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Armor/infantry only arcs?


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I'm sure this has been brought up before, but now that we're back in WW2 armor only arcs are REALLY needed for those hidden AT guns we'll be having and tanks themselves.

I don't think I ever played a game in CMBB where I DIDN'T use that feature.

Infantry only would be nice too, but is nowhere near as crucial.

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With pure AT units in CMSF I haven't seen much cases where they fired at infantry, but the Syrian infantry squads with RPG's could be very frustrating even when you ordered them to fire at an AFV, often some bloke with a rifle would give away the position before the RPG could aim and fire.

I just hope in CM:BN the AT-guns have good fire discipline without a specialised covered arc.

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AT guns firing on infantry and giving it position away is a bad thing...should already be fixed by differend cover-arcs.

Maybe giving a small cover arc to the AT gun could work, this way they may be see as much as without any command and still dont target a single soldier...

Problem is, the tank drives into a "bad" position during replay (WEGO) you have no chance to let your AT gun open up.

The AT gun in the demo scenario was firing on my infantry and giving away its position while my tanks still were at the buildings where they were positioned from start on.

If it stayed quiet it could have killed a sherman or two but that way i killed it wil MG and HE fire from my tanks.

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well it was the same in CMSF(this will be a new running gag) :D , RPG teams, ATGM teams and tanks and whatnot opening up on a single spotted troop. nothing wrong with it in theory but if you cant at all stop it to ambush something in the middle of a turn, this asset becomes pretty useless and/or it forces you to a highly unrealistic and gamey setup of the asset to make sure it wont happen.

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problem is, when they hide they see sh** :P

and without borg spotting your AT gun "needs" to spot and not hide.

If you want your gun crew to stay "up" and spotting, but not fire at ANYTHING, then you can simply give it a very short cover arc (20m or whatever).

The problem with not having some sort of "fire on armor only" function comes in when you want to have your AT asset (haven't played the demo yet, so I'm speaking from experience with ATGMs in CMSF) covering an opening, say, 500m away. Ideally, you want to set a cover arc so that it will focus its attention on this area (among other things, setting an arc gives spotting bonuses since the unit is presumed to be focusing on this area). Then, if enemy infantry rather than an AFV pops up in this area, the AT asset is likely to fire on the infantry. This is not usually what you want.

As noted, the problem is worse in WEGO, since you can't just unhide/remove the cover arc whenever you please.

We'll see. This issue has been a problem for me occasionally in CMSF. I do think that the best solution would be some sort of Cover Armor Arc. Hopefully, we'll see this eventually.

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well it was the same in CMSF(this will be a new running gag) :D , RPG teams, ATGM teams and tanks and whatnot opening up on a single spotted troop. nothing wrong with it in theory but if you cant at all stop it to ambush something in the middle of a turn, this asset becomes pretty useless and/or it forces you to a highly unrealistic and gamey setup of the asset to make sure it wont happen.

ATGM teams behave OK, they generally only open up on vehicles.

Also, I never had problems with Allied AT teams with Javelins.

The Syrian units with RPG's is another story however.

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Yankeedog

As noted, the problem is worse in WEGO, since you can't just unhide/remove the cover arc whenever you please.

i have to say i did play only WEGO, so either i had no problem or i had big problem. to set something straight is easy at second 0 and 60 of a turn(orders phase) but from second 1 to 59 you cant do anything about it, and a short cover arc may have a vehicle pass through the field of fire of the asset and nothing happens as you have given a short cover arc to keep the asset from giving away its position. but i dont need to explain this here, you will verry well know.

a cover armor arc will fix this easy with simplicity and style.

erik;

i can remember as if it was yesterday. AT-14 unmasking for a shot on a scout team in the first RED on RED campain made by paper tiger. forgott the name of the mission, but it only had infantry special forces for the player side.

also the short ranged max 1000-1200 meters ATGM(was it AT-5´s Spigott?) where notorious for unmasking for a shot at lousy infantry. belive me i play A LOT of RED on RED and this always left a bitter taste in my mouth.

i really dont know about javelin, i barely played blue in the end.

LemoN;

short cover arc...or worse, hide. thats all you can do.

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erik;

i can remember as if it was yesterday. AT-14 unmasking for a shot on a scout team in the first RED on RED campain made by paper tiger. forgott the name of the mission, but it only had infantry special forces for the player side.

also the short ranged max 1000-1200 meters ATGM(was it AT-5´s Spigott?) where notorious for unmasking for a shot at lousy infantry. belive me i play A LOT of RED on RED and this always left a bitter taste in my mouth.

Yes, it can be very different in different conditions.

In CMA I was recently complaining that the AI opened up much too early with its RPG, so spoiling any decent chance of a to hit, and the next weekend some Mujahiddeen were placing hit after hit on my vehicles with RPG's from a mountain top 800 metres away.

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LemoN;

short cover arc...or worse, hide. thats all you can do.

I was more referring to the zooks in the infantry sections.

I really really REALLY don't want them to stop firing when there's infantry attacking them but I don't want them to waste all their zooka rounds before the first tank comes into sight...

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AT guns firing on infantry and giving it position away is a bad thing...should already be fixed by differend cover-arcs.

Maybe giving a small cover arc to the AT gun could work, this way they may be see as much as without any command and still dont target a single soldier...

Problem is, the tank drives into a "bad" position during replay (WEGO) you have no chance to let your AT gun open up.

The AT gun in the demo scenario was firing on my infantry and giving away its position while my tanks still were at the buildings where they were positioned from start on.

If it stayed quiet it could have killed a sherman or two but that way i killed it wil MG and HE fire from my tanks.

Ya that works. Still annoying... sometimes in a QB I'd want an AT gun to fire as soon as it spots a target... other times I'd want it to wait (in which case I'd use a small arc right in front).

Lemon try the "target light" command (Y by default if you're using alternate hotkeys)... They *should* only use rifles, smgs, and grenades then.

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