CMplayer Posted July 1, 2001 Share Posted July 1, 2001 A good feature for the game would be the following: If you give a targetting order to a unit, and if overrides your order, then it should remember to continue your original order as soon as the other threat has subsided. In particular, when I have ordered a tank or gun to do *area fire* somewhere, if it switches to some other target, then it never returns to doing its area fire job until the next turn, when new orders can be given. This can lead to tanks sitting there doing nothing, for several turns. If other lives are dependant on their following orders, the results are silly, and make possible gamey tactics like presenting a zook or flamethrower for 5 seconds, to effectively cancel all the enemy's AFV's area-fire orders. --Rett (Sorry if this has been hashed to death in the past. I belong to the uncouth mob that doesn't believe in doing searches first.) Link to comment Share on other sites More sharing options...
lcm1947 Posted July 1, 2001 Share Posted July 1, 2001 Yes this does happen but most of the time if I recall they do go back to killing whoever I wanted them to, but yeah you're right. Makes you mad doesn't it? Link to comment Share on other sites More sharing options...
CMplayer Posted July 1, 2001 Author Share Posted July 1, 2001 <BLOCKQUOTE>quote:</font><HR>Originally posted by lcm1947: Yes this does happen but most of the time if I recall they do go back to killing whoever I wanted them to, but yeah you're right. Makes you mad doesn't it? <HR></BLOCKQUOTE> You often have to use _area fire_ to target infantry in buildings/forest with HE, otherwise as soon as they go prone the tank won't see them and will stop putting shells into the cover. So in this case, no, they won't go back to killing who I want them to kill. Show him one flamethrower, for 5 seconds, and he will stop putting 105mm HE rounds into the key building which enemy infantry is holding. That means that my men nearby die. --Rett Link to comment Share on other sites More sharing options...
Bertram Posted July 2, 2001 Share Posted July 2, 2001 It can get even sillier. I had an M7 trying to hit an HMG in a house. The HMG got pinned, and the Priest lost sight of it. So they stopped shelling. Next turn I ordered them to area fire the building the MG was hidden in. They started, but then the HMG popped up. They targeted the MG instead of the building. Of course the MG took cover again, and the Priest stopped shelling. I had to manoeuvre the Priest somewhere where they could not see the MG to have them destroy the building, for each turn they would fire just one shell. Bertram Link to comment Share on other sites More sharing options...
CMplayer Posted July 2, 2001 Author Share Posted July 2, 2001 <BLOCKQUOTE>quote:</font><HR>Originally posted by Bertram: It can get even sillier. I had an M7 trying to hit an HMG in a house. The HMG got pinned, and the Priest lost sight of it. So they stopped shelling. Next turn I ordered them to area fire the building the MG was hidden in. They started, but then the HMG popped up. They targeted the MG instead of the building. Of course the MG took cover again, and the Priest stopped shelling. I had to manoeuvre the Priest somewhere where they could not see the MG to have them destroy the building, for each turn they would fire just one shell. Bertram<HR></BLOCKQUOTE> BTS says that they want their game to be intuitive; it should be possible to play using 'real world' tactics and get realistic results. This silly feature of the TacAI is definitely detrimental to that goal. All it would take to fix this absurd behaviour is that area fire orders are remembered when a unit switches targets, and that after the threat subsides the shooter reverts to the original area fire order. I'm surprised BTS didn't do it like this from the get go. --Rett [ 07-02-2001: Message edited by: CMplayer ] Link to comment Share on other sites More sharing options...
Conscript Bagger Posted July 2, 2001 Share Posted July 2, 2001 But then you'd get complaints like "my Tiger stopped area firing to engage a Firefly moving on his flank, but when the Firefly went behind a house the Tiger rotated back to the original target. Five seconds later the Firefly emerges and kills my Tiger! They should have known he was coming out! BTS fix or do somefink!" That said, crap has happened to me too, and I share your frustration. Link to comment Share on other sites More sharing options...
