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RE: Last Stand Arnhem v5.60.01b Public Beta

Posted: Fri Jul 30, 2010 2:41 pm
by xe5
The AI's IQ is not longer room temperature. I just tried to play 'hide and seek' and steal some VLs in Nijmegen using a depleted AB BG. The AI Nazi's hunted my men down like rats. I suffered a total FM defeat when 3/4 of a rifle team were surrounded and surrendered.

An old punching bag no longer. Im having to really work for my wins and sweating out some tight battles.


RE: Last Stand Arnhem v5.60.01b Public Beta

Posted: Fri Jul 30, 2010 3:08 pm
by berndn
My first impressions against the AI are the same like xe5. AI seems tougher. Good! Will do more tests.

RE: Last Stand Arnhem v5.60.01b Public Beta

Posted: Fri Jul 30, 2010 3:12 pm
by RD Oddball
That's awesome to hear Mick. I'd found the same challenges when testing this update before release.

Hoff - Glad you're able to report you feel it's improved. Echoes what we were seeing during testing. We'll keep an eye on it and consider more changes. At this point we're going to need very specific examples (map, location on that map, units being shot at and their team quality, team quality/abilities of the MG42 team, elevation of the MG42 and the target, etc.) in order to polish this some more. Screenshots of locations and teams would be ideal.

RE: Last Stand Arnhem v5.60.01b Public Beta

Posted: Fri Jul 30, 2010 6:12 pm
by Trash78
Bridges get blown really quick. Battlegroups which merge still lose their active roster. AI still loves to go on the attack whenever it's supposed to be defending. Mind you though, it does give a good fight now. Mortars aren't the deadly tools anymore they once were. MG's seem to still have considerable trouble setting up when positioned behind a low stone wall. The soldiers shoot over it but the MG simply has the "cannot see" status.

Great step forward but still far from perfect.

RE: Last Stand Arnhem v5.60.01b Public Beta

Posted: Fri Jul 30, 2010 10:24 pm
by squadleader_id
I agree about the tougher AI...great job!
I've been playing as German defenders...and the attacking AI is tough to beat. No real flanking or fancy manouvers...but the AI units attack in groups, provide covering fire and is very aggressive in taking VLs. The AI BGs with full roster (3 platoons) is very hard to stop with a partial BG...AI partial BGs don't perform that well though...usually sending squads piecemeal.
I haven't had this much fun playing vs the attacking AI without vetmods!
I've been playing an Ops with mostly infantry vs infantry battles though...so I haven't really seen much vehicle AI.

RE: Last Stand Arnhem v5.60.01b Public Beta

Posted: Fri Jul 30, 2010 11:06 pm
by Tejszd
Vehicle pathing they said would be in patch 2, so I wouldn't expect much if any change....

RE: Last Stand Arnhem v5.60.01b Public Beta

Posted: Fri Jul 30, 2010 11:41 pm
by Renato
Hi All,

Glad to see the AI is tougher.

What difficulty do you play Operations and Campaign at?

RE: Last Stand Arnhem v5.60.01b Public Beta

Posted: Sat Jul 31, 2010 12:12 am
by xe5
Im always outnumbered when I employ an armor BG. Im simultaneously fighting against the enemy and my own vehicles. The AI seems to have no difficulty driving its panzers like a pro. Why not just let an allied AI drive/fight the friendly vehicles as well, and let the player tag along in command of the infantry?

@Renato - Player Elite: AI recruit; 'Force Morale' and 'Take All Victory Locations/Two Minute Warning' options on; 15 minute game timer

RE: Last Stand Arnhem v5.60.01b Public Beta

Posted: Sat Jul 31, 2010 12:19 am
by squadleader_id
ORIGINAL: Renato

Hi All,

Glad to see the AI is tougher.

What difficulty do you play Operations and Campaign at?

