RE: What's Not to Like? (Full Version)

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Mobius -> RE: What's Not to Like? (5/16/2011 7:37:36 AM)

quote:

ORIGINAL: Missouri_Rebel
Well if there is one thing I do not care for that would be the infantry close combat/house clearing. Am I correct in that infantry cannot assault a structure with enemy troops in it? As it stands the units must stop and shoot it out until the enemy either is destroyed or leaves the structure. Very anti climatic and an area that I think needs looked at.
When you get within 30m of the enemy the combat effectiveness of squads goes up appreciably to represent the used of grenades and short range weapons.

quote:

ORIGINAL: Missouri_Rebel
Also, I'm not sure why I cannot target area fire at buildings that my troops can clearly see. Most of the times it tells me that I cannot see the building with my LOS tool or target it even when I am very close with a clear and obvious line of sight.
Or maybe I am missing something?
Area fire just locks onto the ground and not a 3D structure. A structure blocks the LOS so it seems it can’t be seen. So you lock the Area fire target selector onto the ground as close to a house as you can get so the box goes over the target infantry. The box should be a little bigger I think so it gets infantry further back in a house. Area fire is not as effective as direct point targeting but if the target can’t be seen it’s all you got.

Notice in my AAR how I have to target the area right next to the houses. (Near end of video shows target spots.)
http://www.youtube.com/watch?v=rskPrgvl04I




Missouri_Rebel -> RE: What's Not to Like? (5/16/2011 7:45:18 AM)

But can troops assault an occupied structure? 




Mobius -> RE: What's Not to Like? (5/16/2011 7:50:14 AM)


quote:

ORIGINAL: Missouri_Rebel

But can troops assault an occupied structure? 

They can't enter if all the occupancy is taken up. They can't mount a house with a 1 squad limit if another squad is already there. If the house has room for two squads and only one squad is inside another squad may enter. If it is an enemy squad then they can fight it out at close range.




vils -> RE: What's Not to Like? (5/16/2011 9:32:24 AM)

Ok. It works great now with local setting set as English (usa). I am sorry for my outburst, i was boiling after download and install and i though i had it. Bad manners, sorry all! And thanks for the easy solution tip!




rickier65 -> RE: What's Not to Like? (5/16/2011 9:56:38 AM)

quote:

ORIGINAL: vils

Ok. It works great now with local setting set as English (usa). I am sorry for my outburst, i was boiling after download and install and i though i had it. Bad manners, sorry all! And thanks for the easy solution tip!



thats excellent new vils. Glad it's working. And we know how frustrating it can be to have a brand new game you've been waiting for not work right out of the box! I'm glad you hung in there!

thanks
rick




eniced73 -> RE: What's Not to Like? (5/16/2011 4:01:25 PM)

quote:

Area fire just locks onto the ground and not a 3D structure. A structure blocks the LOS so it seems it can’t be seen. So you lock the Area fire target selector onto the ground as close to a house as you can get so the box goes over the target infantry. The box should be a little bigger I think so it gets infantry further back in a house. Area fire is not as effective as direct point targeting but if the target can’t be seen it’s all you got.


How does the system calculate the intensity of damage or suppression done to a unit inside the area fire box? For example if they are in the middle the damage done can be max. or if they are on the extreme edge the damage can be minimal at best. Or does the unit have the same chance no matter where it is located in the box?




Mobius -> RE: What's Not to Like? (5/16/2011 4:28:46 PM)

quote:

ORIGINAL: eniced73
How does the system calculate the intensity of damage or suppression done to a unit inside the area fire box? For example if they are in the middle the damage done can be max. or if they are on the extreme edge the damage can be minimal at best. Or does the unit have the same chance no matter where it is located in the box?
The original design was to have the same chance no matter where in the box a unit is located. But things may have changed when the system went from abstract locating to 1:1 shell animation locating. Right now I don't know.




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