CMplayer Posted July 2, 2001 Author Share Posted July 2, 2001 <BLOCKQUOTE>quote:</font><HR>Originally posted by Offwhite: But then you'd get complaints like "my Tiger stopped area firing to engage a Firefly moving on his flank, but when the Firefly went behind a house the Tiger rotated back to the original target. Five seconds later the Firefly emerges and kills my Tiger! They should have known he was coming out! BTS fix or do somefink!"<HR></BLOCKQUOTE> If you are using your vehicles to area fire buildings then it is your responsibility to provide for their security. Give the tiger a wingman and it should be okay. Also, at present target lines aren't immediately lost when a unit goes behind a building like you describe. I think that the point I bring up here is a serious shortcoming, and worth more consideration than the usual 'do sumfink' blow-off. --Rett Link to comment Share on other sites More sharing options...
Conscript Bagger Posted July 3, 2001 Share Posted July 3, 2001 But blowing things off is so much easier than figuring them out! I wasn't disputing the serious effect that this behavior can have on a game, but the impression I get is that the limit has been reached for the current AI. I don't know if you were around for all the hull rotation and target acquisition threads that erupted when the game was released and people played the Wittman scenarios for the first (and second and fiftieth) time, but your concern was raised by many at that time as well. Anyhow, if some additional "remembering" of targets is included in CM2, I'll be as happy as anyone - I'm just not holding my breath. Link to comment Share on other sites More sharing options...
Pak40 Posted July 3, 2001 Share Posted July 3, 2001 <BLOCKQUOTE>quote:</font><HR>Originally posted by Offwhite: But then you'd get complaints like "my Tiger stopped area firing to engage a Firefly moving on his flank, but when the Firefly went behind a house the Tiger rotated back to the original target. Five seconds later the Firefly emerges and kills my Tiger! They should have known he was coming out! BTS fix or do somefink!" <HR></BLOCKQUOTE> CM targeting already accounts for this sort of occurance. If your tank has targeted a moving vehicle and it loses LOS because the vehicle goes behind a house then your tank will continue to track it for several seconds usually long enough for it to appear on the other side of the building. Link to comment Share on other sites More sharing options...
Dirtweasle Posted July 3, 2001 Share Posted July 3, 2001 It's anoying to give an area fire order and have it disregarded to target some poor half squad, but really it's just one of those things IMHO... on second thought maybe if there was some sort of check to see if the target of opportunity is a serious threat to the firing unit's survival if not it ought to continue to fire at the building, trees whatever. Link to comment Share on other sites More sharing options...
Conscript Bagger Posted July 3, 2001 Share Posted July 3, 2001 <BLOCKQUOTE>quote:</font><HR>Originally posted by Pak40: CM targeting already accounts for this sort of occurance. If your tank has targeted a moving vehicle and it loses LOS because the vehicle goes behind a house then your tank will continue to track it for several seconds usually long enough for it to appear on the other side of the building.<HR></BLOCKQUOTE> Yep, "usually." Just not when I need them to. Link to comment Share on other sites More sharing options...
Binkie Posted July 3, 2001 Share Posted July 3, 2001 I think the original request is a good one, one that is fairly necessary in the ongoing quest to make tank commanders more humanlike. I'm hoping for some other mission-critical commands to be added for armor at some point as well. DO NOT ENGAGE NON-AT SOFT TARGETS (which would solve the first problem), for example, or how about TRY TO ANTICIPATE COLLISIONS WITH FRIENDLY VEHICLES AND DO SOMETHING CLEVER ABOUT IT, LIKE AVOIDING THEM. I'm serious. Link to comment Share on other sites More sharing options...
Tero Posted July 3, 2001 Share Posted July 3, 2001 Another Kodak moment: you plot an artillery barrage and draw 3 minute delay. The FO gets suppressed and the mission is cancelled with 15 secs on the clock. Back to 3 minute delay. Oh joy. Link to comment Share on other sites More sharing options...
Kurtz Posted July 3, 2001 Share Posted July 3, 2001 But how is a tank supposed to know which units are no threat to its existence? A AT-team can be identified as "Infantry?" and most German squads carry Panzerfausts which makes them AT-teams. The Fog of War makes most enemies a potential threat. Link to comment Share on other sites More sharing options...