Here's my settings:
Image
You might want to experiment with "Never Act On Initiative" for the AI...in CC5 this tends make the attacking AI less active.
When playing as the attacker...give the AI the "Never Act On Initiative" advantage.
In CC5 sometimes giving the AI "Always See The Enemy" works great.

RE: Last Stand Arnhem v5.60.01b Public Beta

Posted: Sat Jul 31, 2010 12:45 am
by Renato
@ xe5 and squadleader

You play hard. [:)] My compliments!

LSA seems more difficult with respect to WaR and TLD.

RE: Last Stand Arnhem v5.60.01b Public Beta

Posted: Sat Jul 31, 2010 3:09 am
by gabeeg
the preliminary reports from the beta 1 patch were enough to finally push me over the top and I purchased LSA tonight...going through the tutorials now.   I did have crash when I attempted to turn off the music in the option panel...said it could not write to the registry key...reinstall.   I restarted and everything is fine and the music is indeed off.  Not sure if this has been reported before or if it was a random glitch.

RE: Last Stand Arnhem v5.60.01b Public Beta

Posted: Sat Jul 31, 2010 4:02 am
by Sapa
Thanks for the beta update[:)] It feels like the AI is more aggresive, now using cover, coveringfire and smoke much better! Great work!!

but...please, please, fix the "Cant go there!" to the next big update! It ruins almost every battle with a vehicle involved...

anyway..thankyou wery much!!

//Mats

RE: Last Stand Arnhem v5.60.01b Public Beta

Posted: Sat Jul 31, 2010 11:52 am
by RD Oddball
Pathfinding improvements are in the works. [;)]

RE: Last Stand Arnhem v5.60.01b Public Beta

Posted: Sat Jul 31, 2010 12:21 pm
by Dundradal
ORIGINAL: RD_Oddball

Pathfinding improvements are in the works. [;)]

Great! Last night I fought with 2 armored cars on the Arnhem road bridge. They kept saying they couldn't move yet they were on the flat road deck. Good thing they were only going against AB.

RE: Last Stand Arnhem v5.60.01b Public Beta

Posted: Sun Aug 01, 2010 2:32 am
by 7A_Woulf
[&o]

Just want to thank you guys for this patch!!
I just had the most intense battle against the AI since I started to play CC back in the CC2-days.

*The PIAT team knocked out a SPW 250/1 that came rumbling across the Arnhem bridge.
*A HMG duel across the bridge while they did it, ending in a total whipout of my Vickers HMG.
*Three British paras without ammo running forward to scavenge Jerry weapons, finding themselves surrounded by SS grenadiers and killing seven of them with their own weapons before one para could retreat.

And finally, the reason I write about it here, this is what the AI in this patch did to me:

 

RE: Last Stand Arnhem v5.60.01b Public Beta

Posted: Sun Aug 01, 2010 2:37 am
by RD Oddball
[:D] Good to hear it's up to snuff. More to come.

RE: Last Stand Arnhem v5.60.01b Public Beta

Posted: Sun Aug 01, 2010 7:39 pm
by CSO_Talorgan
ORIGINAL: captskillet

Is this compatable with current saves?

Don't assume so.

RE: Last Stand Arnhem v5.60.01b Public Beta

Posted: Sun Aug 01, 2010 7:41 pm
by CSO_Talorgan
ORIGINAL: Dundradal

They kept saying they couldn't move yet they were on the flat road deck.

Did they have fuel?

RE: Last Stand Arnhem v5.60.01b Public Beta

Posted: Sun Aug 01, 2010 8:14 pm
by Dundradal
ORIGINAL: CSO_Talorgan

ORIGINAL: Dundradal

They kept saying they couldn't move yet they were on the flat road deck.

Did they have fuel?

Plenty. They weren't immobilized. They just didn't want to move. It was the "can't go there" bug.

RE: Last Stand Arnhem v5.60.01b Public Beta

Posted: Sun Aug 01, 2010 8:45 pm
by CSO_Talorgan
Hmmm!

That's not so good.

[:(]