Effective detection distance and visibility of the square.

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MaxDamage
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Joined: Sat Jan 03, 2015 6:19 am

Effective detection distance and visibility of the square.

Post by MaxDamage »

So for example i have a helicopter which i want to hover at the max possible distance to make use of its superior atgm range. How much square visibility is enough to make sure the helo spots firing opponent's unit at that square?

For example, 10% square visibility seems not enough and 30+ is kinda good and reliable from my experience. Is there a chance to spot the opponent in a square your unit has 10% visibility of? THis ofc depends on the unit in question.

Can anyone list the parameters which are included in detection? Is it a dice roll in the end?

2)Is digging in instant? It seems so as soon as you press Hold, your unit gets improved stealth (tested it head to head) and is in a dug-in posture.
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CapnDarwin
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RE: Effective detection distance and visibility of the square.

Post by CapnDarwin »

MaxDamage,

#1. It really varies. Depends on unit types involved, cover numbers, readiness values, sensors, unit sizes, movement, shooting, etc. The target has to be spottable, doing enough of the above listed stuff to have a detectable range greater than your units ability to spot. The in-game number for LOS are based on your side of the visibility question on what your unit can "see".

#2 At one time there was a delay time from hold to becoming dug in. It is has been broken for a while and units are dropping pretty much straight into dug in. Best guess it got broken when some of the orders delay issues got fixed. That is the danger of poking around in other places in the code. Anything with unit timing is a minefield of code work. That's why we are 2 weeks behind on Beta 2. We will fix this in 2.1 for sure.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
MaxDamage
Posts: 96
Joined: Sat Jan 03, 2015 6:19 am

RE: Effective detection distance and visibility of the square.

Post by MaxDamage »

Can you tell me something about "spottable from".
This is actually "spottable from, using eyeball mk2", right? It is often displayed as 1 square range spottable from.

Because tanks seem to ignore this spottable from range and spot your units much further away then 1 square, particularly the american tanks. Perhaps thermals.
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CapnDarwin
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RE: Effective detection distance and visibility of the square.

Post by CapnDarwin »

Both statements are correct. Radar and thermals will spot based on their adjusted ranges. Spottable is eyeball based. Weather effects then modify things further.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
MaxDamage
Posts: 96
Joined: Sat Jan 03, 2015 6:19 am

RE: Effective detection distance and visibility of the square.

Post by MaxDamage »

IR-S = short ranged IR sights. This most simple sensor is available to the infantry.

In the manual it is explained: "Allows a unit to see out to about 500 meters in the dark"

1)I wonder, can there be a situation in the dark that you wont be able to see the opponent in the adjacent hex(500m away) in the dark without such sensor? If your only sensor are the eyes, you only see the opponent when he stumbles into your hex?

2)Does the stadia coincedence increase sight range, or it simply improves accuracy over range?

3)what about stadia reticule?

3)Do the infantry use APC's thermal sight for targeting and sighting opponents? I mean, the bradley has thermal, the mech infantry inside doesnt have any sensors, only eyes. Do the subunits share targeting information within the same platoon/unit?


Would love to have something like "spottable from" but for stadia coincedence, thermals and all sorts of NV. This game is easy to play but difficult to master, thats why im asking all this.
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