercial version at first glance. Does anybody know what are the main differences? There is a short vid on YouTube that has what I think is the modernized Strikers in it. Auto-cannon and a javelin mounted outside the vehicle instead of the TOW. They fire it without the operator having to be opened up to. I just watched it a couple days ago but could not find it just then. I think it is from one of the fight club channels though 0 Quote Link to comment Share on other sites More sharing options...
chuckdyke Posted February 20, 2023 Author Share Posted February 20, 2023 (edited) Spotting to do this exercise you need to select 'Iron'. 2men team approach a building on hunt. Inside they are soon in contact. The third squad plays for Red and are hiding. Blue Scouts are outside approaching the buildings. Only when a Red Team opens fire are Blue Scouts in full contact. Blue Assault Team approaches the building out of C2 they don't have tentative contacts. Only when they are adjacent to the building are they in contact with the Red Teams. Edited February 20, 2023 by chuckdyke 0 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted February 20, 2023 Share Posted February 20, 2023 (edited) 6 hours ago, chuckdyke said: Rattled is the first stage of recovery from a shaken morale stage. My hypothesis is this, if the AI generated the move during a panic or shaken state, we can't probably change it. Yeah, I´d guess something like that. There's not much we can do if pixel troopers panic, other than help them with other friendly troops, giving cover fire, throwing smoke, and so on. I think the more interesting question is how to prevent troops from panicking in the first place (outside of more random, uncontrollable circumstances). Influence of soft factors, C2, terrain and placement/movements, fire tactics, etc. Edited February 20, 2023 by RockinHarry 0 Quote Link to comment Share on other sites More sharing options...
chuckdyke Posted February 20, 2023 Author Share Posted February 20, 2023 (edited) 7 minutes ago, RockinHarry said: I think the more interesting question is how to prevent troops from panicking You will get attrition, and if they take out a team, we take out a squad, if they take out a squad, we take out a platoon. Inspired by the Godfather for that one. It is called escalation, the only thing you can do. If you do that most units are not panicking Edited February 20, 2023 by chuckdyke 1 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted February 20, 2023 Share Posted February 20, 2023 4 minutes ago, chuckdyke said: You will get attrition, and if they take out a team, we take out a squad, if they take out a squad, we take out a platoon. Inspired by the Godfather for that one. It is called escalation, the only thing you can do. If you do that most units are not panicking yeah, meant something more specific. Likely deserves a seperate thread, but anyway... I know how to deal with all that (in context of general tactics application). More or less lol 0 Quote Link to comment Share on other sites More sharing options...
quakerparrot67 Posted February 20, 2023 Share Posted February 20, 2023 9 hours ago, chuckdyke said: You will get attrition, and if they take out a team, we take out a squad, if they take out a squad, we take out a platoon. Inspired by the Godfather for that one. It is called escalation, the only thing you can do. If you do that most units are not panicking great tactic, but the inspiration is 'the untouchables', s. connery to be exact. cheers, rob 1 Quote Link to comment Share on other sites More sharing options...
chuckdyke Posted February 21, 2023 Author Share Posted February 21, 2023 (edited) Using on map assets without going through the off-map fire direction centre. Playing Soviets, the player just loses too much time. First place a waypoint at the area you plan your fire mission. From there you plot an LOF to find a position for your mortar. At the bottom of your screen, you click your waypoint on your LOF and there you will deploy your mortar. Drag your first waypoint away from your objective and it will end up near your deploy waypoint. Check or you are able to carry out your fire mission. For realism have the C2 generates the tentative contacts. Edited February 21, 2023 by chuckdyke 0 Quote Link to comment Share on other sites More sharing options...
chuckdyke Posted February 21, 2023 Author Share Posted February 21, 2023 (edited) The defilade fire position for the mortar or mortars is secure. Suggest armor provide the C2 and the security. Edited February 21, 2023 by chuckdyke 0 Quote Link to comment Share on other sites More sharing options...
chuckdyke Posted February 21, 2023 Author Share Posted February 21, 2023 Mines approach "slow" one square at a time. This makes sure everybody in the team stops at a waypoint. Now the Mark Mines Option becomes active. Forest was removed for illustration purposes. You can't go wrong as you can plot only a move on the mine square. It can take a few minutes but rest assured a secure passage will be created. 0 Quote Link to comment Share on other sites More sharing options...
chuckdyke Posted February 21, 2023 Author Share Posted February 21, 2023 (edited) Slow is I found the best approach if you suspect mines. Not a big deal if the team gets tired. It means the team can't run which is a silly thing to do in a minefield. Next is fatigued it means no hunting through a minefield. Don't be put off by fitness when you go through a minefield. The unit was tiring nothing was affected yet. Edited February 21, 2023 by chuckdyke 0 Quote Link to comment Share on other sites More sharing options...
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