RE: 2.0.11.2 Open Beta Released!!! (Full Version)

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Lowlaner2012 -> RE: 2.0.11.2 Open Beta Released!!! (3/17/2016 7:19:14 PM)

Good question Stimpack, Id put bets on the engagement within a specific time frame theory, that would mean the combat makes more sense in this case..




Stimpak -> RE: 2.0.11.2 Open Beta Released!!! (3/17/2016 7:50:12 PM)

Indeed. Because 2 tanks should take 5 shots each to kill 10 tanks, 4 tanks should take 2 and a half to kill 10, etc, so I need to know if that "line" means a single shot, or all the combat a unit is capable of in the minute.

I also disagree with the 73 Easting analogy. An assault line of tanks in the forest with ready crews is a whole different ballgame from unprepared, defensive Iraqis in the desert. That's closer to battles in open field around 3km (6 hexes), where NATO realistically dominates.




markcab -> RE: 2.0.11.2 Open Beta Released!!! (3/17/2016 8:27:51 PM)

I noticed the artillery is no longer the Death Star cannon it used to be. I really liked it. Otherwise my game plan was centered around fire support. I also noticed unspotted arty has really dropped in effectiveness.




cbelva -> RE: 2.0.11.2 Open Beta Released!!! (3/17/2016 8:47:52 PM)

Hey Jacob, I took a look at your scenario and honestly, I didn't see a problem with it. The Soviets basically blundered into an ambush situation. They were moving in a very low visibility/very low mobility area. I played the saved game turn three times. The initial volley of the Ami was devastating. However, after the initial volley, the Soviets regrouped, returned fire and laid it on the Ami. In two of the three plays, by the time the smoke cleared, the Soviet won the engagement and eliminated all of the Ami tanks they were engaged with. The other time, it was more of a draw. Both sides were hurting and withdrew from each other.

Regarding your question about what the engagement line represents (a single volley or and an engagement period). Capn D would be the man to give the definitive answer to that question, but from all my time with this game (and I have more hours on it than anyone), I would say it was the engagement period and not a single volley.




Stimpak -> RE: 2.0.11.2 Open Beta Released!!! (3/17/2016 8:48:42 PM)

Also noting artillery is fixed.

Perhaps my shock is not about what's realistic, but what I'm used to. A lot of successes and kills being made in 2.0.11 are ones that just don't happen in earlier 2.0.10, so it's quite a shake up to my usual playstyle and concepts of what works, what doesn't.

I'm going to cease using test scenarios from now and and just play actual scenarios. Then I should be able to gain a better idea.




Lowlaner2012 -> RE: 2.0.11.2 Open Beta Released!!! (3/17/2016 9:09:58 PM)

Some other observations on new features, it now gives weapon system and hit chance in the battle log, it shows kills at the bottom of the info box..




CapnDarwin -> RE: 2.0.11.2 Open Beta Released!!! (3/18/2016 12:29:46 AM)

Not sure if the diary combat numbers will survive past the beta. They are kind of a double edged sword since they give some insight to things, but they aren't the final numbers or calculations so folks will see a high hit number and miss and be on the forums claiming the game is broken. If you take it as a basic initial number and understand other things still need to happen then it's cool to see.

The kills in the UDP will stay.




markcab -> RE: 2.0.11.2 Open Beta Released!!! (3/18/2016 1:37:56 AM)

I'm used to that. In SP, you're given a to-hit % when you target a unit that's a raw number. When you actually fire, it shows the real probability.




Lowlaner2012 -> RE: 2.0.11.2 Open Beta Released!!! (3/18/2016 9:59:21 AM)

Capn Darwin, I think you must have missed it, Stimpack and I were asking wether the engagement lines represented a single volley or multiple volleys in a specific time frame....

Cheers




fluidwill matrix -> RE: 2.0.11.2 Open Beta Released!!! (3/22/2016 8:04:45 PM)

Playing a PBEM of Dawns Early Light as WP and got ghost unit for the first time ever - should have had auto save switched on but didn't and tried to save after turn end which crashed the game, I'll switch on auto save and see if the problem continues. Also purely supposition but I think some of my Hinds might have got hung up on an obstacle, certainly they stopped moving but it might be just they were under fire, I'll see what happens and report back.




cbelva -> RE: 2.0.11.2 Open Beta Released!!! (3/22/2016 9:34:46 PM)

How close were the Hinds to an enemy counter?




fluidwill matrix -> RE: 2.0.11.2 Open Beta Released!!! (3/22/2016 10:14:40 PM)

2-3 hexes and were supposed to fly right over them so might well have been self preservation if that's what you're getting at [:)]




Stimpak -> RE: 2.0.11.2 Open Beta Released!!! (3/22/2016 11:35:46 PM)

That is part of their new standoff preservation behavior. If you want them flying over the enemy, give them an assault order.




CapnDarwin -> RE: 2.0.11.2 Open Beta Released!!! (3/23/2016 12:31:13 AM)

Helos won't Assault.

As for shooting, the line represents rounds fired over a short duration of time and can be 1 to 3 shots per unit depending on rate of fire. A combat exchange can be A shooting B, B shooting A, or both in a "simultaneous" exchange.




Stimpak -> RE: 2.0.11.2 Open Beta Released!!! (3/23/2016 3:46:01 AM)

quote:

ORIGINAL: Capn Darwin
As for shooting, the line represents rounds fired over a short duration of time and can be 1 to 3 shots per unit depending on rate of fire. A combat exchange can be A shooting B, B shooting A, or both in a "simultaneous" exchange.



Alright. That makes a LOT more sense, then.
I still find it disputable however that two tanks can dish out enough ordnance to knock out 9 tanks before they receive return fire, even at close range...




