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RE: The "infantry problem"

 
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RE: The "infantry problem" - 2/11/2020 10:43:11 PM   
blaa

 

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quote:

ORIGINAL: Veitikka

quote:

ORIGINAL: blaa

When will the engine be updated? What other changes will that bring? First time I heard of that.


The next engine will likely be in a sequel. One reason is that it's practically not possible for us to update all the existing content to be compatible with the new system. There will be announcements in the future.




Will there be more DLC and patches for this one or are you in full sequel mode?

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Post #: 31
RE: The "infantry problem" - 2/12/2020 5:07:16 PM   
Veitikka


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quote:

ORIGINAL: blaa

Will there be more DLC and patches for this one or are you in full sequel mode?


The current engine is still being improved.


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RE: The "infantry problem" - 3/2/2020 8:20:10 PM   
ThunderLizard11

 

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quote:

ORIGINAL: Veitikka

quote:

ORIGINAL: blaa

When will the engine be updated? What other changes will that bring? First time I heard of that.


The next engine will likely be in a sequel. One reason is that it's practically not possible for us to update all the existing content to be compatible with the new system. There will be announcements in the future.



I just bought this one and it's already being replaced?

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Post #: 33
RE: The "infantry problem" - 3/3/2020 6:03:21 AM   
nikolas93TS


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We are just setting up the ground works. Keep in mind this game was released in November 2018, so by the time eventual sequel might out it won't be that "young" anymore.

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Post #: 34
RE: The "infantry problem" - 3/11/2020 11:10:50 AM   
emeg

 

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For that I use the disabling waypoint feature. Also very usefull to create forward operating base (FOB) or entry control point (ECP waypoints for your formations and units in their advance route to chance formations or for the last given SOB instructions before the (final) attack begins.

< Message edited by emeg -- 3/11/2020 11:21:39 AM >


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RE: The "infantry problem" - 4/18/2020 5:23:43 AM   
RooksBailey


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I just came across this "infantry problem" last night. I was really enjoying the little scratch scenario I set up when my infantry started getting plastered by an enemy armor formation. As others have related, it happened to me when my forward units, which I placed at the edge of a town, was spotted by advancing armor. Sure enough, the AI would pick a single infantry unit and pound away at it with every vehicle-mounted MG on the map. Then the AI would cycle to the next spotted infantry unit and blast away at it. It would move on to the next...and so on and so forth, with the cycle repeating over and over until all of my infantry units were broken or destroyed. It was a real immersion breaker to see that type of unrealistically instant coordination by every enemy unit on the map. I sure hope this is addressed in a forthcoming patch because it killed my enjoyment of the game last night.

Other than this issue, I have really been enjoying AB! Looking forward to improvements (to such as the above), as well as more Cold-War-Gone-Hot DLC!

< Message edited by RooksBailey -- 4/18/2020 5:29:15 AM >

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RE: The "infantry problem" - 5/1/2020 2:38:49 PM   
Perturabo


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Does unit size/training impact damage that infantry takes? I was playing around with 25 man minimal training/medium morale units and they tend to be suspiciously durable. Including to iron bombs.

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RE: The "infantry problem" - 5/3/2020 10:20:05 AM   
Veitikka


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quote:

ORIGINAL: Perturabo

Does unit size/training impact damage that infantry takes? I was playing around with 25 man minimal training/medium morale units and they tend to be suspiciously durable. Including to iron bombs.


The infantry unit size does affect the direct fire probability to hit, but I think it has no effect when it comes to indirect fire and bombs. Perhaps it should have, but any adjustments to the current system must be considered carefully and tested thoroughly. I think nobody has really thought of using such huge infantry units.


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Post #: 38
RE: The "infantry problem" - 5/7/2020 9:51:41 AM   
wodin


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To soft infantry is why I gave up playing AB.

Games like Graviteam Tactics, Squad Battles and Combat Mission do a decent job.

