Page 17 of 24
Ingame feedback from: Obsolete
Posted: Fri Jun 25, 2010 3:57 am
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.
Ingame feedback from: Obsolete
Posted: Fri Jun 25, 2010 4:05 am
by Obsolete
I whittled a unit down to 0 APs, and yet he still retreats over a wreck and bulldozes it? Hmm!
Posted: Fri Jun 25, 2010 4:06 am
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
Posted: Fri Jun 25, 2010 4:27 am
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.
Posted: Fri Jun 25, 2010 8:45 am
by IainMcNeil
Artillery units include an fixed guns like mortars, AT guns and heavy machine guns. Might be best to rename them as support?
Posted: Fri Jun 25, 2010 9:03 am
by Obsolete
Hmm, maybe 'Stationary' ?
Himmm...
Posted: Fri Jun 25, 2010 9:05 am
by pomakli
Mortars and AT guns as artillery, but heavy machine guns....??

but..
Posted: Fri Jun 25, 2010 9:06 am
by pomakli
Obsolete wrote:Hmm, maybe 'Stationary' ?
but they are transportable!!
Then support!

Posted: Fri Jun 25, 2010 1:39 pm
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.
Posted: Fri Jun 25, 2010 2:48 pm
by IainMcNeil
He may have had a 1% chance to hit and got lucky. Thats war unfortunately

Posted: Fri Jun 25, 2010 2:55 pm
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.
Posted: Sat Jun 26, 2010 2:01 am
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.
Posted: Sun Jun 27, 2010 12:08 am
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?

Ingame feedback from: Obsolete
Posted: Sun Jun 27, 2010 1:44 am
by Obsolete
Why do units surrender when seperated by bocage?
Posted: Sun Jun 27, 2010 2:30 am
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?

So you can see the effect, but not the mortar? If so that is very odd. The tile looks visible too.
Pip
Ingame feedback from: Obsolete
Posted: Sun Jun 27, 2010 2:45 am
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?
Posted: Sun Jun 27, 2010 2:53 am
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.
Ingame feedback from: Obsolete
Posted: Sun Jun 27, 2010 8:44 am
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.
�
Re: Ingame feedback from: Obsolete
Posted: Sun Jun 27, 2010 4:53 pm
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
Re: Ingame feedback from: Obsolete
Posted: Sun Jun 27, 2010 4:55 pm
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