CMplayer Posted July 3, 2001 Author Share Posted July 3, 2001 <BLOCKQUOTE>quote:</font><HR>Originally posted by tero: Another Kodak moment: you plot an artillery barrage and draw 3 minute delay. The FO gets suppressed and the mission is cancelled with 15 secs on the clock. Back to 3 minute delay. Oh joy. <HR></BLOCKQUOTE> Joy for the guys who were about to be on the receiving end of that serenade --Rett [ 07-03-2001: Message edited by: CMplayer ] Link to comment Share on other sites More sharing options...
aka_tom_w Posted July 3, 2001 Share Posted July 3, 2001 <BLOCKQUOTE>quote:</font><HR>Originally posted by Kurtz: But how is a tank supposed to know which units are no threat to its existence? A AT-team can be identified as "Infantry?" and most German squads carry Panzerfausts which makes them AT-teams. The Fog of War makes most enemies a potential threat.<HR></BLOCKQUOTE> Very Good Point! An unknown (Fog of War creaping in here) infantry unit within 200 meters of your AVF should be considered a credible threat, many types of infantry in this game carry AT weapons, and at 200 meters a buttoned tank should be wary of ANY unknown infantry types, hell you know they just "could be" a REAL threat like a 'zook, piat or 'shreck, but at 200 meters through vision slit on a buttoned tank (because you have NO infantry support nearby) that tank "should" consider that unknown infantry unit a threat. OK scenario "B": Thanks to the borg like miracle of absolute spotting, if some other infantry unit positively ID's the enemy unit in question then you as the player may can ticked that the AFV in question still reacts as though that infantry maybe a potential threat, BUT the crew of that AFV (still buttoned) should not know they have been identified as non-threatening by other friends, so the tank crew does not know (and should not Know, until you tell it) that the "unknown" infantry 200 meters out does not represent a threat and so the Tac AI acts as though it is a threat. This is not such a bad system. It used to be MUCH worse, it works pretty well now actually, IMHO. I think the current system punishes bad tactics and rewards players using good tactics, ( i.e. over laping fields of fire, tanks with wingmen close by, tanks supported with infantry out in front, effective use of art and smoke, that kind of thing) -tom w Link to comment Share on other sites More sharing options...
CMplayer Posted July 3, 2001 Author Share Posted July 3, 2001 <BLOCKQUOTE>quote:</font><HR>Originally posted by aka_tom_w: An unknown (Fog of War creaping in here) infantry unit within 200 meters of your AVF should be considered a credible threat, <HR></BLOCKQUOTE> That reminds me of the first time I played Chance Encounter on the demo. My stug kept targetting a zook at about 150 meters and I kept retargetting since I 'knew' from playing CC that a bazooka was useless at more than 80m. Next turn that stug was lit up by guess who. That was the first of many rough surprises... --Rett [ 07-03-2001: Message edited by: CMplayer ] Link to comment Share on other sites More sharing options...
Dirtweasle Posted July 4, 2001 Share Posted July 4, 2001 <BLOCKQUOTE>quote:</font><HR>Originally posted by Kurtz: But how is a tank supposed to know which units are no threat to its existence? A AT-team can be identified as "Infantry?" and most German squads carry Panzerfausts which makes them AT-teams. The Fog of War makes most enemies a potential threat.<HR></BLOCKQUOTE> Exactly. It has to be realistic. So if the "target of opportunity" is *NOT* a threat, and you have given an order to area fire the firing unit ought to continue it's mission. Say the firing unit (oh lets say it's a StuH Assult gun) is 500 meters away from a treeline, and is blasting away on your manual order. Now, an unknown AFV creeps into view, and whatever the current CM method of detection occurs, well the StuH ought to react, maybe it turns it's facing and backs off, whatever it currently is supposed to do in CM in this situation. Now lets say some infantry comes into view, the StuH ought to keep area firing. This seem rather realistic to me. Link to comment Share on other sites More sharing options...
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