RE: Some things that irk me
Posted: Thu Nov 28, 2019 7:13 am
I have a couple more little gripes:
1. Air defence vehicles... e.g Shilka, Tunguska, Tor, M113 Vulcan etc etc.
All SPAAA and mobile SAM systems that have turrets engage and track air targets with their hulls? Why? They have turrets that traverse faster, they are designed to emplace and track air targets with their turrets and response times are crucial and often measured in seconds, but they will initially train their turret to the target, then align hull, then traverse ONLY with the hull. Not only does it look bad but it's affecting gameplay results too as hull turn rates are slower than turret. It is a particular handicap when an air target overflies a turreted air defence unit.
I imagine it's a general vehicle AI which is suitable for MBT's facing a threat and might also be suitable for air defence vs helicopters but it feels totally wrong for these air defence units engaging fast aircraft. A new AI along the line of : "unit can engage air" AND "unit has turret" AND "target = plane" then "use turret traverse only" might be more suitable.
2. Helo's are leaving before expending all weapons. They seem to leave if they use all their ATGM's (often expended first) even though they still have cannon, (and maybe even rockets remaining). Their cannons might be useful later. It seems to be range related. If they expend all rockets and missiles but there are no targets in cannon range they leave, if they are some targets in cannon range, they stick around. It's all very confusing and not being able to see their current ammo amounts doesn't help identify the problem either, but something is happening making them depart early (not damage related either).
1. Air defence vehicles... e.g Shilka, Tunguska, Tor, M113 Vulcan etc etc.
All SPAAA and mobile SAM systems that have turrets engage and track air targets with their hulls? Why? They have turrets that traverse faster, they are designed to emplace and track air targets with their turrets and response times are crucial and often measured in seconds, but they will initially train their turret to the target, then align hull, then traverse ONLY with the hull. Not only does it look bad but it's affecting gameplay results too as hull turn rates are slower than turret. It is a particular handicap when an air target overflies a turreted air defence unit.
I imagine it's a general vehicle AI which is suitable for MBT's facing a threat and might also be suitable for air defence vs helicopters but it feels totally wrong for these air defence units engaging fast aircraft. A new AI along the line of : "unit can engage air" AND "unit has turret" AND "target = plane" then "use turret traverse only" might be more suitable.
2. Helo's are leaving before expending all weapons. They seem to leave if they use all their ATGM's (often expended first) even though they still have cannon, (and maybe even rockets remaining). Their cannons might be useful later. It seems to be range related. If they expend all rockets and missiles but there are no targets in cannon range they leave, if they are some targets in cannon range, they stick around. It's all very confusing and not being able to see their current ammo amounts doesn't help identify the problem either, but something is happening making them depart early (not damage related either).