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Small but irritating bug.


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When a MMG team is given a deploy weapon order while adjacent to a low stone wall they set up behind the wall instead of on top of it. Thus giving themselves a an excellent view of the wall and nothing else. This not huge, but if its easy to fix it would be nice. There are a Lot of low stone walls in Syria, and even more in Normandy. :)

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Another USMC MMG bug: MMG deployed in midair, hanging over a cliff whilst the men operating it were up on the plateau. The cliff was to their left as they faced the target. This limited the floating MMG's field of fire somewhat. (Although, it DID fire.)

Savegame available (USMC v1.10).

Regards,

Ken

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When a MMG team is given a deploy weapon order while adjacent to a low stone wall they set up behind the wall instead of on top of it. Thus giving themselves a an excellent view of the wall and nothing else. This not huge, but if its easy to fix it would be nice. There are a Lot of low stone walls in Syria, and even more in Normandy. :)

Confirmed. I brought up this very issue on the beta board six hours before your post!

Unfortunately, this implies that it is perhaps too late to see this improved in 1.11. But experience tells never to underestimate The Charles.

Speaking of deploying, I am not too happy with it either way. It has the faint smell of too much micromanaging about it.

Best regards,

Thomm

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Speaking of deploying, I am not too happy with it either way. It has the faint smell of too much micromanaging about it.

It doesn't bother me too much since you can stack a deploy command on top of move orders. Run here, get up the stairs, face east and setup the gun is about as complex as possible a move you can think of, yet it works fine.

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I suppose just because you can 'deploy' your mmg doesn't necessarily mean you should. Whether in the game or in real life some positions are just not going to be suitable for a full tripod setup. In real life you probably wouldn't be able to balance a tripod mmg on too many crumbly stone fences. You'd either have to find a sturdier perch or a clearer field of fire, or you'd have to settle for using the bipod when against the wall. :rolleyes:

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something I've had trouble with is this: I can't seem to rotate vehicles while they are covering an arc.

Example: when I want to make a tank move somewhere while using a covered arc, then when it gets there rotate its front towards the covered arc's center to giive it optimal protection, it will accept the "face" command, but it won't execute it. instead it will sit there with the purple "face" line sticking out of its side towards the middle of the covered arc. I have to remove the covered arc to get it to rotate on the spot.

Aside from the fact that I find this behaviour mildly unrealistic, I would find it a very useful thing for vehicles to be able to do :).

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  • 2 weeks later...

Agreed on the vehicle face. It is a target command, vice a movement command, so only one target command can be active per waypoint. I don't see a fix other than swapping FACE to a movement.

(Or, SLOW move the vehicle to the next Action Point in the direction you want it to face. I know, that's rarely possible, and when it is, the new pathfinding in v1.10 may result in self-destructive behavior.)

Buy, um, none of this has to do with machineguns. ;)

Ken

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Ken, I have tried to move vehicles a small distance in the direction I want them to face, but it doesn't satisfactorily solve the problem...pathfinding problems more or less ruin that, particularly in dense terrain. It can work out in the open, though.

I play in RT so I can circumvent the issue by heavy micromanagement, but when I'm moving a lot of vehicles to new covering positions I know I'm going to forget to do this at some point, so giving the orders I find I have to make the choice whether it's more dangerous to forget the target arc or to expose the sides of my Brads/tanks...:D This has become a classic save/reload situation for me, as particularly not setting target arcs can leave vehicles more or less blind to "obvious" threats.

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