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1.0.52 update, how's it playing so far?

 
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1.0.52 update, how's it playing so far? - 12/11/2016 6:36:50 AM   
DoubleDeuce


Posts: 1247
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From: Crossville, TN
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Been away for a while waiting for an update to this game. For those who have had time to play around with the newest update, how is is playing so far?

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RE: 1.0.52 update, how's it playing so far? - 12/11/2016 9:23:37 AM   
rico21


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Hi Double Deuce,

I replay "Pegasus Bridge" with the British DC working.More tactics options. Very good !!!

But I think UP844 loses each game he plays because AI is harder and luck has gone !

< Message edited by rico21 -- 12/11/2016 4:05:18 PM >

(in reply to DoubleDeuce)
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RE: 1.0.52 update, how's it playing so far? - 12/12/2016 4:51:42 PM   
UP844


Posts: 1662
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From: Genoa, Republic of Genoa (occupied by Italy)
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quote:

ORIGINAL: rico21

But I think UP844 loses each game he plays because AI is harder and luck has gone !


Unfortunately, this is not the case.

I played the following scenarios:

No Other Choice (to check if the behaviour of AI tanks has changed)

The Panzers have become very aggressive (as they should be). I barely managed to achieve a Russian minor victory, with very high casualties on both sides: I lost all but one of the Russian AFV and all the AT guns, which were methodically destroyed by a lone Tiger I (the only surviving German tank)


006 - Battle of the Lastekodumägi

I played this scenario twice, first with the Russians, to check if the double OBA bug has disappeared, then with the Germans, to check tank behaviour again. The first game went exceptionally well: at the end of turn 2, the two OBA modules had killed the German AT gun crew and broken the German leaders with the heavy/medium MG's. The T-34 surged forward and the infantry followed them. The game ended with a Russian major victory.
Playing with the Germans, I noticed that a human player has less units available than the AI. I managed to kill two T-34s in the north section of the map with the AT gun, and the leader with the MMG managed to stop the Russian attack there. My attempts to manhandle the gun so that it could fire on the other two tanks all failed, however, and the crew was finally killed by OBA. The T-34 never moved, but their fire broke the sparse German units on the south side of the map and the infantry took several VP hexes. I managed to retake a couple of them with a suicidal CC at 1-3 odds and still got a major victory, but this was a very close call.

017 - Canicatti High Ground

This scenario is very similar to the previous one: German infantry and AT guns entrenched on a hill vs. an infantry force with tank support. I took the German side and I achieved a very easy major victory , since the Shermans only fired their CMG at my entrenched units, with very little effect and losing four out of five tanks. With such kind of armor support, the American infantry was routed by German MG fire and never managed to take a single VP hex. On the other hand, in all the other scenarios, tanks properly fired their MA: perhaps all the Shermans suffered MA breakdown, but this looks very unlikely to me. I will play this scenario again to verify this hypothesis.

In brief, two major bugs (AFV tank shyness and double OBA) have been corrected, but I think there is still a very important issue to deal with: AI infantry does not fire (neither with its inherent FP, nor with MGs) unless it is in normal range and not halved due to movement.

This gives a human player an enormous advantage, especially when long range firing is possible. Both "Battle of the Lastekodumägi" and "Canicatti High Ground" looked more like Rorke's Drift than a WW2 firefight . In "Canicatti High Ground" American squads never once fired on the Germans (even though they have the same range) and so did the Russians in "Battle of the Lastekodumägi". In both cases, the AI has significant firepower, but does not make use of it. This is not what I call a "ferocious" AI, and I think this change alone could make the game much more challenging.

(in reply to rico21)
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RE: 1.0.52 update, how's it playing so far? - 12/12/2016 6:38:07 PM   
rico21


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Superb analysis.
You're right on everything.
The two scenarios are an assault on a fortified line and the only AI
Of a WW2 game I've seen swept this kind of situation is CMBB.
To increase the strength of the AI you can increase the enemy forces
or
Give conditions of victory to the camp that defends more difficult.

