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Hit Probability


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Do users have any control of the hit probabilities (hp) in the game? I find that not only does the engine greatly underestimate hp's but the entire shape of the curve (hp as a function of distance) is wrong. Further, there seems to be no (or very little) differentiation amoung weapons--with the hp's for a FLAK 36 being within a couple of percentage points of those of a PAK 36 out to 1200m (crewed by units with the same experience). It makes very little sense to me to try to include leadership effects and crew experience levels as modifiers to hp's but then lump all weapons systems together. Gees, I only find a 7% difference between an 88 and an ATR at 850m!

While I like alot of things about the game, it is a poor way to model armor engagements in the desert (tanks constantly firing on the run even at range, terrible target selection algorithm, god-awful routing algorithm that causes tanks to pull back in a curved path until their flank or rear aspect is displayed).

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Originally posted by Wald:

... While I like alot of things about the game, it is a poor way to model armor engagements in the desert (tanks constantly firing on the run even at range, terrible target selection algorithm, god-awful routing algorithm that causes tanks to pull back in a curved path until their flank or rear aspect is displayed).

Have you used the covered arcs option? By pressing 'c' for cover for all targets, and 'v' for cover for armoured targets, you can set the range of engagement and angle you want a unit to cover. I like to get my platoons of tanks looking in slighty staggered directions to the left and right to get better use from formations. Cover arcs work for all units except conscripts and out of command greens- a welcome addition since the original combat mission game, in my opinion.

As for the reversing away stupidly business, I agree- but then again I'm not having 88mm rounds fired at me from a Tiger tank, so I ain't panicking quite the same! ;)

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