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Questions and feedback in regards to Theatre of War


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I've run into tanks that won't die way too often.

In TOW2, little Stuarts take endless 75mm hits, all penetrating, and it would seem it would kill the driver and rip the legs of the guys in the turret, but noooo.. It keeps on, all guns blazing. And don't feed me that "APCR has no explosives, blah, blah", well, if you get a sharp lump of steel in your head - you die, or at best will be rendered combat ineffective. Oh, yeah, I've encountered the same problem with HEAT rounds.

After some lucky penetrations, they tend to catch fire. :)

The game rocks, that's for certain. But the Kursk demo is worrying me. New bugs pop up every time I play it.

Micromanaging?

I use the "waypoint" function, that saves me some micromanaging-hassle.

So I'm not the only one to notice the occasional tank that won't die. Correct me if I'm wrong but the armor values of a tank that you are hitting show the level to which the armor is pierced. I've only noticed this once; but the armor values reset themselves on one of the tanks that would not die.

I do use waypoints when I want to time an assault. What would be nice to see is an option to set turret facing with each leg of the waypoints. Perhaps instead of that wish it would be better to wish for the gun facing to be aimed forward to coincide with the movement direction.

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I just know the tank is hit when the shot goes clear through the entire vehicle.

Yeah, and the penetration decals.

You can visually tell what is a deflection.

When I have three Panzer IV F2s firing on a Stuart (including some short-barreled ones firing at random targets), I don't need to select the ammo with highest velocity or hardest core.

Anything but HE would suffice.

But it brings my piss to a boil when the AI won't do what they are told, and as a consequence DIES. It's happening all too often, and the "don't move" button is merely a nice idea. Almost like world peace.

I've decided that the Kursk demo is not worth playing anymore. I will wait for the product I have pre-ordered with my hard-earned money. :)

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1 MORE QUESTION How do you reassign 1 soldier to a different command? I had this issue in Theatre of War Africa. If most of a squad gets wiped out in squad "A" I'd like to assign it to squad "B". I thought there was a button to reassign to another unit (H), but it didn't appear to work correctly. The way I checked this was by double clicking the leader to see who was included in his squad. It didn't appear possible to add onto a squad.

An easy way to do that would be to assign the same group number to both the squad and the lonely trooper that you want to attach to the group (Ctrl + number to define a new group - just select the number you assigned on the keyboard to select the group again)

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An easy way to do that would be to assign the same group number to both the squad and the lonely trooper that you want to attach to the group (Ctrl + number to define a new group - just select the number you assigned on the keyboard to select the group again)

I have made use of the group function as it helps split up the troops.

However I believe there is association between morale and being within the command radius of the troop's designated officer.

Since there is a lot of attrition in the battle I'd like to be able to reassign seperated troops to different commanding officers.

The benefit I'm thinking would be in giving you a more war ready unit. To have troops abandon their post at the crucial moment can be disasterous. There might be other benefit's such as in using the leader's scouting ability but I'm not sure.

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In regard t ogun facing(turret) if you aim at the ground in the direction you want to face, then cancel the command the gun will turn and face where you want, at least temperarily, and if you time it correctly you will not shoot the ground, unless you want too

That is an interesting work around. I wonder if this could be done while moving the tank?

I really do think there should be a defined way of keeping the turret facing forward when you are on the move.

The PERFECT spot to put this command would be within the Hold Position command. Infantry and vehicles share the same Hold Position sub commands. However it doesn't do the tanks much good to run in short spurts or Crawl. Since you already can command the tank to Hold Position why not go just one more step to hold facing as well? For tanks have it to where the Crawl (or even better change the name to Turret Forward) would refer to locking the turret position. (Anyone reading this?)

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If you order your tank to MOVE (not the default ASSAULT by right-clicking), i mean select your tank, left-click the move button, right-click on the ground, it will park it's gun. The only exceptions are no gunner in the tank, no ammo for weapons in turret, turret weapons are all broken and gunner panic.

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SOLVED I'm not really clear with infantrymen whether there is more benefit for each member to have scouting skills or if these skills are better passed down from the squad leader. Otherwise I understand how this would work within a vehicle.

It's important to have scouting skills for tank commander (if there is no commander, for example the tank is T-34, gunner is a commander), this will improve target detection for commander and gunner FOVs only. FOVs of other crewmen are not affected and their scouting skills don't work while they are in tank.

SOLVED http://www.battlefront.com/community/showthread.php?t=90881 I have tried blasting a hole in the minefield but haven't had any success yet. I haven't tried having my infantry clear the minefield but I will. This will take some trial and error but there is a way.

You need a powerful explosion(s). Off-map artillery should work.

OPEN I might be wrong but the road seems to have the same movement speed as dirt.

