Tiger Ambush (Normandy Camp.)

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Obsolete
Lieutenant Colonel - Panther D
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Tiger Ambush (Normandy Camp.)

Post by Obsolete »

I just finished this scenario, and it was one of my favourites so far, though a little too easy I thought. Especially since a couple others have been much tuffer so far (at least I thought).

I do have two questions so far to bring up. First of all, how does armour facing work with the Archers? These tanks drive backwards, so is the armour plating opposite the main gun, or is it still the same as a regular tank? The text description seem ambiguous on this matter.

Secondly, the black&white borderlines. I understand there should be limits on where you can move off the map, but it does pain me how enemy units could keep ambushing and slaughtering me from behind those imaginary lines, yet I could not ever target these same units? If I can see them shouldn't I be able to hit them also?

No fair!
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Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
adherbal
The Artistocrats
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Post by adherbal »

Secondly, the black&white borderlines. I understand there should be limits on where you can move off the map, but it does pain me how enemy units could keep ambushing and slaughtering me from behind those imaginary lines, yet I could not ever target these same units? If I can see them shouldn't I be able to hit them also?
@Pip: They are not ment to be able to fire when outside map borders, right? I deployed AI units like this in almost every scenario to be called as reinforcements. It seemed like a safer method than "spawning" the units because this would allow the player to block some of them (by occupying the spawn tile). But obviously they shouldn't be able to fire, or react to enemy units in any way when not inside map borders.
Obsolete
Lieutenant Colonel - Panther D
Lieutenant Colonel - Panther D
Posts: 1203
Joined: Thu May 06, 2010 5:25 pm

Post by Obsolete »

I see. Well I am definitely against the old way of spawning (particularly at edges of maps) in past PG games. Nothing worse than totally clearing a large section of a map in PGIII, and then having suddenly an enemy AI unit pop up, right next to your HERO SCOUT, one who has a range of 8 vision, and immediately kills it. LOL.

That shouldn't ever happen. SSI dropped the ball there, and should have included a spawn radius at least. But that was near the end of the days, with Ubisoft at the reigns so such things were to be expected.

Back to the Archers, I know they had up to 60 mm armour, but despite common sense tells me this SHOULD be placed on the firing side, the game itself seems to do the opposite when I use the movement function for armour facing. It faces the Assault Gun in the opposite direction. Hmmm. I am still quite confused here, and I'm sure others will be as well.
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
pipfromslitherine
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Post by pipfromslitherine »

The bugs with the enemy attacking you from the safety of the border should be fixed in the next version :).

Archers are indeed totally backwards IIRC - but they move forwards, with the gun facing backwards. They are an abberation!

Cheers

Pip
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