(in reply to DoubleDeuce)
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RE: 1.0.52 update, how's it playing so far? - 12/12/2016 8:37:58 PM   
Gerry4321

 

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I did a quick few turns of Retaking Vierville. It seems that the German AI infantry was very cautious in moving forward. Even with +3 Stone Building coverage - it doesn't get better than that. This was after I manage as the American to quickly take the 4 objectives.

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RE: 1.0.52 update, how's it playing so far? - 12/12/2016 10:21:36 PM   
UP844


Posts: 1662
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I replayed Canicatti High Ground tonight, taking the Germans.

This time the Shermans fired their 75mm MA, but they only did so 25-30% of the times, otherwise they only fired their CMG. The same Sherman sometimes fired both the gun and the CMG, sometimes the CMG only, at the same target on different turns . This intermittent fire did some serious damage, killing the leader with the radio (and his replacement too ) as well as one of the 50mm AT guns, and suppressing the MG positions. The other AT gun spent most of the scenario broken down, and not a single Sherman was destroyed.

Only one (1) American infantry squad came within 12 hexes and this has been the only time my infantry fired its inherent firepower. No American infantry (or MMG) ever fired a shot: all the losses I suffered were caused by tank fire.

The scenario ended with all the VP hexes in German control and the usual German major victory .

Besides the AI failure to fire, there is another AI issue I think requires fixing, i.e. leaders that leave their troops behind and charge towards the enemy alone in the advance segment. I saw a good order leader routing with a couple broken squads... and then moving away in the advance segment .

The image below shows the consequences of this behaviour: the solitary leaders are not a threat to the enemy and the broken squads are left alone with little chance to recover: at the end of the scenario, all the US squads except one were broken and there were four US leaders running towards the German-held ridge. I think AI leaders stacked with broken units should not be allowed moving in the advance segment: this should easily solve this issue and keep a larger amount of IA units active.

P.S. #1 In my opinion, these two IA issues are much more important than any new feature, because they would greatly enhance the dangerousness of the AI.

P.S. #2 I also noticed the variable end feature still does not appear to work.




Attachment (1)

< Message edited by UP844 -- 12/12/2016 10:40:25 PM >

(in reply to Gerry4321)
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RE: 1.0.52 update, how's it playing so far? - 12/13/2016 4:12:59 AM   
rico21


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Let's leave the game for a moment and talk about real life,

Which commander would attack Front a line of defense entrenched on a hill without artillery, without smoke and with average troops?
The player will maneuver to attack in claws or schwerpunkt

but not the AI because we can not script it in the editor.

Conclusion : It would also be necessary to strengthen the Editor!

(in reply to UP844)
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RE: 1.0.52 update, how's it playing so far? - 12/13/2016 6:31:28 AM   
DoubleDeuce


Posts: 1247
Joined: 6/23/2000
From: Crossville, TN
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quote:

ORIGINAL: UP844

P.S. #2 I also noticed the variable end feature still does not appear to work.


Hmm, not good. That's one of the main reasons I stopped trying to run the Group Tigers on the Hunt Combat Campaign (GTotH) game.

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RE: 1.0.52 update, how's it playing so far? - 12/13/2016 7:20:41 AM   
rico21


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Sure!!!

(in reply to DoubleDeuce)
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RE: 1.0.52 update, how's it playing so far? - 12/18/2021 6:38:52 AM   
TokyoDan

 

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Where are the patch notes for 1.0.52?

(in reply to rico21)
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RE: 1.0.52 update, how's it playing so far? - 12/18/2021 8:50:03 PM   
Peter Fisla


Posts: 2503
Joined: 10/5/2001
From: Canada
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TokyoDan, you don't need patch notes for 1.52 - that's an old update. Just update the game with UPDATE5 first then apply the patch in this thread https://www.matrixgames.com/forums/tm.asp?m=4504508 and you are all set.

(in reply to TokyoDan)
Post #: 11
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