Return Fire in Enemy's Turn
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Return Fire in Enemy's Turn
Anyone know if anything governs or affects a unit's ability to return fire in the enemy's turn, such as unused action points or unused shots from their own turn? Or is it purely a random chance if they can return fire or not?
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I suspect the chance to kill element is the factor which makes op fire happen less.
We might get better results if we eliminate this condition.
Why? Because if you manage to hit the attacker (even without killing), it can still lower the attacker's morale or suppress him despite being a bigger tank.
We might get better results if we eliminate this condition.
Why? Because if you manage to hit the attacker (even without killing), it can still lower the attacker's morale or suppress him despite being a bigger tank.
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I tend to use Suppression Fire as a real unit would use Reconnaissance by Fire. I shoot the square and hope to hear enemy infantry yelling. In RL, Recon by Fire attempts to get the enemy to move about, fire back, panic, or in some other way reveal their presence.pipfromslitherine wrote:If you lay down fire you burn all your shots. Suppression doesn't affect the ability for the enemy to fire back until they are suppressed.
Cheers
Pip
I'm not sure when the audio is triggered, but if a unit doesn't yell before reaching the suppression threshold, using Suppression Fire as Reconnaissance by Fire is not as effective. It would be nice (more realistic?) if there was a chance for a unit to trigger audio when hit by fire even before taking enough damage to be suppressed.
It would also be nice if a unit did not have to use its entire ammo load out for the turn when "suppressing" a square. Again, if using Suppression Fire as Recon by Fire, a unit in RL would only fire a portion of their rounds, not empty clip after clip into a potentially empty square.
Despite these minor complaints, I love the game and what the crew at Slitherine has accomplished. Great job.
I'm with SailingGuy. Recon by fire is next to useless. You have to be lucky and kill a soldier to get any information and at same time you reveal your own unit.
Also thinking that one burst uses up all ones ammo is a bit to much. I think you should have two suppression fire opportunities as well. Maybe if the chance was higher to get some info by the firing you should only get one shot since otherwise it might get too powerfull instead.
Also thinking that one burst uses up all ones ammo is a bit to much. I think you should have two suppression fire opportunities as well. Maybe if the chance was higher to get some info by the firing you should only get one shot since otherwise it might get too powerfull instead.
Well, it's for the situations when you don't know but suspect (recon by fire).
If it's spotted I can get up and fire twice allready and it's indeed powerfull and a good way to suppress it.
I mean, why can I do it when I know it's there but not when I don't?
But the main question for me, and I guess for SailingGuy was that there should be a higher chance of reveal a hidding unit by fire blind into a building or wood.
If it's spotted I can get up and fire twice allready and it's indeed powerfull and a good way to suppress it.
I mean, why can I do it when I know it's there but not when I don't?
But the main question for me, and I guess for SailingGuy was that there should be a higher chance of reveal a hidding unit by fire blind into a building or wood.
I think a small pop-up should have been displayed each time a man from an infantry is killed, etc. That way, you still know when you HIT something that's hidden, even if your volume was turned way down 


Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Lol, I play with sound off!! No wonder I have been caught in ambushes so many times
I will have to recon more now with the sound ON.
I agree, something really needs to be tweaked regards the shoot&scoot "tactic". As it stands now, especially with the faster Allied tanks, you can fast forward, fire a couple shots - maybe get lucky but suppress anyways, then retreat to cover - repeat ad nauseum for several turns. Even if you have stationary tanks on overwatch, they may fire a shot or two depending on range/facing etc, but the results do not compare to shooting & scooting so the player is forced to use the same tactic himself. The battle then becomes a repetitive game of cat and mouse. I think a partial solution is to make AFVs who fast move and fire to have an even lower hit chance and more importantly do considerably less suppression. In addition, make 'hunting' more attractive by perhaps increasing the hit chance slightly and the consequent 'opfire' opportunity.

I agree, something really needs to be tweaked regards the shoot&scoot "tactic". As it stands now, especially with the faster Allied tanks, you can fast forward, fire a couple shots - maybe get lucky but suppress anyways, then retreat to cover - repeat ad nauseum for several turns. Even if you have stationary tanks on overwatch, they may fire a shot or two depending on range/facing etc, but the results do not compare to shooting & scooting so the player is forced to use the same tactic himself. The battle then becomes a repetitive game of cat and mouse. I think a partial solution is to make AFVs who fast move and fire to have an even lower hit chance and more importantly do considerably less suppression. In addition, make 'hunting' more attractive by perhaps increasing the hit chance slightly and the consequent 'opfire' opportunity.
Moving already has a chance to hit penalty. Are you suggesting a heavier accuracy penalty?
I guess we don't notice this because while moving you lessen the range which results into better accuracy.
Hunt is useful but it prevents you from doing shoot and scoot which can lead to the unit's death in the next turn.
I still think making opfire more frequent will be a good counter to shoot and scoot.
I guess we don't notice this because while moving you lessen the range which results into better accuracy.
Hunt is useful but it prevents you from doing shoot and scoot which can lead to the unit's death in the next turn.
I still think making opfire more frequent will be a good counter to shoot and scoot.
I have to agree with Zonso on this one...unless there's a tactic i haven't thought of i believe that the allies have too much movement allowance...while it may reflect accurately historically it makes playing as the germans almost impossible in MP. (Actually i guess i'm speaking specifically about the hellcats)
my .02 cents,
DW
my .02 cents,
DW