First number is speed modifier, second is immobilization probability. Tracked vehicles:

SpeedGround 0.9

SpeedAsphalt 1.0

SpeedSand 0.8

SpeedSandroad 1.0

SpeedSnow 0.7

SpeedSnowroad 1.0

SpeedField 0.8

SpeedTillage 0.6

SpeedGrass 0.9

SpeedClay 0.9

SpeedROCK 0.9

SpeedWATER 0.5 0.01

SpeedSKY 1.0

SpeedSTEEL 1.0

SpeedBRICK 1.0

SpeedCONCRETE 1.0

SpeedWOOD 1.0

SpeedEQUIPMENT 1.0

SpeedGASOLINE 1.0

SpeedBODY 1.0

SpeedGLASS 1.0

SpeedLOAM 1.0

SpeedFABRIC 1.0

SpeedSTONE 1.0

SpeedBOARD 1.0

SpeedSWAMP 0.5 0.005

Wheeled vehicles:

SpeedGround 0.8

SpeedAsphalt 1.0

SpeedSand 0.7

SpeedSandroad 1.0

SpeedSnow 0.5

SpeedSnowroad 1.0

SpeedField 0.6

SpeedTillage 0.4 0.01

SpeedGrass 0.7

SpeedClay 0.7

SpeedROCK 0.7 0.01

SpeedWATER 0.3 0.05

SpeedSKY 1.0

SpeedSTEEL 1.0

SpeedBRICK 1.0

SpeedCONCRETE 1.0

SpeedWOOD 1.0

SpeedEQUIPMENT 1.0

SpeedGASOLINE 1.0

SpeedBODY 1.0

SpeedGLASS 1.0

SpeedLOAM 1.0

SpeedFABRIC 1.0

SpeedSTONE 1.0

SpeedBOARD 1.0

SpeedSWAMP 0.3 0.05

There are separate tables for halftracks and men.

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If you order your tank to MOVE (not the default ASSAULT by right-clicking), i mean select your tank, left-click the move button, right-click on the ground, it will park it's gun. The only exceptions are no gunner in the tank, no ammo for weapons in turret, turret weapons are all broken and gunner panic.

Thank you so much for making this distrinction. Here I thought movement was the right click. This might make a world of difference.

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It's important to have scouting skills for tank commander (if there is no commander, for example the tank is T-34, gunner is a commander), this will improve target detection for commander and gunner FOVs only. FOVs of other crewmen are not affected and their scouting skills don't work while they are in tank.

You need a powerful explosion(s). Off-map artillery should work.

First number is speed modifier, second is immobilization probability. Tracked vehicles:

SpeedGround 0.9

SpeedAsphalt 1.0

SpeedSand 0.8

SpeedSandroad 1.0

SpeedSnow 0.7

SpeedSnowroad 1.0

SpeedField 0.8

SpeedTillage 0.6

SpeedGrass 0.9

SpeedClay 0.9

SpeedROCK 0.9

SpeedWATER 0.5 0.01

SpeedSKY 1.0

SpeedSTEEL 1.0

SpeedBRICK 1.0

SpeedCONCRETE 1.0

SpeedWOOD 1.0

SpeedEQUIPMENT 1.0

SpeedGASOLINE 1.0

SpeedBODY 1.0

SpeedGLASS 1.0

SpeedLOAM 1.0

SpeedFABRIC 1.0

SpeedSTONE 1.0

SpeedBOARD 1.0

SpeedSWAMP 0.5 0.005

Wheeled vehicles:

SpeedGround 0.8

SpeedAsphalt 1.0

SpeedSand 0.7

SpeedSandroad 1.0

SpeedSnow 0.5

SpeedSnowroad 1.0

SpeedField 0.6

SpeedTillage 0.4 0.01

SpeedGrass 0.7

SpeedClay 0.7

SpeedROCK 0.7 0.01

SpeedWATER 0.3 0.05

SpeedSKY 1.0

SpeedSTEEL 1.0

SpeedBRICK 1.0

SpeedCONCRETE 1.0

SpeedWOOD 1.0

SpeedEQUIPMENT 1.0

SpeedGASOLINE 1.0

SpeedBODY 1.0

SpeedGLASS 1.0

SpeedLOAM 1.0

SpeedFABRIC 1.0

SpeedSTONE 1.0

SpeedBOARD 1.0

SpeedSWAMP 0.3 0.05

There are separate tables for halftracks and men.

Thank you for further clarifying the use of scouting skills in vehicles. You have stated that in tanks without a commander that scouting is necessary for the gunner. Would that also apply to tanks with a commander to both gunners?

I will keep what you have said in mind for minefields with off map artillery support. Additionally I believe I did not have luck with my infantry removing mines because their stance was sneak and not necessarily crawling. I had much better luck when I set their stance to crawl to clear out the minefield.

Thank you also for clarifying the rate of speed as modified by type of terrain.

The game will be much less frustrating to now know many things that I did not in the beginning.

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  • 2 weeks later...

