Annoying things ive noticed so far

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STIENER
Posts: 832
Joined: Sun Jan 07, 2001 10:00 am
Location: Vancouver, Canada

Annoying things ive noticed so far

Post by STIENER »

been playing some H2H operations. heres a few of the things that ive noticed during game play that hopefully might get changed?

panther tanks and jag4's that cant hit the side of 2 or 3 story buildings from 200m.....its amazing how many times they miss the damn buildings..short rounds..wide rounds...its amazing [&:]

h/t's that will not drive thru a wood fence. whats with that??

panthers that get tracked going thru a wood fence! Come on????? [8|]

[:(][:(]
TheReal_Pak40
Posts: 186
Joined: Wed Oct 08, 2003 12:12 am

RE: Annoying things ive noticed so far

Post by TheReal_Pak40 »

Yea, allied tanks also have trouble hitting the side of a building too when you target area fire. Thanks for bringing this up, it needs to be addressed.
STIENER
Posts: 832
Joined: Sun Jan 07, 2001 10:00 am
Location: Vancouver, Canada

RE: Annoying things ive noticed so far

Post by STIENER »

thanks for the reply. anyone else??? sound off gentlemen........
Sapa
Posts: 134
Joined: Thu May 28, 2009 2:37 am

RE: Annoying things ive noticed so far

Post by Sapa »

I dont dare to have any more opinions in public....[:(]
STIENER
Posts: 832
Joined: Sun Jan 07, 2001 10:00 am
Location: Vancouver, Canada

RE: Annoying things ive noticed so far

Post by STIENER »

we all paid our money for the game. the lads need/want feed back dont they??? we want to make the game all it can be..right??
Steve? your thoughts.......
STIENER
Posts: 832
Joined: Sun Jan 07, 2001 10:00 am
Location: Vancouver, Canada

RE: Annoying things ive noticed so far

Post by STIENER »

un believeable.......fire fly at 493 meters knocked out 2 king tigers with frontal shots with 1 shot 1 kill!!!! [&:] thats just not even possible historically. is it?????? gonna have to check that data.
these are the same tanks that cant hit a 3 storie building at 200m [&:]
Sapa
Posts: 134
Joined: Thu May 28, 2009 2:37 am

RE: Annoying things ive noticed so far

Post by Sapa »

...given up, installing CC5 again....
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Dundradal
Posts: 753
Joined: Sat Jun 09, 2007 8:36 pm

RE: Annoying things ive noticed so far

Post by Dundradal »

These are all things that are being addressed.
"To you, we are deeply grateful, and release what little hold we might, as Durandal, have had on your soul.
Go."
- Final Terminal Message Marathon Infinity
kojusoki1
Posts: 235
Joined: Tue Jan 06, 2009 8:44 am

RE: Annoying things ive noticed so far

Post by kojusoki1 »

The things you mentioned arent big problems.
They cant shot a thing? Give them +2morale and +1 experience and it will be fine. (alsteams.txt and axsteams.txt)
KingTiger got killed? change one value in vehilces.txt

Way bigger problems are overall german morale (too low, but can be easly rised), the grandcampaign (unplayable when there are 2 same experienced players, but you just need to make a new scenario)

The big problem is the pathfinding by vehicles. It cannot be moded as it is hardcoded. So dont give up, play modified versions and dont be mad on your drivers:)
STIENER
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Location: Vancouver, Canada

RE: Annoying things ive noticed so far

Post by STIENER »

thanks for the input Gents.
STIENER
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Joined: Sun Jan 07, 2001 10:00 am
Location: Vancouver, Canada

RE: Annoying things ive noticed so far

Post by STIENER »

i had a wolverine take out 2 panthers at 1000m [ he was at one end of the map the cats at the other ] with 1 shot 1 kill....one after the other......theres something seriously wrong with the data or accuracy or some damn thing.

surely some of you players out there are seeing this???

STIENER
Posts: 832
Joined: Sun Jan 07, 2001 10:00 am
Location: Vancouver, Canada

RE: Annoying things ive noticed so far

Post by STIENER »

so..the more players i talk to the more that players are saying the vehicle data is messed up...there just not bothering to post.....too much 1 shot 1 kill at long ranges.......shermans etc winning tank duels hands down against panthers and MK 4's. the inf still gets a shot taken at them and they turn around and run back across open ground. mortors when in intial deploy ALWAYS move and reposition themselves and thus wont fire.
lots of players are going back to TLD now that GT D day +1 is coming out [ with better [ GJS ] vehicle data ] and GJS being modded to it.
LSA has some great stuff to offer but it needs alot of work to be historically accurate and fun.....what are you Matrix boys working on to fix it up?? can we have a list please??
emperor peter
Posts: 72
Joined: Wed Nov 18, 2009 7:43 pm
Location: Genk, Belgium

RE: Annoying things ive noticed so far

Post by emperor peter »

I also noticed things like this. I will write some of my experiences, I hope they will help make the game better, because I see a lot of potential, I've been playing since ABTF and I still like the game.

