
Ingame feedback from: Obsolete
Moderators: Slitherine Core, BA Moderators
Ingame feedback from: Obsolete
It still buthers me that units lose movement in sneak mode just because tehy spot something, even if they aren't shot at. This leaves my units stuck out in the open when I had them ordered to move into closed terrain.
Ingame feedback from: Obsolete
Now that we can't zoom out very far, it's impossible to tell where Mortars are attack from a lot of the time. Perahps a marker should be added.
Re: Ingame feedback from: Obsolete
[quote="Obsolete"]Now that we can't zoom out very far.[quote]
I noticed that too!

I noticed that too!
Ingame feedback from: Obsolete
IN the bluge8 scenario, I killed 1 puma, and am awarded already for killing 10 enemy units in just 1 turn. Hmmm!
Ingame feedback from: Obsolete
These new attack stats are pretty rediculous. Pump now advances head-on toward Jumbo, and then fires upon face-plating. Are you kidding me!? Scout-cars attacking heavy-tanks with decent odds now? this makes no sense at all.
furthermore, the strategy of different armour on tanks now has almost been thrown right out the window, another good element that's gone. also, the whole feeling of tigerphobia is also thrown out the window now. no more adrenaline rushes, just a "ho ho, easier to hit target now, let's finish so we can go to bed".
And as stated before, it feels more like an arcade game than some realism wargame.
furthermore, the strategy of different armour on tanks now has almost been thrown right out the window, another good element that's gone. also, the whole feeling of tigerphobia is also thrown out the window now. no more adrenaline rushes, just a "ho ho, easier to hit target now, let's finish so we can go to bed".
And as stated before, it feels more like an arcade game than some realism wargame.
There are some more issues I don't understand with this attack statistics. For example, why is it the Tiger I has significantly lower attack ratings than the King, when both tanks use the exact same 88 armament?

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
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pipfromslitherine
- Site Admin

- Posts: 9934
- Joined: Wed Mar 23, 2005 10:35 pm
Ingame feedback from: Obsolete
quite a few times now I've had Pumas shoot opportunity fire at me whiel having less than 50 morale.
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IainMcNeil
- Site Admin

- Posts: 13558
- Joined: Fri Apr 01, 2005 10:19 am
The tank combats were too predictable. It was impossible to penetrate frontal armour of a Panzer IV with a Sherman at all but point blank range. This just was not teh case in reality. At ranges where they could hit each other both were able to penetrate the armour. Armour is still hugely important but you do have a chance to penetrate in places you didn't and things that used to be 100% guaranteed are now high but not 100%. It adds a bit more uncertainty which is much more realistic. I've found the results to be very realistic but if you give examples of situatiosn where you diagree then we'll look in to them. It is different to what it was before but give it a chance and I think you'll find it works very well.
Suppressed tanks are now allowed 1 shot, but have little chance to hit. This means you cannot treat a suppressed King Tiger without respect.
The King Tiger has 128mm not 88mm gun.
On the first bug we really need to know exactly where that tile is viewable. If you can describe where in the scenario it is that woudl be useful. Ideally run teh game in debug mode so we can see teh exact coorddinates. to do this go to My Docs\BBCBA\user.txt and add the line "DEBUGMODE 1" without the quotes.
You're not supposed to see enemy mortars attacking unless tehy are on a tile in LOS when they fire.
On the building face bug can you explain exactly where int eh mission you saw it - as aboev a debug coordinate would be useful.
Suppressed tanks are now allowed 1 shot, but have little chance to hit. This means you cannot treat a suppressed King Tiger without respect.
The King Tiger has 128mm not 88mm gun.
On the first bug we really need to know exactly where that tile is viewable. If you can describe where in the scenario it is that woudl be useful. Ideally run teh game in debug mode so we can see teh exact coorddinates. to do this go to My Docs\BBCBA\user.txt and add the line "DEBUGMODE 1" without the quotes.
You're not supposed to see enemy mortars attacking unless tehy are on a tile in LOS when they fire.
On the building face bug can you explain exactly where int eh mission you saw it - as aboev a debug coordinate would be useful.
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IainMcNeil
- Site Admin

- Posts: 13558
- Joined: Fri Apr 01, 2005 10:19 am
Ingame feedback from: Obsolete
ON Bulge5, we get the ending message "we have survived" twice...
The house with missing wall in Bulge6, is at 33,50.
My positioned tank (who can shoot through trees) in the Bulge7 shot, is located at 38,25.
This problem also occurs elsewhere in other maps.
My positioned tank (who can shoot through trees) in the Bulge7 shot, is located at 38,25.
This problem also occurs elsewhere in other maps.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
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pipfromslitherine
- Site Admin

- Posts: 9934
- Joined: Wed Mar 23, 2005 10:35 pm
Thanks for the tips. One thing - it's obvious from the screenshots that you are playing with altered scripts. It's really important that you don't do that when testing the core game. It's possible that some bugs might be down to tweaks you make. I have faith in you, but it just keeps things simpler
.
I'll check out the LOS issues you note.
Thanks!
Pip
I'll check out the LOS issues you note.
Thanks!
Pip






