IronMikeGolf
Posts: 899
Joined: 3/19/2010 Status: offline
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Yeah, your units will start shooting a minute or two after they spot the enemy and he's in range. So, if they spot him at 3500 meters (useful max range in this game for the TOW missile), they start engaging when the enemy is at 2500-3000 meters. When Soviet tanks close to 2000 meters or less, they get waaaay more lethal. Your tanks can shoot a lot of rounds (and kill a lot of tanks) in the 500-1000 meter distance you give up if LOS is only as far as your max effective range. And on the ground, this sort of delay between "spotting" and opening fire happens. When defending, you don't have a whole platoon or company peering through sights watching the engagement area all the time. There's always something more to do to prep for the impending attack, so only part of the unit is scanning. So, some gunner see's the first few tanks come into view and he's telling folks. Jim-Bob gotta get back in his turret 'cause he's taking a leak, etc. Gotta let the old man know, too. When you open, you want everyone shooting and you want to be sure everyone shooting a different target, etc. Sure, there's tanker candles out there for TRPs and everybody has a sector. But the enemy gets a vote on your plan and you can count on needing to call an audible before opening. All that stuff takes time and the game engine feels about right to me.
< Message edited by Iron Mike Golf -- 12/9/2014 6:47:41 AM >
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Jeff Sua Sponte
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