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Fortresses and filling the built area void


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Ive been fooling around with maps to see if there is anyway to fill the void for not being able to use buildings and built up areas. IE sucking units down streets and having that monte casino advantage. The game doesn't exactly favour defenders. The following is a few new manipulations. An experiment, not intended for release, but I'm getting closer to having an outnumbered AI totally obliterate a human player with tanks based on defense set ups.

Below is the fortress. I've Channelled streets to prevent tanks from crashing through walls. And I've made some inconspicuous gun ports. Limiting routes. Just some ideas. First pic is a birds eye then I'll zoom in.

fortressnx2.jpg

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3 Paks 75, 50, 50, 1 HMG and 1 infantry squad (heavily armed)vs 2 SU 75, 5 T34, 2 AC, and 4 SMG squads.

First the perimeter. The sand bags help trap bullets, and the cutaway wall offers 45degree bullet protection and some blast. This 5mm pak actually knocked out 3 and T34 2 SU 75, and the HMG downed about 14 infantry. The units were approching from 800 meters clear. Eventually the 2 remaining T34 took out the gun.

perirn9.jpg

perigunnerwe9.jpg

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Once the outer perimeter is breached then the units can go left, right, or center. In the center are long buildings, Tanks hedgehogs, and objects that actually barricade units from going left or right. A pak 75 waits, and the barrels make a good bullet trap without looking conspicuous.

centreqm3.jpg

centfrvs4.jpg

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Yes Niki where did you get those skins? Are they your own work? They look fantastic! We really need some uniform alternate skins to add extra flavour.

For example it would be great to see US troops with those karkhi jackets they wore as well as the standard Olive Drab combat jacket.

I really liked the Fallshirmjaeger skins. They would be excellent for a US or German Normandy/St Lo campaign. Especially if you could get some custom 29th Inf Div skins as well.

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Nikki

I saw your HMG placement. I am currently testing HMG fixed position vs. two russian squads attacking out of a town.

Do you find the HMG survivability better with the team "up-close" to the sandbag emplacement (closest possible) or one-click back as you seem to have them placed in your pic?

Guys, I've run this about a dozen times and I've come to the conclusion that the HMG (especially the German HMG's) are just too damn inaccurate and the incoming rifle fire too accurate.

Upon checking the tables, I find that rifles are coded to be more accurate than the HMG! Didn't the MG-34 and the MG-42 HMG have a 4-power scope?

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The MG 34 at least was dead acurate. You could tke out anything up to 700m without a scope. the MG-42 while less acurate, in a tripod mount it should be accurate enough. Plus, the sheer ammount of rounds it delivered was enough to make up loss accuracy.

You can alter the grouping on the weapon data. If you lower the number, it'll become more accurate.

Cheers...

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Enthusiastic response I wasn't really expecting. I basically bastardized an existing map but I'll upload it if no one complains. It is looking even better now. Cleaned up the roads, and some houses, add burnt out tank hulks to block a road. Little things.

@ Nash, those skins are already in the game. I always go into the campain editor and select skins and customize weapons selection. There is even partisans, I didn't know. Except for the FJ helmets which I made gray.

The tripod MG seems to kill outright as the 5 shots follow through, without wounding or critical injury. But the biggest problem is their survivability. So back a bit from the bags seems to increase survival. I find the kill range and ratio similar to a sniper. But tripod mg's in RL are really very accurate. They don't jump around. Maybe the grouping should be adjusted. What would happen if you increased the burst length with a real wide grouping?

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Originally posted by Nikki Mond:

Enthusiastic response I wasn't really expecting. I basically bastardized an existing map but I'll upload it if no one complains. It is looking even better now. Cleaned up the roads, and some houses, add burnt out tank hulks to block a road. Little things.

@ Nash, those skins are already in the game. I always go into the campain editor and select skins and customize weapons selection. There is even partisans, I didn't know. Except for the FJ helmets which I made gray.

The tripod MG seems to kill outright as the 5 shots follow through, without wounding or critical injury. But the biggest problem is their survivability. So back a bit from the bags seems to increase survival. I find the kill range and ratio similar to a sniper. But tripod mg's in RL are really very accurate. They don't jump around. Maybe the grouping should be adjusted. What would happen if you increased the burst length with a real wide grouping?

There are three things to be considered A) Number of rounds fired in a burst B) AimRadius - This seems to be the actual inherent accuracy of the weapon ie., the one you want to tweak to achieve more hits at range. This is also the one which is tied to the range table. C) Dispersion - This one's a little wierd. It seems similar to AimRadius, but it actually has to do with where succesive shots will spread in a circular area. If you want to put repeated shots on the same exact spot, then make this number very low. However, if the first round strikes off target, then repeated rounds will simply do the same....loosening up dispersion only creates a situation where an off target shot MAY strike a target simply by accident...but to be honest this doesn't seem to happen often (if at all) in the actual game.

Simply making the dispersion really really loose doesn't give you the "spray down" effect you might want in a MG. Especially since the rounds disperse in a circular radius rather than just on the horizontal plane. If you could make them do that, you could probably simulate traversing a line of fire against a skirmish line of infantry.

So it's kind of problematic based on the way the game works. Short version - you can't "strafe" effectively.

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The way MG's should have been programmed was to allow the player to target a "flattened cone" of fire and then the MGer would spread his bursts across that horizontal plane. The smaller the plane, the more rounds would be packed into the target area. The wider arc would give more area of effect with a higher spread across the plane.

Makes sense to me, anyway.

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  • 2 months later...
  • 1 month later...
Fantastic! Yes, ditto, please put it on CMMODs. I agree with some of the chatter here: the game has not been as friendly for defenders as it could be. I proposed a few changes back in a previous post, but this basically gets at the same idea: more defendable towns and positions. http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=68;t=000170

OK I've uploaded the map Fortress. And a battle as a separate download which takes advantage of all the map features. Its on the CMMods site.

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Thank-you!!!! I love you :)

If you can make soemthing like this again but different in some way i might pay u :)

Crazydude thanks! You may want to download the map and battle again. I added a couple more foxholes, objects and some map art. Although its not a significant change to start listing versions. If you plan on using the map and making your own battles it might be worth it.

I corrected the missing halt statement in the end game for the battle so the exit on defeated is cleaner. The new battle correlates to the new map but no change to forces.

CMMods listed the time of the update as about 22:00h EST 20 07 2008. So anyone who grabbed the map/battle before then may want to download it again.

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