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Posted: Mon Jun 07, 2010 10:52 pm
by pipfromslitherine
I'm sure you're being careful, but it adds a variable which just complicates things. It also alters the user experience which is a part of what we want to gauge.
Very cool that you are getting into the scripting so easily though - and without any real documentation!
Cheers
Pip
Posted: Tue Jun 08, 2010 12:29 am
by Obsolete
In the DDay scenario, I captured all victory points, yet was not awarded for the mini-quest.
Posted: Tue Jun 08, 2010 12:54 am
by Obsolete
In the Normandy2 scenario, one of the mini-quests is to kill FIVE tanks in just 3 turns.
Are you SURE on this? It's the most luck-induced quest if there ever was one. There isn't even enough time to really let strategy work here for you.
Just for an example, the tanks don't even show up until turn #2, and then my 17 pounder could NEVER hit, or penetrate the damn panzer armour. No matter on defense or offense.
I'll try this scenario again, but it seems you're leaving things up to pure luck here, and that's not good for players who want STRATEGY to mater.
Posted: Tue Jun 08, 2010 2:08 am
by Obsolete
Ambushes are lacking a couple fundamental principles. Time and time and time again I'll have units who are sitting in wait.. waiting to ambush. And finally my opponents come RAMBLING around the corner. And what happens?
Seems the accuracy of my units more often then not just turns to utter shit and I can't hit a damn barn. Yet my opponent, who has just been SURPRISED, and been jumped on... who is in utter shock and shouldn't even have a clear picture yet of what just hit him or is going on, seems to always have top quality accuracy (at least far better than mine) and blasts me to hell. And his units are the ones in movement!
Over and over, one scenario to the next. This simply can not happen. You run into an ambush, no way is your accuracy better then you opponents. Hell, you usually don't even know where the damn guy is except if you were lucky and saw the muzzle flash. There still isn't any harsh penalties for getting ambushed, and as is it doesn't seem to make sense. Anyone who rumbles around corners like that better have a lot of armour thickness, because they will get their ass rammed to the wall.
Wittmann tried that once, rambling around corners in a city with his Tiger during Normandy, and he was forced to bail out. Doesn't matter what you have, getting ambushed should be very costly & painful. The second time he got ambushed, that was the end of 007.
That's it!
Posted: Tue Jun 08, 2010 4:27 am
by pomakli
Obsolete wrote:I kept code simple and in one method while using seperet variables just to be sure there were no conflicts.
Now I know why I always lost all the MP games against you!
Manipulater!!

Posted: Tue Jun 08, 2010 8:05 am
by IainMcNeil
The point is any change could have unforseen results - we really prefer you not to change scripts at all for testing. Feel free to have fun after release but not for now. Thanks!
Posted: Tue Jun 08, 2010 4:09 pm
by Obsolete
I understand taking a second, and third shot at a unit increases accuracy, but when that unit MOVES between shots, this doesn't make sense anymore.
Also, just a reminder to allow users to PURSUE victory after they have killed all units. It seems I am often robbed short of my 4-star victories because I end up killing all the enemy before I can finish the other objectives.
Posted: Tue Jun 08, 2010 4:25 pm
by IainMcNeil
You get a penalty for shooting at a moving target so overall it balances out roughly.
On the Achievemnts its a case by case fix for this so we need to deal with each one you find separately.
Posted: Tue Jun 08, 2010 4:53 pm
by Obsolete
It was the Normandy5 scenario. The last objective had a Puma there, and so I killed it naturally, where upon the map closed down since all enemy units were destroyed.
Posted: Wed Jun 09, 2010 12:34 am
by Obsolete
Shouldn't rain cause a decrease in vision?
Posted: Wed Jun 09, 2010 12:41 am
by Obsolete
There really needs to be a damage roll applied to cargo. Here's a typical non-sense scenario..
AI sends a loaded transport barreling down toward my sherman.
Sherman takes his defensive shot, and nails the transport blowing it up to hell.
Infantry, miraculously decides to dis-embark from blown-up transport?
Infantry, so much as doesn't even have a single loss, or even a scratch?
Infantry advances toward my Sherman (same turn)... and still (somehow) is allowed to attack?!
Infantry attacks, and kills Sherman!??????
???????
My I ask, why on earth should our Sherman bother defensive firing at transports in the first place, since this does nothing. It's the cargo that's the danger!
Anyone who is riding in a half-track or truck that gets hit by a 75mm would be damn lucky to be alive.
Ingame feedback from: Obsolete
Posted: Wed Jun 09, 2010 12:49 am
by Obsolete
In normandy6 the miniquest has a typo "destroy a german tank[s] in 3 turns."
Posted: Wed Jun 09, 2010 8:45 am
by IainMcNeil
The reason we have not done anything about offloading units being damaged is that the AI could be heavily penalised by this. It could make missions too easy. We have made it so units cannot fire if they were on a destroyed vehicle now to avoid the worst case issues. I understand the logic for what you are saying but unless the AI deals with it, which it doesn't at the moment, it would be game breaking.
On Ambuhsing this is a tricky one. If the other unit is in hunt mode they are not coming in to an ambush, they are sneaking round the corner. You'll still get off the first shot but when they return fore they'll be firing with the same chance to hit as you. If we make ambushes more powerful it will make attacking almost impossible, especially for the AI.
Posted: Wed Jun 09, 2010 2:02 pm
by Obsolete
In the normandy4 scenario 'Tiger Ambush' things start off weird. There are 3 tigers already facing some allied units. That means the allied player can't even react or he is dead. Is this intentional?
What really is surprising, to me, is that the tiger farthest away from the cromwell, in fact gives me double the accuracy on hitting it than the other 2 tigers. Even after checking the distance, that tiger further back is indeed farther way, but my accuracy against it is so much better than vs the other two. Something is being calculated wrong in the algorithm.

Posted: Wed Jun 09, 2010 2:23 pm
by IainMcNeil
Thanks - it does look odd. I'll have to ask Phil to check.
Posted: Wed Jun 09, 2010 3:43 pm
by pipfromslitherine
I will look, but my guess would be that it is because it is the direction that you are already facing (i.e. you don't have to bring to bear before you can fire).
I'll look at the scripting to check
Pip
Posted: Wed Jun 09, 2010 4:03 pm
by pipfromslitherine
It's because that Tiger is on the road, with a much lower cover rating, and thus easier to see and hit.
Cheers
Pip
Ingame feedback from: Obsolete
Posted: Wed Jun 09, 2010 4:17 pm
by Obsolete
One of the settings options is for showing blood. But to be honest, I don't ever remember seeing any blood?
Re: Ingame feedback from: Obsolete
Posted: Wed Jun 09, 2010 4:57 pm
by pomakli
Obsolete wrote:One of the settings options is for showing blood. But to be honest, I don't ever remember seeing any blood?
My option is also showing blood, but never saw!

Posted: Wed Jun 09, 2010 4:58 pm
by Obsolete
pipfromslitherine wrote:I will look, but my guess would be that it is because it is the direction that you are already facing (i.e. you don't have to bring to bear before you can fire).
I'll look at the scripting to check
Pip
I have never experienced turret facing to affect accuracy (on my phasing turns), only reaction speed. The roads vs open plains accuracy is indeed something that I don't think anyone was aware of. Good to know now for the future.