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Post #: 39
RE: The "infantry problem" - 6/11/2020 1:30:01 AM   
nikolas93TS


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Current infantry speed is in line with military average. When it comes to sprint standards, with or without 16kg of equipment, 60m in 8sec and 100m in 12sec is both reasonable and essential in combat. Translated to speed, that is anywhere between two and three times faster than current infantry maximum speed.

Maybe, once we are done with spotting rework, we can see how to improve infantry tactical combat. Maybe if infantry unit gets under fire while moving, it can sprint up to two squares, then it will have a slowdown period before it can do it again. The issue is how to implement this without having player micromanaging or having new commands, and how distance to the next waypoint will influence this.

New spotting chance will be increased, but there will be no Borg spotting, but it is too early for me to say how this will influence infantry combat. Maybe some kind of "cowering" will be needed.

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Post #: 40
RE: The "infantry problem" - 6/11/2020 7:24:06 AM   
varangy


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quote:

ORIGINAL: nikolas93TS

Current infantry speed is in line with military average. When it comes to sprint standards, with or without 16kg of equipment, 60m in 8sec and 100m in 12sec is both reasonable and essential in combat. Translated to speed, that is anywhere between two and three times faster than current infantry maximum speed.

Maybe, once we are done with spotting rework, we can see how to improve infantry tactical combat. Maybe if infantry unit gets under fire while moving, it can sprint up to two squares, then it will have a slowdown period before it can do it again. The issue is how to implement this without having player micromanaging or having new commands, and how distance to the next waypoint will influence this.

New spotting chance will be increased, but there will be no Borg spotting, but it is too early for me to say how this will influence infantry combat. Maybe some kind of "cowering" will be needed.


Thank you for working on this.

My opinion on the speeds is that it should be rather realistic than "gamey". I think infantry shouldnt be able to keep fast speeds for a long time. they should become winded, so implementing a tiredness value that changes the movespeed would be fine. This would recharge when they stop.

the other thing is they should really be able to hide and take cover for example in buildings from small arms fire. While they take cover, they wouldnt shoot back of course.

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Post #: 41
RE: The "infantry problem" - 6/11/2020 6:28:09 PM   
nikolas93TS


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Fatigue is already implemented, and units can get winded and tired. But this is not evident unless they have marched for some distance or are under heavy duty.

Increased infantry flexibility is certainly needed.

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Post #: 42
RE: The "infantry problem" - 6/13/2020 3:40:30 PM   
JamesHunt

 

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Infantry is definitely somewhat on the less-use side in AB

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Post #: 43
RE: The "infantry problem" - 7/4/2020 8:47:48 PM   
jason oates

 

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In other games Infantry once spotted, disappear rapidly and are very deadly when they are un-suppressed and in close proximity to armour. In order for Armour to overrun Infantry They had to call in suppressive fire or do the job themselves while maneuvering for an assault. In AB that would require more combined arms co=operation which might not be a bad thing rather than unloading every available weapon at a single Squad. (we were trained to direct appropriate fire at a given target for suppression and to prevent the enemy from returning fire or tactical movement and to retain the bulk of ammunition for the assault.) Infantry should be more ghost like. I hope that helps the debate.

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RE: The "infantry problem" - 4/20/2021 7:07:07 AM   
RockinHarry


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Got to agree with most the mentioned issues here. To me main annoyance is units giving up on ordered engagement ranges when receiving any direct enemy fires. After these resets to MAX(H) and MAX(S) units not just keep selecting unwanted return fire targets, they also forfeit a chance to regain hide status again. Any newly ordered engagement ranges get overridden again instantly. From this point battles go out of hand entirely, unless one gives up selected defense position without real needs.

I hope AB V2 will then provide some better solutions and SOP´s. RE engagement ranges I´d also wish for sectored areas and not full circle ones. Selectable threat engagement/reaction SOP would be another nice one. The current SOFT - HARD distinction needs more granulation, as is selection of ammo to use. No need to waste any AP rounds on thin skinned vehicles, when HE does just as well.

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