Binkie Posted June 12, 2001 Share Posted June 12, 2001 I've noticed this before but it just cost me LOS for one of my bazookas in a PBEM, so I'm mad. It seems that instead of fulfilling the complete time delay for an AFV smoke round, if the 60 second action phase ends during that delay, then the smoke is instantly produced at that point. This means that my opponent's PzIV smoked my guy about two seconds after the round hit the ground, instead of giving him one or two more shots at the start of the next turn. Obviously I would like to see that time delay "saved" and continued into the next turn. Just wanted to bring this to BTS' attention for consideration. Link to comment Share on other sites More sharing options...
Dschugaschwili Posted June 12, 2001 Share Posted June 12, 2001 That's because no timer is saved into the next turn. The same problem as arty shells falling at the end of the turn, not at the start of the next one. Maybe this will be changed for CM2. Dschugaschwili Link to comment Share on other sites More sharing options...
offtaskagain Posted June 12, 2001 Share Posted June 12, 2001 I really hope it gets fixed for artillery too. I hate having a clear field and then all of a sudden 60 smoke columns pop up at the turn end. [ 06-12-2001: Message edited by: panzerwerfer42 ] Link to comment Share on other sites More sharing options...
Binkie Posted June 12, 2001 Author Share Posted June 12, 2001 This is an interesting observation, Dschugaschwili, because I thought that the firing delay of units was saved from turn to turn. That is, if an AFV is engaged and is just about to fire again at the end of a turn, doesn't that timer get saved? Doesn't he fire right away next turn rather than start a whole new delay? Just my offhand recollection, but I thought I had noticed this with infantry, AT guys, etc, also. Link to comment Share on other sites More sharing options...
Madmatt Posted June 12, 2001 Share Posted June 12, 2001 Firing delays of units ARE saved between turns. What you are seeing is the game resolving arty shells that are "In Flight" at the end of 60 seconds. Currently the game allows them to impact before the next turn commences. The same thing applies to the smoke shells as they effecively havent "exploded" yet. The game goes ahead and allows them to "plum" if the time expires. To save time, and processor power we allow shells in flight or that are still active (smoke shells that havent yet plummed fully) to resolve their action before the next turn. I do not know if this will be changed in CM2 or not. I will find out. Madmatt Link to comment Share on other sites More sharing options...
Binkie Posted June 14, 2001 Author Share Posted June 14, 2001 Thanks, Matt, I'll be looking for your reply. As far as I can tell, this issue and the problem with the second PBEM plotter seeing the enemy units' new stances/AFV-buttoning status are the only totally unfair PBEM conventions that need changing. Link to comment Share on other sites More sharing options...
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