ComradeP
Posts: 7192
Joined: 9/17/2009 Status: offline
|
How is visibility at night supposed to work? Currently, units with thermals or night vision goggles can't spot anything beyond 500 meters in the second scenario of the School Teacher campaign, but when another friendly unit spots something, the enemy unit can suddenly be attacked. How does this mechanic work? I'm stumbling into Soviet positions, and the Panzergrenadiere are very vulnerable in a firefight with an enemy equipped with ATGM's at close range. After a unit is spotted, other units can suddenly fire on them as well. The performance of the German artillery has its ups and downs, it's not remotely as lethal as the US artillery was in the Grogheads contest 2.03 version, and that's fine for difficult terrain but Soviet units in the clear also often take no to low losses. Tanks being a bit better protected is one thing, but it's difficult to deal with the large Soviet infantry units without some sort of reliable average (in terms of casualties caused by artillery) to plan with. It might be difficult to code, but units with a hasty move order not stopping when facing light resistance would also help. At the moment, my tank companies are often stopped by a single Gremlin team that they fail to destroy. Some sort of hint as to where enemy reinforcements would come from (what edge/side of the map) would also be appreciated. Both in the first scenario and this one, I've had to restart (in the second case after several hours) because the enemy warped reinforcements in on top of my spearhead. The sudden change in visibility for dawn sadly resulted in one of my companies getting mauled by 30 T-64BV's that were invisible to them before. I guess that dawn is supposed to take place in an entire orders cycle, hence the sudden increase in visibility instead of a gradual increase. The hints for when dawn or dusk will arrive seem precise, but they're not: it dawned at 04:20, instead of 05:02. That's a bit cheesy. Overall, I still like what looks like a reduction in artillery effectiveness, but several improvements to how movement works for hasty moves would be nice.
< Message edited by ComradeP -- 2/21/2014 3:08:03 PM >
_____________________________
SSG tester WitE Alpha tester Panzer Corps Beta tester Unity of Command scenario designer
|