Ingame feedback from: Obsolete

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Obsolete
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Ingame feedback from: Obsolete

Post by Obsolete »

I whish the Los #1 hotkey would extend out fully for all units. often it drops short.
Obsolete
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Ingame feedback from: Obsolete

Post by Obsolete »

Hmm, it appears that Ai units don't have any problem seeing full distance during night-time?
Obsolete
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Ingame feedback from: Obsolete

Post by Obsolete »

In Normandy9, i was not given a message for killing 15 units in 5 turns which is a mini-quest.
Obsolete
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Ingame feedback from: Obsolete

Post by Obsolete »

My USA trucks have absolutely no vision at all during night time?
pipfromslitherine
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Post by pipfromslitherine »

That was a bug which was fixed - basically units with very poor range won't end up with zero any more!

Hmmm - we'll have to check that the AI is also suffering vision penalties on the night missions. They certainly should.

Cheers

Pip
pipfromslitherine
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Post by pipfromslitherine »

Obsolete wrote:I did ask before about having some sort of R.I.P. list or dossier of units killed in battle... I mimick of a log book would be perfect. However, it was mentioned the addition of an extra menu may be too completed.

HOWEVER, the final score list does in fact keep track of units killed on both sides. This menu is already in place, but only is available at the completion of scenarios. It would be nice to bring up this score-board at any time during the game. It would go a long way for keeping track of things during play.
I'm still going to squeeze this onto my todo list.

Cheers

Pip
pipfromslitherine
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Re: Ingame feedback from: Obsolete

Post by pipfromslitherine »

Obsolete wrote:Found quite an abusive exploit. The simple process of loading a unit and then unloading him gains 2 mps. One can do this indefinitely to gain many extra mps.
I'll get this sorted on Monday - good catch!

Cheers

Pip
Obsolete
Lieutenant Colonel - Panther D
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Ingame feedback from: Obsolete

Post by Obsolete »

Yup, in normandy9 i was not awarded a miniquest at all for killing the 15 units in the first 5 turns.
Obsolete
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Ingame feedback from: Obsolete

Post by Obsolete »

Why is it some buildings in FoW have a question mark over then, and others do not?
Obsolete
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Post by Obsolete »

Hmmm - we'll have to check that the AI is also suffering vision penalties on the night missions. They certainly should.
It seems sometimes they do, then other times they may not. I fired out of vision range, and then got fired back on. Well, I suppose my muzzle flash could give me away, so that's a logical arguement there, but then later on I moved into position (hadn't fired yet), and already they took a shot at me despite I SHOULD have been clearly out of vision range at night.

Hmm, maybe certain units just have too long a vision during night.

We should maybe get a night-time scenario for online play to analyze this a bit more (for both sides) to be sure. If you want, I can try to get around to developing a balanced one, just perhaps we could make it an official (Bonus Pack). The scenario editor allows you to set for night-time?

BTW, shouldn't heavy rain also add a penalty to sight?
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Obsolete
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Post by Obsolete »

Also, an issue that comes up time to time for a couple betas at least now, is that often I'll see the text for AMBUSH pop up, despite a normal ambush is clearly not what's happening. I'm still not sure what triggers this, but sometimes it might be mis-interpreting the kind of battle that's going on.
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Obsolete
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Post by Obsolete »

One other glitch that's been around for a while. When doing bombardments, often the "Unit Destroyed" text gets duplicated. I guess this happens if the same tile gets hit more than once by a shell?

It seems the "Surpressed" message also gets duplicated.
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Obsolete
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Post by Obsolete »

I noticed on the purchase menu, etc. that non-armoured units still show the armour icon next to the attack ratings. I suggest these units instead display the Man-COUNT in place.
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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 »

Obsolete wrote:Also, an issue that comes up time to time for a couple betas at least now, is that often I'll see the text for AMBUSH pop up, despite a normal ambush is clearly not what's happening. I'm still not sure what triggers this, but sometimes it might be mis-interpreting the kind of battle that's going on.
I think that they are firing from cover and are not visible to the enemy, even though they aren't actually 'hiding' in the usual sense?

Cheers

Pip
Obsolete
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Post by Obsolete »

I do not believe tanks get any cover bonus (unless on a hill). Yet when bombarding cities with tanks often I'll see Ambush pop up now and then. Not sure what's going on in that case.
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 »

Ah - you can also ambush when just out of LOS range, even if not in cover. So if you have longer range than the enemy sighting, it will act in that way.

Pip
Obsolete
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Ingame feedback from: Obsolete

Post by Obsolete »

I'm curious why the Jumbo has a weaker attack than even the weak 75mm shermans. possibly because the extra armour affects efficiency?
Obsolete
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Ingame feedback from: Obsolete

Post by Obsolete »

I noticed when I send in my pbem turn, often for a brielf half-second the positions of the units on my board appear back to where they were at the start of my turn. I guess it's just an aesthetics glitch.
Obsolete
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Ingame feedback from: Obsolete

Post by Obsolete »

I dont know if I have some bad luck with reactions sometimes. for example, it's not that uncommon to have a stug with its ass facing my sherman at only 2 hexes or so away, and despite it shoots at another sherman, my sherman facing its ass doesnt even take a shot.

Bad rolls?
pipfromslitherine
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Post by pipfromslitherine »

I can't recall whether the beta you have has the updated reaction logic or not. I'm guessing not, as now units are a lot more reactive. There shouldn't be any randomness in whether the unit takes a shot or not.

Cheers

Pip
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