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Posted: Sat Jul 31, 2010 9:01 pm
by Obsolete
I did a look in the world-builder, and things for axis are far worse than I thought. For example, lets look at the infantry soft-target breakdown. Axis get only 2 engineers, 1 MG, and 1 infantry.
The allies get the same counters, but ON TOP of this they get an extra mortar AND bren carrier, as well as an extra infantry AND bren carrier again. A total of 4 extra units on this small map. No wonder it's such a tuff hill to climb for axis. Then throw in the extra AA for allies as well and you see how silly this map still is.
Oh, did I even mention how Allies even get first-turn initiative? Or that they get the best terrain, and are the only ones with fortifications (quite a few of them), and get more hills?
Seems someone has really tried hard to screw the axis over here as much as possible. Hmmmm....
Now I know that if Rommel could win many battles against the odds, then so should we. But we are talking about playability here, and if both players are anywhere near optimal, the end is going to be pretty much a foregone conclusion here.
Posted: Sun Aug 01, 2010 4:02 am
by Obsolete
Seems there is an older bug back, or maybe it wasn't fixed to begin with. I moved my Puma at high speed and then killed a target. I had about 14 APs left, and just then got promoted to elite vet status. The problem, is once again my unit became instantly stuck on the tile despite I had APs left.
Posted: Mon Aug 02, 2010 2:00 am
by pipfromslitherine
OK - finally found it. New bug that only showed up with a few specific units like the Puma. We'll get it fixed. Thanks!
Cheers
Pip
Posted: Mon Aug 02, 2010 2:02 am
by Obsolete
I had taken a shot of it, but I noticed if I wait too long before pasting into photoshop the image gets lost. I should have used F2 but old habbits die hard with me.
Posted: Mon Aug 02, 2010 4:53 am
by Obsolete
Hmm, the only thing I really have a problem with in this game is how support fire still works. Often it behaves terrible. For example, when an enemy is firing, it often waits until the second shot before returning fire. Well by then it's often too late, since the second is always the most dangerous. It particularly annoys me when the enemy is sitting at 50 or 51 morale, and my unit still doesn't add support fire until say the second shot has gone off.
&@#($^^#
Hopefully we can add a mechanism to alter the sensitivity from say 0% to 100% for units. In fact, to really make support fire satisfactory, I feel it would have to be re-written from the ground up. I have yet to see it work decent in any game, except when only supporting artillery is involved.
Posted: Mon Aug 02, 2010 5:00 am
by junk2drive
Supporting arty reminded me of OBTSFR. One thing I didn't like about OB was the puzzle aspect of the battles. BA has a bit of puzzle to the battles but not so much to drive you nuts trying to beat a level within the allotted turns.
Put the 3D models of OB into BA and wow.
Posted: Tue Aug 03, 2010 6:29 am
by Obsolete
Tanks cannot look/shoot through hedges, but inf can.
This must be a bug, since I can often do exactly that. Maybe not look through, but I can attack infantry directly over the other side of it.
Posted: Tue Aug 03, 2010 10:32 am
by IainMcNeil
If the infantry are spotted the tank can shoot through but at corners it probably is not possible to shot through.
Posted: Tue Aug 03, 2010 7:17 pm
by Obsolete
I am curious how long is it expected for the user-id stats on the website to update with the status from the pbem server. i.e. games played, etc.
Posted: Tue Aug 03, 2010 7:41 pm
by pipfromslitherine
Should be almost instant. We're not set up with all the stats we'd like to have, ran out of time trying to work out cool stats that couldn't be abused. So initially it will only track SP games, times you've started up the game, etc.
We're aiming for more MP stats, and especially as and when we get tournaments going. But we also want to be sure that people who don't want competitive play can generate some interesting stats too.
Cheers
Pip