Bivoj_MatrixForum
Posts: 46
Joined: 12/13/2010 Status: offline
|
quote:
ORIGINAL: Veitikka It's true that reattaching cancels all waypoints, to avoid further issues, but if the unit is not 'detached' (the red square) then there's no need to reattach it, because it's already attached. The unit resumes movement with the formation as soon as the next waypoint is reached, without an extra delay. Does it mean, that as soon as the "active" platoon units reach the waypoint (leaving the "confused" fellows behind), all the units (including the confused ones) head towards the next waypoint? Or does it mean, that the next waypoint is not "activated" as part of the unit has not reached the current one? I thought the latter is the case, but I am not sure. quote:
ORIGINAL: Veitikka quote:
3) I still miss the standard Combat Mission order "Wait for XX seconds". It is fine to have "paused" orders (I mean holding ctrl and drawing the orders in red), but it still involves unnecessary manual work and micromanagement. Haven't really thought of this option. Perhaps it could use useful... Still, it would require the player to predict how formations and units will behave along the way, and that can be challenging. Probably an exceptional solution in a real-time game. I used it in Combat Mission to delay some units or to make them wait at some location for certain amount of time. It may be useful. quote:
ORIGINAL: Veitikka If you have a single unit selected then you can see the active and transitioning SOP options in the menu and in the unit stats panel. Great - now I know how it works. But still - as I use almost only platoon commands, it would be really handy to see the SOP on command selection as well. It is just confusing, that you select all the SOP options and after a click, all the selection disappears... quote:
ORIGINAL: Veitikka quote:
4.2) The SOP is not persistent - when you assign a new order, the unit instantly forgets what SOP I ordered to them and switch to the dumb default mode, unsuitable for combat (range MAX instead of EFF or NONE if I want to safe ammo AND quick pathfinding instead of cover). SOP ordered by player should not switch to default unless player wants to do so. I don't remember a case where the player units use different range settings than what the player has set. Retreating is an exception. If a unit moves with its formation then it uses the formation pathfind mode. If it moves without the formation then it uses its own pathfind mode. In some cases the mode is overridden, for example when the unit retreats (it automatically uses the 'covered' mode), but there's no 'dumb default' that the units use on their own, ignoring what the player has set. I thought, that I have "lost" the manual SOP after selecting the new orders to a unit. Maybe it is not that bad and for changing orders the SOP persist (I have to test it), but what certainly happened: the unit was the last in a platoon, it was an infantry unit and it just lost its APC vehicle (so the platoon cease to exist). I did issue new order to advance and the infantry squad in question selected (longer) path along the road - I just clicked at its SOP (I could se it, because single unit was selected now) and "default" "quick MAX MAX" etc. was there. The platoon had been given "cover EFF EFF" much earlier manualy by myself. So, maybe the reset to default occurs after the unit is detached from its platoon (or it loses the rest of the platoon as last one remaining). This is still not good, but not as big issue as I thought. quote:
ORIGINAL: Veitikka quote:
4.3) Setting different SOP for different orders os definitely a must. The old Airborne Assault game series had it a years ago. If there is the realistic "command delay" there should be a possibility to plan in advance - advance there in march stance (far from enemy, bridges ahead), advance here in wedge formation and in cover stance (enemy expected). Again, lack of this feature means unnecessary micromanagement and attention, not talking about order delay after you reset the SOP. Ideally yes, there should be advanced options for customizing every waypoint. Great hear! It would be great addition. quote:
ORIGINAL: Veitikka quote:
5) When I order mechanised units to UNLOAD, I have no info about the time, when they execute the order (unlike any other order or stance change), no timer above the units appears. From what I remember, so far nobody has commented the unload time. Currently it's 20 seconds. I mean - I miss the timer above the unit as for any other order delay. If you order "unload" as a waypoint (which is clumsy now), you can see the timer, but if you order unload directly, no timer is visible. quote:
ORIGINAL: Veitikka quote:
6) I cannot manually order covering fire. If I know (or suspect) enemy is in a building, but I have no visibility to it, I cannot do anything about it (sometimes I receive a clue, that something is shooting, but not seen yet, sometimes I could fire to the last location enemy was seen in). The "blind" fire should realistically provide support and pin the enemy, so another unit can advance. In Armored Brigade, I have to sacrifice a unit in order to "discover" the enemy. Even the old Close Combat had manual fire. I've heard that in the old Close Combat games the AI opponent did not use the feature. There have been some ideas how to improve this in AB, for example by making the units automatically fire at the detected muzzle flash locations. However, this would make them waste their ammunition very fast. I can live with AI not using covering fire at all, but I want to have the option to order MY units fire at certain area as covering fire. Ideally (in addition to manual order "fire at area") there should be an option to order "advance with covering fire" to the whole (INF) platoon, so the units alter in move and fire as they advance. quote:
ORIGINAL: Veitikka quote:
7) I do not understand the Victory conditions and the mission briefing provides no info about that. I tried Who can stop the rain? scenario, attacking a Bismarck victory location. I managed to advance at the point and nothing happened, I waited there for 30 game minutes (increasing the ingame speed to superfast) with all my units around, no enemy tried to do anything about that (they did not bother losing victory location at all) and still nothing happened. When I manually ended the scenario, the result was a draw. What? Shall I hunt hidden units around the map? I would expect from attack/defense scenario, that defender is defending key location for some time and he loses after failing to do so; the attacker should win after securing the objective (and maybe after some time - a chance for counterattack). Perhaps the scenario is not properly balanced or designed. Did you play it now or in the past? The recent 'proximity spotting' feature might have changed the scenario balance, because now it is much easier to spot enemies that are firing close to your units. When attacking, if there are not enough victory points then the scenario can end too soon, and can be very difficult. If there are too many points then the scenario can go on for too long. The AI can counterattack, but doesn't do it every time. I played the scenario yesterday. There was still a big issue with seeing enemy units (even tanks) - I believe as intended, because of bad weather. But as I managed to advance at the victory location and kill every enemy in its proximity, the scenario did not end for very long. It would be very annoying to try to find and kill scattered enemy units around the map... Anyway, clear definition of victory conditions in each scenario is a must. To roleplay a little bit: As a commander I had no clue what my superiors want me to do - I managed to secure the area they have told me, but they were not satisfied with the result without telling me any reasons or adjusting the order.
|