Ingame feedback from: Obsolete

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Obsolete
Lieutenant Colonel - Panther D
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Ingame feedback from: Obsolete

Post by Obsolete »

Mortar units is still weird. I'll see where the unit is firing from, despite they are out of vision range. I don't think that is by design? If so, then they should be SPOTTED.
Obsolete
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Ingame feedback from: Obsolete

Post by Obsolete »

I whittled a unit down to 0 APs, and yet he still retreats over a wreck and bulldozes it? Hmm!
pipfromslitherine
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Post by pipfromslitherine »

I'm not sure what you mean - that there should be some text that pops up?

Waypoints aren't going to happen (at least for the initial release). Just no time - and quite a power-user feature it feels. Sadly we have to prioritise.

Thanks

Pip
Obsolete
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Post by Obsolete »

pipfromslitherine wrote:I'm not sure what you mean - that there should be some text that pops up?


Pip
If I can see exactly where a Mortar unit is firing from, then I should at least get a SPOTTED text pop-up. And that unit should remain SPOTTED during my turn. This is why I believe it is a bug, especially since I can see enemy mortar units firing against me when they are so far away from my units that I shouldn't see where they are coming from.
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
IainMcNeil
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Post by IainMcNeil »

Artillery units include an fixed guns like mortars, AT guns and heavy machine guns. Might be best to rename them as support?
Obsolete
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Post by Obsolete »

Hmm, maybe 'Stationary' ?
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
pomakli
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Himmm...

Post by pomakli »

Mortars and AT guns as artillery, but heavy machine guns....??

:?
pomakli
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but..

Post by pomakli »

Obsolete wrote:Hmm, maybe 'Stationary' ?
but they are transportable!!

:?

Then support!

:P
Obsolete
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Post by Obsolete »

Had an online game where a Panzer III opened up attack on me as I was moving in. He shoots when I am at a distance of 4, and kills a direct hit. Perhaps the hit was a lucky shot, but from all my other trials PzIIIs wait until a range of II when facing frontal of an M3 & Crusader.

Maybe I still don't understand these mechanics well.
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Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
IainMcNeil
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Post by IainMcNeil »

He may have had a 1% chance to hit and got lucky. Thats war unfortunately :)
Obsolete
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Post by Obsolete »

As I understand it, there is no random roll during this decision to fire, so it still doesn't make sense to me why I got fired on at twice the range that the PZ is supposed to open at. I wasn't on a road and sneaking doesn't make a difference in this particular heads-up battle, so either there is something else I misssed in the mechanics or something is off. I'll keep an eye on it in the meantime.
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 »

During the replayer in the Normandy scenario, I spotted movement along a diagonal from one tree to a tree next to it. I should not have seen anything, since the unit was not spotted. I guessed correctly it was a scout and exactly where it was during my turnset. Looks like some more care should be taken to not expose this on diagonals.

Maybe it's a rare bug, not sure. I"ll keep a closer watch from now 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 »

Here is the Mortar problem I was talking about. By shifting my camera during the replayer, I can see the plumes of smoke to indicate exactly where the mortar is. Yet, he SHOULD be far past the vision range of my units. So why exactly am I able to see this?

Image
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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Ingame feedback from: Obsolete

Post by Obsolete »

Why do units surrender when seperated by bocage?
pipfromslitherine
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Post by pipfromslitherine »

Obsolete wrote:Here is the Mortar problem I was talking about. By shifting my camera during the replayer, I can see the plumes of smoke to indicate exactly where the mortar is. Yet, he SHOULD be far past the vision range of my units. So why exactly am I able to see this?

Image
So you can see the effect, but not the mortar? If so that is very odd. The tile looks visible too.

Pip
Obsolete
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Ingame feedback from: Obsolete

Post by Obsolete »

If I attack a tile with stucks and FWs, aren't they supposed to attack the closest target if there are non in that tile?
Obsolete
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Post by Obsolete »

So you can see the effect, but not the mortar? If so that is very odd. The tile looks visible too.

I can see the mortar (and effect) only during the replayer. On my turn it's all invisible again. I shouldn't be allowed to have seen it at all as I understand it.
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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Ingame feedback from: Obsolete

Post by Obsolete »

Often I can shoot down diagonals (corners) and often I can not. I am not wsure why this random issue happens. Maybe some terrain borders allow it while others do not but I'm not so sure I see consistancy in this.
pipfromslitherine
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Re: Ingame feedback from: Obsolete

Post by pipfromslitherine »

Obsolete wrote:If I attack a tile with stucks and FWs, aren't they supposed to attack the closest target if there are non in that tile?
Only up to a few tiles away - it's to deal with small movements, but it won't just go search for anything on the map.

Cheers

Pip
pipfromslitherine
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Re: Ingame feedback from: Obsolete

Post by pipfromslitherine »

Obsolete wrote:Often I can shoot down diagonals (corners) and often I can not. I am not wsure why this random issue happens. Maybe some terrain borders allow it while others do not but I'm not so sure I see consistancy in this.
The logic is fairly complex, but generally it should err on the side of being able to fire. You are correct that some things block and others do not - we have made this more consistent in the next version. If you see any specific cases where it just seems to be wrong, then a screen would be the ideal way to show it.

Cheers

Pip
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