Galahad78 -> RE: 2.0.11.2 Open Beta Released!!! (3/23/2016 9:37:22 AM)

I bought the game some weeks ago and had just time to play the tutorial scenario. Would you recommend waiting until this beta patch is out of beta before diving in the deep-end of the game? So as to not learn game mechanics that will be changed by the beta.

I don't thing playing the beta will be a good idea, as I would not know if a "problem" was a bug or just my awful play [:D][:D]




Lowlaner2012 -> RE: 2.0.11.2 Open Beta Released!!! (3/23/2016 10:11:37 AM)

Hi Galahad78, I would go ahead a install the beta, FCRS has been out for years and the developers have proven to be dedicated , they have worked hard and there have been a lot of gameplay changes and some UI additions, including new and much improved map graphics...

This beta is pretty solid apart from one very minor bug, a message pops up when setting up your forces, this bug can be ignored as it is only cosmetic..





cbelva -> RE: 2.0.11.2 Open Beta Released!!! (3/23/2016 1:09:30 PM)


quote:

ORIGINAL: highlandcharge


This beta is pretty solid apart from one very minor bug, a message pops up when setting up your forces, this bug can be ignored as it is only cosmetic..



Hey highlandcharge, can you give more info on this bug. I have not seen it nor can I trigger it. I have attempted to trigger it by opening numerous scenarios and moved units around to new setup positions. The only time I have been successful in triggering the message is when I try and move a unit outside the setup zone. That's not a bug. You will also get a pop up message if a unit is locked by the scenario designer telling you that the unit is locked and can't be relocated. That seems to be working too.

Galahad78--I would go ahead and install the beta patch. It appears to be more stable than the official patch.




Lowlaner2012 -> RE: 2.0.11.2 Open Beta Released!!! (3/23/2016 1:15:20 PM)

The message bug is only in the latest beta...it occurs in the setup phase when you try to drag and drop a unit... you can still move the unit though :-)




cbelva -> RE: 2.0.11.2 Open Beta Released!!! (3/23/2016 2:05:12 PM)

Ok, I am a little ahead of you in the patch department. Hopefully it has been squashed. The problem is that I have not seen this bug at all--in any of the builds I have tested. That makes it hard for us to find and fix. The only time I get the message is when I try to move a unit out of the setup area which is what it is for.




bootlegger267 -> RE: 2.0.11.2 Open Beta Released!!! (3/23/2016 2:30:39 PM)

I got the message bug during the setup for Fulda that John and I are playing.

Always happened in the setup area. Not 100% of the time, usually when you double clicked a unit after you moved it

Bootlegger




CapnDarwin -> RE: 2.0.11.2 Open Beta Released!!! (3/23/2016 2:58:18 PM)

It's a bug I've seen and Rob has it on the fix it list. We are talking about a beta 11.3 to correct it and one other rare bug that was found post 11.2.




Lowlaner2012 -> RE: 2.0.11.2 Open Beta Released!!! (3/23/2016 3:53:14 PM)

Sorry for being nosy ;)

Whats whether rare bug?

Cheers




CapnDarwin -> RE: 2.0.11.2 Open Beta Released!!! (3/23/2016 4:30:54 PM)

List index error in the scenario editor. I don't have all the particulars. Rob is fixing it.




Galahad78 -> RE: 2.0.11.2 Open Beta Released!!! (3/23/2016 5:02:57 PM)

Thanks gentlemen, I'll go ahead and install the beta patch [:)]




Stimpak -> RE: 2.0.11.2 Open Beta Released!!! (3/23/2016 6:23:28 PM)

Not sure if it's my end, but I seem to have encountered a bug that introduces a heavy lag in the fx when the game has been played too long, or is tabbed out of, or during a heavy artillery phase. Switching back to 2.0.10bs does not fix the problem as it has started occurring on that version as well. If a session is saved, and the game exited out of, then loaded again, it will fix the problem and remove the lag, but will eventually being again due to the aforementioned issues.
Sound is fine, calculations are fine, but the counters move more slowly and Fx like an artillery strike is noticeably slower, taking much longer than it's sound file suggests.




Lowlaner2012 -> RE: 2.0.11.2 Open Beta Released!!! (3/23/2016 7:10:13 PM)

Hi Stimpack, I played for a couple of hours last night and didnt notice any slowdown or sound anomalies, I have time to play for longer tonight and see if heavy lag happens...




CapnDarwin -> RE: 2.0.11.2 Open Beta Released!!! (3/23/2016 7:28:58 PM)

We still have a bunch of debug stuff turned on in the beta. I will pass this on to Rob tonight and see if he can see an issue.




guderian68 -> RE: 2.0.11.2 Open Beta Released!!! (3/24/2016 10:06:47 PM)

Hi to all

since I played for a while with the beta patch I want to tell my thought.
I don't see any bugs at all: I had a similar experience as said earlier in this forum with single tank killing a lots of enemy, but only one time.
What really surprise me is how much better behave NATO units now. I played both Hell on Wheels and School Teacher and always win with a large Decesive victory.... never had such a triumph before. And for the first time ever I won a decisive victory with a time to dance US side and limited order on...

I know I'm a little unclear since I have not a single "technical" info to support my point of view, but maybe it could help you.

Thanks a lot!
Paolo




cbelva -> RE: 2.0.11.2 Open Beta Released!!! (3/24/2016 11:59:28 PM)

Hey guderian68, we found a bug in the last patch that was throwing off NATO units ability to hit and aim properly at distance. NATO strength is their ability to hit Soviet's at long range better than the Soviets can hit NATO. Since there were not killing enough Soviets, it was definitely hurting NATO.




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