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A.I.opp.fire

 
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A.I.opp.fire - 11/30/2002 9:14:35 PM   
kevsharr

 

Posts: 88
Joined: 2/5/2002
From: Conyers, Georgia
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I have been playing sp-waw for a little while now and have found that the ai op fire is murderous compared to my own.I have yet to see a tank or bunker knocked out by my op fire yet the ai can rip me to shred's.I'm currently playing WBW's tank's at Munda campaign and have found the japanese to be unreallisticly resilient.One jap.engineer squad advanced into the open apparantly on a local counter attack my op. fire consisted of the fire from two stuart's and two rifle squad's.Not only did he survive but inflicted serious harm to one of the squad's.I know from experiance that if I attempted to do the same it would be instant suicide,could this have something to do with the player preference's?they are currently set to the default-100's and xxx's,I figured they would be evened out.Has anybody figured out the optimum setting's from an older post I got a setting for the german's but not for anybody else and don't really have the time for alot of experimenting...thank's for any help
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- 12/1/2002 4:23:51 AM   
Toontje

 

Posts: 345
Joined: 10/9/2002
From: The Netherlands
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I think it can be traced to japanese NOT retreating. It's national preferences IIRC.

(in reply to kevsharr)
Post #: 2
- 12/1/2002 6:17:07 AM   
kevsharr

 

Posts: 88
Joined: 2/5/2002
From: Conyers, Georgia
Status: offline
I realize that but when I play as the japanese the ai's op fire still tear's me a new a*****e.I guess what I'm saying is that op fire for the human player is worthless.I just finished a h2h scen. the one where Willie Frey takes on a bunch of sherman's ,I knocked out all of them-I mean I knocked them out on my turn my op fire during the ai's turn did'nt do ANYTHING notta,zip but make me sit and watch red lines.That tiger was shooting at the flank's of sherman's at less than 400 yard's over and over again for nothing.But when I played the english version of the same scen.any movement on my part result's in deadly accurate shot's on his part.Maybe Ijust don't understand the role of op.fire

(in reply to kevsharr)
Post #: 3
- 12/1/2002 8:19:29 AM   
Goblin


Posts: 5547
Joined: 3/29/2002
From: Erie,Pa. USA
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Do not forget the computers 4 or 5 shots compared to a human's 2 shots. That really bugs me, always has, always will. I always get 2 and only 2 shots at computer units that move, yet if one of my units move, the computer will open up with upwards of 4 units on it.

Goblin- A Goblin thinks fair is fair:( :mad:

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- 12/1/2002 6:59:10 PM   
Belisarius


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Joined: 5/26/2001
From: Gothenburg, Sweden
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I think we had a thread on this a while ago; the A.I. opfire advantage was motivated by it's lack of seeing "the big picture". The AI doesn't know if the battle goes well or bad, if there's an enemy concentration at a sector or if certain areas need to be reinforced. It just sends the troops forward to their objectives, and the op-fire compensates for it not knowing what decisions to make.

Or something along that line. :rolleyes:

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Got StuG?

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Post #: 5
- 12/2/2002 12:07:24 AM   
kevsharr

 

Posts: 88
Joined: 2/5/2002
From: Conyers, Georgia
Status: offline
I don't see any "advantage" to the ai op fire except for the computer opponent.In the scen. I mentioned above my ai op fire was the same tiger that I could'nt miss with but when it was op firing during the computer's turn it apparently could'nt hit the broadside of a barn,multiple shot's at a sherman at less than 400 yard's all missing and the sherman getting closer and closer.Then when control is turned over to me the gunner becomes another Michael Wittman and destroy's three sherman's with four shot's?I read in a post awhile ago that suggested that you don't fire on your turn but save the shot's for op fire,a sure fire recipe for battlefield suicide given the superior{jokingly said}gunnery capabilities of your ai op fire

(in reply to kevsharr)
Post #: 6
- 12/5/2002 6:23:27 PM   
vahauser


Posts: 1644
Joined: 10/1/2002
From: Texas
Status: offline
AI Op-Fire is one of the only ways the computer has to compensate for its miserable tactics. This is (or should be) of no major concern once you've gained some experience with the game.

(in reply to kevsharr)
Post #: 7
- 12/6/2002 3:25:35 AM   
john g

 

Posts: 984
Joined: 10/6/2000
From: college station, tx usa
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[QUOTE]Originally posted by Goblin
[B]Do not forget the computers 4 or 5 shots compared to a human's 2 shots. That really bugs me, always has, always will. I always get 2 and only 2 shots at computer units that move, yet if one of my units move, the computer will open up with upwards of 4 units on it.

Goblin- A Goblin thinks fair is fair:( :mad: [/B][/QUOTE]

Unless it changed in V.7.x it has always been Player 2 shots, AI 3 shots.

Part of the trick to playing this game is learning how to minimize the number of enemy units that can see yours, while maximizing the number of yours that can see his.

Use local concentrations of troops. If you move forward and see an enemy unit, concentrate on eliminating it before moving on.

One trick I learned better than a year ago, if taking op fire, move or fire a different unit to cause the opfiring unit to switch targets, they then lose targetting bonus against that unit and have to build up again. With 3-4 units swapping around you never allow the enemy unit a good shot, each time it fires at one, switch to another until you move up close enough for a shot or suppress him to the point of not shooting.

Be aware that a unit now gains suppression each time it opfires, in the early days of SPWAW it didn't, so back then it could opfire until it ran out of ammo. With vehicles you can count on 13-15 shots before it is too suppressed to shoot. I never tested just how many shots an infantry unit can get off before it stops shooting.
thanks, John.

(in reply to kevsharr)
Post #: 8
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