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Secondary Weapon Fire - NOT!

 
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Secondary Weapon Fire - NOT! - 5/27/2000 3:01:00 AM   
schmoe

 

Posts: 26
Joined: 5/25/2000
From: Portland, Oregon, USA
Status: offline
I like this game a lot, but I am getting REALLY TIRED of watching my ATG crews fire their personal weapons at an enemy tank. PLEASE let us turn this off! Consider this: 1. It takes TWICE as long to resolve opportunity fire during enemy turn. You don't get a chance to hit the "c" key. 2. One of the biggest problems in WWII combat was getting soldiers to fire their personal weapon at the enemy. With all the machinegun fire & artillery going off, it just didn't seem worth it to a lot of soldiers. Firing at an armored vehicle was almost out of the question. You might attract it's attention! 3. Crew served weapons have a certain size crew for a reason! When the weapon is being fired, everyone needs to be doing their job. There isn't time to take potshots with your rifle. It should be either/or proposition. 4. The coax mg is fired by the gunner. He can't fire the coax and the main gun at the same time. They normally require different amounts of elevation to hit the target, and it just isn't done. He uses whichever one the commander tells him to. That's why we have TC commands like "Gunner, Sabot, Tank!", or "Gunner, COAX, troops!".

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Post #: 1
- 5/27/2000 3:14:00 AM   
Larry Holt

 

Posts: 1969
Joined: 3/31/2000
From: Atlanta, GA 30068
Status: offline
I mentiond this to Matrix in another thread. Paul V. said that this was an old thing that no one had complained about before. I fully agree with you. You can stop this by right clicking on the unit then click on the offending weapons. That turns them red and they do not fire. I found that I sometimes had to click a few times to get it to take. ------------------ An old soldier but not yet a faded one.

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Post #: 2
- 5/27/2000 3:29:00 AM   
Charles22

 

Posts: 912
Joined: 5/17/2000
From: Dallas, Texas, USA
Status: offline
If you hit your spacebar (I think it is) to reveal the unit data screen, you can left-click the offending weapon off, and it will stay off permanently.

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Post #: 3
- 5/27/2000 3:30:00 AM   
schmoe

 

Posts: 26
Joined: 5/25/2000
From: Portland, Oregon, USA
Status: offline
Thank's for your support Larry, and especially for the workaround! I had missed that somehow. I still think it is a problem that needs to be fixed, though.

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Post #: 4
- 5/27/2000 3:36:00 AM   
Paul Vebber


Posts: 11430
Joined: 3/29/2000
From: Portsmouth RI
Status: offline
Didn't mean to imply no one had complained before, just that it didn't get high enough to get fixed. This one goes back to SP1! The other way to fix it is to go into the OOB's and remove the secondary weapon. The problem of the crew leaving with the "right" secondary weapon is a bigger problem and requires a rather complicated solution. We will look into the OOB issue of taking the weapon away in the OOB group.

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Post #: 5
- 5/27/2000 4:25:00 AM   
RobertMc

 

Posts: 134
Joined: 5/10/2000
From: Birmingham, Alabama, USA
Status: offline
A makeshift solution to this might be to create a rifle just for the crews. Base it on whatever rifles the regular squads have, but reduce the firing range to two or three hexes (or one, even). That way they'll only fire when threatened at fairly close range...however they won't return long range infantry fire, nor will they shoot at tanks at a distance.

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Post #: 6
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