If the gunner of the mortar squad doesn't have proper cover, he constantly repositions himself and has to set up again. Often when he's done setting up, he immediately changes his mind again and starts crawling around again. Sometimes this means the mortar won't fire for minutes. Very frustrating! I try to set up in a hedge or trench to avoid this, but it's not always possible or ideal to do so.

I don't have too many complaints about tank combat, most of it seems realistic to me. But I have noticed some one shot kills that were a bit suspicious. Some more testing couldn't hurt.

The infantry running back when shot at only bothers me a little when they are running to capture a bridge and it's just a bit of rifle fire they're taking.

What bothers me most is something nobody else mentioned (I missed it or nobody else plays the AI?). It's the decisions the AI makes on the strategic map.
2 examples from the grand campaign I played as Allied (these don't illustrate the whole problem, but they struck me the most):

9th SS/Grabner always moves from Oosterhout>Nijmegen Bridge>Nijmegen>Beek and then attacked me at Wyler, where I could easily beat them. Obviously they also picked up the Bodenstandige Einheit in Nijmegen leaving the bridge undefended (and I was really looking forward to some street fighting there). Also Grabner picks up those nice FJ teams but the BG neither has the points nor the slots to make use of them.

Then later(on the 18th) I had 504 capture Nijmegen Bridge without a fight and decided to hold on that map waiting for XXX corps. KG Knaust showed up in Bemmel and attacked 504th several times from there, but it doesn't have enough firepower to have a chance to push me back so this turned into an absolute massacre and the Germans had nothing left to defend the Island with when XXX corps arrived. They wasted their troops.

As you can see, some of the most intense battles from A Bridge too Far never happen in this version. Too bad because I really think almost all other things about this game were improved.

The strategic map offers great flexibilty for the human player but the AI can't really handle it. This has been the case since CC4 but it's even more apparent here because of the multiple fronts and complexity of the entire operation. Maybe a single player campaign similar to the one from ABTF (less flexibility but better operations/battles) would be better. I don't know much about coding but I don't see how the computer can be taught to make good decisions on the strategic map.
For MP the strategic map is great though, but I haven't played MP yet - vs. the AI has the advantage that it's always available when I want to play.

Finally, I'd like to note that on Line the AI doesn't get past Valkenswaard. My StuG alone can stop all of XXX corps (it did kill like 10 shermans in 2 days and indeed many 1 shot kills but I figured that was possible given the weak armor of Shermans). I always put it in the same place battle after battle. The AI actually isn't terrible, but the map is really narrow and it's attacks lack a bit of coordination and not enough units are committed at the same time. Since there are no replacements for the Germans, the AI should try to grind them down I think, but I barely take losses.

Attached a pic of my defense of Valkenswaard. I can't remember when in the campaign this battle was fought but probably late on the 18th or maybe even the 19th. It's been a while since I played this but I've always meant to make this post, just took me a while.

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valkenswaard.jpg
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emperor peter
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Location: Genk, Belgium

RE: Annoying things ive noticed so far

Post by emperor peter »

Here's a detailed look at the kills that Stug had:

Edit: this was taken a bit after the pic in the above post, as you notice, the ersatz teams had been lost by now, but this StuG did get relieved and became part of 107th PZ later on (too bad the exp and kills were lost tho)!


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STIENER
Posts: 832
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Location: Vancouver, Canada

RE: Annoying things ive noticed so far

Post by STIENER »

ive been up against that Stug in the GC....and he's a nasty bugger.....Stugs have a good gun and at those ranges should be deadly to shermans and FF's BUT 1 shot 1 kill all the time??? is that whats happening? are the shermans able to get any shots off before they are toasted??
emperor peter
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Location: Genk, Belgium

RE: Annoying things ive noticed so far

Post by emperor peter »

Often he get's 1 shot 1 kill, not all the time though. Not all kills were that close btw, when those wrecks aren't there, that Stug can fire almost to the first bridge the allies have to cross from where it's positioned.

Edit: I also noticed Shermans are very easily damaged by mortar rounds, even area hits.
STIENER
Posts: 832
Joined: Sun Jan 07, 2001 10:00 am
Location: Vancouver, Canada

RE: Annoying things ive noticed so far

Post by STIENER »

stugs are imobilized from mortor rds too [&:] thats not historically correct......perhaps 1 in a few thousand rds.
there seems to be alot of small stuff thats just not right......LSA is no GJS thats for sure...annoying really.

do the shermans get any shots off at the stug???
emperor peter
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RE: Annoying things ive noticed so far

Post by emperor peter »

^^ Most shermans didn't get a chance to fire. Some did get shots off but didn't hit.
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