Hello,

With regards scouting:

I have noticed in the game there are infantry squads and of course recon vehicles whose intended role is scouting, the infantry squad even sports the name "Scouts".

I have tried out a few games in the Kursk battle generator to see if there was any difference between regular soldiers and scouts with regards their skills.

The result was that there was no difference at all. The men had no scouting skill at all.

Would it be possible in the full version of the Kursk game to make it standard for recon vehicle crews and dedicated scout squads to have some scouting skill from the very beginning?

Is there a way of modding the data files myself to make this appear in my games if it is not wanted in the mainstream version?

Generally speaking, infantry and light vehicles do not last very many missions and do not get much of a chance to gain this skill in the field. While such skills are honed on the battlefield they should be there in some measure to begin with.

By including the scouting skill from the very beginning this would reflect their off map prior training, specialisation and aptitude.

What do you think?

Alan

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Hello,

With regards scouting:

I have noticed in the game there are infantry squads and of course recon vehicles whose intended role is scouting, the infantry squad even sports the name "Scouts".

I have tried out a few games in the Kursk battle generator to see if there was any difference between regular soldiers and scouts with regards their skills.

The result was that there was no difference at all. The men had no scouting skill at all.

Would it be possible in the full version of the Kursk game to make it standard for recon vehicle crews and dedicated scout squads to have some scouting skill from the very beginning?

Is there a way of modding the data files myself to make this appear in my games if it is not wanted in the mainstream version?

Generally speaking, infantry and light vehicles do not last very many missions and do not get much of a chance to gain this skill in the field. While such skills are honed on the battlefield they should be there in some measure to begin with.

By including the scouting skill from the very beginning this would reflect their off map prior training, specialisation and aptitude.

What do you think?

Alan

You would have my vote.

The 1st time I took the "scout" vehicles out for a test drive in the German scenario they were riddled ineffective within seconds. Since then I do not buy "scout" vehicles unless there is no other option.

The SDKFZ 232 historically had another benefit other than it's scouting role in this game and that was radio communications. It doesn't appear either benefit appears in this game.

It would be very nice to have some slight edge which made it practical to put scout units on the battlefield. Someone might suggest speed is their benefit; but I didn't see any good opportunities to put this in practice.

A slight spotting advantage would go a long ways towards making scouts effective.

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Hello,

I did as recommended and the leader of the scout squad had scouting ability listed, but not his other soldiers.

This applied to all squads of any type, so the scout squad had no advantage over any other type of squad, it was really a half squad of ordinary soldiers.

Alan

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In regard to turret.. the tanks react to threats.. so if I do not waqnt my tank to move, the best wya to move the turret only is to aim at the ground in the area u want to attack.. then cancel the attack and hopw it does not react to the treat in another area...

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In regard to turret.. the tanks react to threats.. so if I do not waqnt my tank to move, the best wya to move the turret only is to aim at the ground in the area u want to attack.. then cancel the attack and hopw it does not react to the treat in another area...

The Defend order should keep the turret aimed in the correct direction.

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notsure why.. If I have the tank set to defend.. and it reacts to a threat will it not turn to face the threat?

Yes, it will. I believe the "defend" command is more of a "rotate" button for vehicles/AT guns - That's how i've always used it.

However, if you order it not to engage targets it will not fire or turn the turret. (haven't played in a while, but i believe this was how it worked..)

Same goes with the movement command - If they are left on "free mode" they will engage at will, and if you order them to attack a visible target without having LOS, they will move until they are capable of targetting it.

Whereas if you've told them not to move and then order them to attack a target when they haven't got LOS, they will not do anything unless the target moves and is able to be hit from the current location.

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I find it funny too that the tanks drive around with their turrets pointing in the last direction they looked in instead of returning to the 12 o'clock position.

Sometimes your tank arrives at its destination with its turret facing backwards or sidewards unless you do something to correct it.

To correct this you have to order each tank to face its 12 o'clock position before driving off. This detracts from the fun.

Hope this gets fixed in the final version.

AL

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personally I would prefer a settingthat controls the direction of the turret ndipendantly of other commands ie a new feature.. patch request at this point though as hopefully they are in mod to release this puppy today or tommorrow, or Friday..

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I find it funny too that the tanks drive around with their turrets pointing in the last direction they looked in instead of returning to the 12 o'clock position.

Sometimes your tank arrives at its destination with its turret facing backwards or sidewards unless you do something to correct it.

To correct this you have to order each tank to face its 12 o'clock position before driving off. This detracts from the fun.

Hope this gets fixed in the final version.

AL

with the "move" command, the tank or armored car will align automatically its gun at 12 (but it's a bit risky since he won't fire ).

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with the "move" command, the tank or armored car will align automatically its gun at 12 (but it's a bit risky since he won't fire ).

Great tip thanks, I always use the mouse to point and click and this of course defaults to the storm command.

I think I will try a quick game using the move command instead and see how it goes.

Thanks again.

Alan

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