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75mm gun target switching 1.1 vs latest patch


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I still have some games going in version

1.1, but I saw in the readme for the latest

patch that certain issues regarding targetting in

multitarget environments had been tweaked.

What I'm wondering is whether the following

extremely silly/buggy/codelimitation/

ahistorical behaviour has been fixed:

The 'vet' crew of a 75mm infantry gun

is ordered to target an enemy squad in

a stone building. They fire one shot,

causing a casualty. Then they get distracted

by infantry running, at about 220 meters

distance, _laterally_ to the gun position.

They take time to swing the gun around,

try to target the infantry, fire and

miss, of course, because they don't seem

to lead a moving target, then see another

squad doing the same thing, start swinging

the gun around etc.

Such guns are short lived items on the

battlefield, and the crew was directly

ordered to pump everything they had into

the squad in that stone building, in

order to try to have some effect before

the mortar shells start raining down.

Instead they wasted a lot of time rotating

the gun, to try to shoot at things they

couldn't hit anyway, and which were in

the process of moving out of LOS of the

gun anyway.

Seeing these sorts of behaviors makes me

start to think that CM is mostly flash

and veneer, but very little real content.

This is natural for a pioneering work,

which I consider the game to be. Certainly

the tac AI appears as very slipshod affair.

Of course you could say I should have

put the gun in a keyholed position so

that it wouldn't get 'confused' by so

many targets. But a good game should

allow its units to function well even

if they end up in a pressed situation.

In particular, the armor rules in CM

have a huge contradiction in them, which

I have mentioned before, between:

1) the player having to micromanage armor's

movement to the point of having to try to

guess how far up the slope to drive to

get hull down,

and

2) the tac AI controlling targetting, without

having any sense of where moving targets

are going, and how long it will take to

swing the turret around.

The result of handing detailed responsiblity

for movement to the player, and not allowing

corresponding targetting control is

tanks working at crosspurposes to themselves,

such as advancing through smoke towards

enemy armor with their turret facing

backwards to engage some infantry target.

Basically, I have two opponents: the other

guy and the tac AI, which infiltrates

my units and makes them schizophrenic.

Something similar also seems to have happened

to my 75mm cannon. They don't have the

big picture, but I do. They missapraise

threats, and don't grasp the importance of

shooting off as much ammo as possible at

_any_ decent target, as fast as possible,

rather than wasting time rotating to engage

something that they a)can't hit, and B) will

be out of line of sight a few seconds after

the target is acquired anyway and c) will

be taken care of by my MG's and infantry.

So in this situation as well, the poor

targetting AI ought to be overridable

with the following SIMPLE AND ELEGANT

command.

-- When you target, it should be

possible to choose _level of urgency_. Even

just two levels: normal, which you use most

of the time, and urgent, which makes it

much less likely that the unit will shift

targets. Urgent should definitely be used

sparingly. It corresponds to the officer

giving the order shouting at the crew that

they will bring that building down come

hell or high water, with some Patton style

cussing etc. Allowing certain orders to

be modulable between normal, and urgent

would be both realistic, and introduce

a bit of extra control at times when you

might need it.

Of course, if all this has been fixed in

the latest patch, nevermind. Actually

I hope these issues are in for serious

rethinking for CM2, and that we aren't

going to just get the same engine

with a new paint job.

regards,

--Rett

[This message has been edited by CMplayer (edited 02-28-2001).]

[This message has been edited by CMplayer (edited 02-28-2001).]

[This message has been edited by CMplayer (edited 02-28-2001).]

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I agree. Even though I regard CM as the best wargame ever made, it has it's weaknesses. Targeting is one of the baddest of those. Sometimes it gets awfully frustrating with the most slowly rotating guns like 150mm ig or 88mm AT-gun when they spend whole TURNS by chasing "impossible" targets.

Also this "unintelligent" behaviour reward fast turreted tanks very much, even though the new hull rotation fix helped a little.

I really hope this will get fixed in CM2.

Ari

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I think the other way to state it is that it isn't perfect. It could be ofcourse, if you had a mainframe to run it on. Now, that doesn't mean some ideas about how to improve it aren't without merit. I believe, that the suggestion above might work to improve it, also the opposite problem of the need for a cease targeting command, to allow for the micromanagement of a unit which just won't stop firing on something, or at all, when you want it to, might also be beneficial.

But all things being considered, CM is hands down the best AI I've ever seen and is operating a 3D environment that has taken the previous 2D board type representations and brought real life parameters into that environment. Quite an extrodinary thing for this AI to handle really. But I would say it is anything but flash and glitz as portrayed above. One might portray PC's in general in the same fashion. Early pioneers of what will follow. I suppose suspended animation could avoid it all if someone sets the wakeup mechanism to bring us back when PC's are woppers compared to what they are now, and CM200043 is out.

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

"Gentlemen, you may be sure that of the three courses

open to the enemy, he will always choose the fourth."

-Field Marshal Count Helmuth von Moltke, (1848-1916)

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