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pre-order/line of sight/ammo/ambushes/sharpshooters


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A few questions:

I heard that there were a few pre-order

specials - were there any?

How can you do line of sight from one point to another without any unit at the originating sight? (I assume the ai opponent can do this though since it knows exactly where to go).

Can anti-tank weapons that are high profile (88mm) be "hull down, i.e. positioned lets say on a crest of a hill such that the barrel is pointed over - does this improve its survivability rates?

Finally how can you do the following, assume there is a long column going through the woods, ideally you'd like to string out a company like 10 meters from the road the column is on and have it hidded and then open fire all at once with as much of the column exposed to your company as possible. This seems really really hard to do considering that infantry tend to open fire once they enter the effective kill zone regardless of where you set an ambush marker...(i.e. you could set the ambush marker behind you)

likewise can you make bunkers hold their fire?

on ammo usage - if only at certain ranges certain weapons open up would it be hard to model this in terms of total ammo ussage (i.e. at 500 m if only the lmg is going, then you aren't probably using as much ammo

(i guess the simplyfiying assumption is that all ammo can be used on any weapons (which isn't true but probably would be a pain in the butt to model)) - is the notion that green troops use more ammo in general modeled? At certain higher ranges - rifles are probably better than lmg's what happens then?

Any clues as to how to use sharp shooters effecitively?

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Hello Coe,

I'll try to answer a few,

1) You can't gain any LOS info from a spot that is not occupied, it is unrealsitic. Also, the AI can't do it either.

2) I believe there is only one 'foxhole depth' for dug-in AT guns.

4) AT pillboxes can set their own ambush markers, which will make them hold their fire. As to MG bunkers, i believe Charles fixed it so they too can have ambush markers (not quite sure on that one)

I hope this helps. Also try the search option, i know your ammo question has been disscused before.

------------------

The dead know only one thing - it is better to be alive

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<BLOCKQUOTE>quote:</font><HR>I heard that there were a few pre-order

specials - were there any?<HR></BLOCKQUOTE>

The only pre-order special that I was ever aware of was that if you preordered the game before the original beta demo was released, then you got a free panther print. http://www.battlefront.com/products/worldwar/prints/prints_bfc.html

The deadline for this was way back in late october, IIRC.

<BLOCKQUOTE>quote:</font><HR>How can you do line of sight from one point to another without any unit at the originating sight? (I assume the ai opponent can do this though since it knows exactly where to go).<HR></BLOCKQUOTE>

The only way to get LOS from a spot you have no units at is to eyeball it, preferably from viewpoint 1(ground level). You can only use the LOS tool to draw a LOS line from a unit. How the AI evaluates terrain for placement or movement purposes, I don't know. I believe though that BTS has said that the AI does not have any programmed advantages that a human player does not get to use, so I would assume from this that the can not do LOS checks from a location that it does not have a unit.

<BLOCKQUOTE>quote:</font><HR>Finally how can you do the following, assume there is a long column going through the woods, ideally you'd like to string out a company like 10 meters from the road the column is on and have it hidded and then open fire all at once with as much of the column exposed to your company as possible. This seems really really hard to do considering that infantry tend to open fire once they enter the effective kill zone regardless of where you set an ambush marker...(i.e. you could set the ambush marker behind you)<HR></BLOCKQUOTE>

Well, only thing you can do is place your men the way you want set an ambush marker, hide your troops, then pray. Be careful in expecting miracles, though. From what you describe, I'm assuming you want something that looks like this.

____________________________________________

(A) /

(A) ------- X X X X X

(A) \

____________________________________________

Y Y Y Y Y

Where...

(A) = ambush marker

X = enemy moving down the road toward (A)

Y = your troops targeting (A)

The problem is that for your example, I think 10m is to close to expect hat your troops are going to not jump the gun and fire early, or get spotted before the ambush is tripped. Remember that your troops will override the ambush command based of thier experiance, and whether they think they are given up a better shot by waiting.

<BLOCKQUOTE>quote:</font><HR>likewise can you make bunkers hold their fire?<HR></BLOCKQUOTE>

with the 1.01 patch, IIRC you can now issue a hide command to bunkers, so doing that, tied with use of an ambush marker, should keep them from firing early.

<BLOCKQUOTE>quote:</font><HR>on ammo usage - if only at certain ranges certain weapons open up would it be hard to model this in terms of total ammo ussage (i.e. at 500 m if only the lmg is going, then you aren't probably using as much ammo

(i guess the simplyfiying assumption is that all ammo can be used on any weapons (which isn't true but probably would be a pain in the butt to model)) - is the notion that green troops use more ammo in general modeled?<HR></BLOCKQUOTE>

I don't believe that squad weapons are modeled down to each individual bullet, as far as ammo loads are concerned. I think that the ammo counter number displayed to you will drop just as fast if your constantly firing away at long range (where you are probably firing maybe the just the squad MG) as if you were firing at close range (where the MGs, SMGs, Rifles, and pistols) are all being used. Good question for BTS though.

*Note, I still don't have the full version, so all of these answers are based on what I've read on the forum, and demo experience

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