ComradeP
Posts: 7192
Joined: 9/17/2009 Status: offline
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Is there a hard cap for non-artillery units on the number of some kinds of ammo (such as ATGM's) that can be fired before a unit has to resupply? It could be that the way ammunition is calculated works better for bigger units if it's averaged out between all elements, which could explain the performance of the small scout sections or the Bradley platoons. The Marders and other 1 shot ATGM IFV's behave like you would expect them to: most fire once and that's that, the additional fire comes from the PzG ATGM element. The Bradley is a different story. It has 2 ammo for the TOW, but it keeps firing. The battle has more or less just started, but the Bradley scout units are already outperforming the M1A1 Abrams (HA)'s. The top scoring M1A1 Abrams(HA) platoon has 15 tank kills. They were resupplied once, mostly to improve their readiness. - I also still find it difficult to figure out a good strategy for the way Hold works now. On one hand, I sometimes want my tanks and ATGM vehicles to be dug-in for the protection bonus. On the other hand, with this patch that means they will rarely fire first at targets at 1500 meters or further away if they even fire at all. The pre-2.03 strategy of digging tanks and vehicles with ATGM's in somewhere to fire at long range doesn't work anymore because the vehicles are not allowed to fire at medium to long range. Ambushes work fine (the intended result), but ambushing a few companies of T-80's is costly. The tanks not firing first or not firing at all can become a problem combined with the unpredictability of the spotting system. Sometimes, enemy units can't spot your unit(s) even at close range until your unit(s) open(s) fire. Sometimes, one unit out of several can spot your unit(s). Sometimes, everybody can suddenly spot your unit(s). I've had several instances where dug-in tanks were fired at by units 4 hexes away without returning fire. Purely statistically speaking, after the enemy fires a couple of times, you'll start losing tanks, whilst ironically the reason you dug-in the tanks was presumably to give them an edge in an upcoming firefight. I understand the idea behind improving the chances of a successful ambush taking place without units opening fire, but as far as I know Hold is the only command where units become dug-in, hence my earlier suggestion for either an ambush toggle (units only fire at a certain percentage of maximum range) or two kinds of Hold orders.
< Message edited by ComradeP -- 2/27/2014 12:40:56 PM >
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