gibsonm Posted January 14, 2011 Share Posted January 14, 2011 I don’t think so, but why not run a test and see for yourself. 0 Quote Link to comment Share on other sites More sharing options...
Calibration Posted January 14, 2011 Share Posted January 14, 2011 I could run a test with CMSF as you have advised people to do on many occasions And I do intend to give it a go. Whether such a test would be relevant to CM:BN, however, is entirely unclear to me. Anyway, I can envisage "local" rules being required to avoid exploitation of this feature. 0 Quote Link to comment Share on other sites More sharing options...
stoex Posted January 14, 2011 Share Posted January 14, 2011 The answer is similar to your suspicion, Calibration: In CMSF, knocked out vehicles block fire for friendlies and enemies alike. Live vehicles only block enemy fire (that is, if they are well enough armored to block it as opposed to going BOOM). 0 Quote Link to comment Share on other sites More sharing options...
Calibration Posted January 14, 2011 Share Posted January 14, 2011 The answer is similar to your suspicion, Calibration: In CMSF, knocked out vehicles block fire for friendlies and enemies alike. Live vehicles only block enemy fire (that is, if they are well enough armored to block it as opposed to going BOOM). Ah, ok. Thanks. 0 Quote Link to comment Share on other sites More sharing options...
gibsonm Posted January 14, 2011 Share Posted January 14, 2011 I could run a test with CMSF as you have advised people to do on many occasions And I do intend to give it a go. Whether such a test would be relevant to CM:BN, however, is entirely unclear to me. Anyway, I can envisage "local" rules being required to avoid exploitation of this feature. Well because we aren’t allowed to tell you regarding CM:BN, running your own test in CM:SF and extrapolating is your best way forward. 0 Quote Link to comment Share on other sites More sharing options...
GSX Posted January 14, 2011 Share Posted January 14, 2011 Well because we aren’t allowed to tell you regarding CM:BN, running your own test in CM:SF and extrapolating is your best way forward. I imagine then it won't vary significantly from CMSF? 0 Quote Link to comment Share on other sites More sharing options...
gibsonm Posted January 14, 2011 Share Posted January 14, 2011 To quote Francis Urquhart: “You might well think that. I couldn't possibly comment.“ However just like some things in CMAK were similar to but different from CBMO because of the passing of time, implementation of changes, better computing power the same applies in the evolution of: CM:SF -> CM:A -> CM:BN 0 Quote Link to comment Share on other sites More sharing options...
Pvt. Ryan Posted January 15, 2011 Share Posted January 15, 2011 What gibsonm is saying is he doesn't want to screw up his DNA, because then he would be a mutant. Also, he can't divulge information unless BFC allows him to. Play the CMSF demo and you will be that much more prepared for CMBN. 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted January 15, 2011 Share Posted January 15, 2011 What gibsonm is saying is he doesn't want to screw up his DNA, because then he would be a mutant. You mean he isn't??? Michael 0 Quote Link to comment Share on other sites More sharing options...
Gen. J-sun Posted January 17, 2011 Share Posted January 17, 2011 I haven't read all the replies however when I want to gauge LOS at a point I place a move order to the action spot the start a target order from that spot. This provides a somewhat decent reading of what to expect. 0 Quote Link to comment Share on other sites More sharing options...
Battlefront.com Posted January 17, 2011 Share Posted January 17, 2011 Apparently, the Tac-AI programming to have realistic own side shot blocking is a rather steep hill to climb. Yes, exactly. Originally we had the TacAI treat vehicles, both dead and alive, the same way. Specifically that friendly fire was never blocked, enemy fire was always blocked. The problem with this is there was a gamey exploitation where you could hide behind one of your knocked out vehicles and freely engage the enemy while they could not freely engage you (unless the rounds went through or around the dead vehicle). So we had two choices: 1. Block enemy shots against live vehicles 2. Do not block shots for live or dead vehicles Overall #1 is the better way to go, so that's what we implemented. The problem here is, as Dan/California correctly stated, is the amount of freedom of action the TacAI would need in order to successfully shoot around friendly units is massive and cascading. We could spend months programming the best logic possible and players would ask us to remove it immediately. That's how much confidence we have in our ability to fix this problem. It's not really a technical problem so much as it is yanking control away from the player and potentially exposing the unit to a worse situation or disrupt a larger plan for something unimportant. Best to leave it as it is Steve 0 Quote Link to comment Share on other sites More sharing options...
scottie Posted January 17, 2011 Share Posted January 17, 2011 Confused. unit can shoot through friendly live vehicles ? unit can shoot through friendly dead vehicles ? unit cannot shoot through enemy live vehicles ? (i.e it hits). unit can shoot through enemy dead vehicles ? 0 Quote Link to comment Share on other sites More sharing options...
joethejet Posted January 19, 2011 Author Share Posted January 19, 2011 I haven't read all the replies however when I want to gauge LOS at a point I place a move order to the action spot the start a target order from that spot. This provides a somewhat decent reading of what to expect. Sounds like a good way to approximate sight, but it sure is nice in TOP to be able to actually know from a spot what your LOS is with one quick look. 0 Quote Link to comment Share on other sites More sharing options...
sand digger Posted January 20, 2011 Share Posted January 20, 2011 Playing the CM:SF demo sounds like a good idea, I do agree with joe that the sort of LOS tool he describes would be good but knowing BF you would expect something that works reasonably well anyway. 0 Quote Link to comment Share on other sites More sharing options...
stoex Posted January 20, 2011 Share Posted January 20, 2011 scottie, units cannot shoot through any dead vehicles, friendly or enemy. they can shoot over and under them, beside them etc. But if the projectile's path intersects a dead vehicle, it will hit that vehicle. On the other hand, units can shoot through friendly live vehicles. Units cannot shoot through enemy live vehicles, they hit them instead . 0 Quote Link to comment Share on other sites More sharing options...
scottie Posted January 20, 2011 Share Posted January 20, 2011 scottie, units cannot shoot through any dead vehicles, friendly or enemy. they can shoot over and under them, beside them etc. But if the projectile's path intersects a dead vehicle, it will hit that vehicle. On the other hand, units can shoot through friendly live vehicles. Units cannot shoot through enemy live vehicles, they hit them instead . Thank you for the response , was a tad confused. 0 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.