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RE: Build 4.6.276 Feedback

Posted: Sun Mar 30, 2014 6:41 am
by decaro
ORIGINAL: Arjuna

Joe,

Just change the end time so it has more time. That's a pretty simple workaround.

That's what I eventually did -- I was just surprised to see it could still happen, albeit infrequently.

RE: Build 4.6.276 Feedback

Posted: Sat Apr 05, 2014 1:55 pm
by Fred Sanford
edit: never mind, just read Arjuna's post.

RE: Build 4.6.276 Feedback

Posted: Sun Apr 06, 2014 8:46 am
by decaro
I haven't gone through all the scenarios from both sides, but I've noticed that there are now more scenarios that play better from one side than the another. Of course, in many scenarios the AI just plays better, period.

IMO, the simplest answer to address this issue is to "tweak" the value of some objectives to compensate for the changed behavior of the AI under the new improvements.




RE: Build 4.6.276 Feedback

Posted: Tue Apr 08, 2014 3:32 pm
by Perturabo
I noticed that vehicle MGs got gimped and now they have lower range and accuracy than LMGs. Wouldn't Coax MGs be as accurate as tripod mounted ones or more due to optics with zoom?

RE: Build 4.6.276 Feedback

Posted: Thu Apr 10, 2014 10:46 am
by decaro
ORIGINAL: Joe D.
ORIGINAL: Arjuna

Joe,

Just change the end time so it has more time. That's a pretty simple workaround.

That's what I eventually did -- I was just surprised to see it could still happen, albeit infrequently.

Update: Playing as the Axis in "Greyhound Dash" I found that sometimes the game won't accept the work-around to push back the date.
I have no clue why that happens.

RE: Build 4.6.276 Feedback

Posted: Thu Apr 10, 2014 10:30 pm
by Tim James
ORIGINAL: Joe D.
Update: Playing as the Axis in "Greyhound Dash" I found that sometimes the game won't accept the work-around to push back the date.
I have no clue why that happens.
I think after they've cancelled it, sometimes it's too late to give them extra time. Like the attack has already been deleted but not quite cleaned up yet by the rest of the game. Just speculating.

RE: Build 4.6.276 Feedback

Posted: Fri Apr 11, 2014 4:15 am
by Phoenix100
Joe. You can't push the time back after you've set it, I think, after the AI has started actioning the task. I think Dave meant that you shouldn't accept, necessarily, the default times, but push it back a bit when you originally set the task. I always just click a couple of more days, to be honest. It seems to make no diff to how quickly they get on with it, but it usually means they won't run out of time.

RE: Build 4.6.276 Feedback

Posted: Sat Apr 12, 2014 6:21 pm
by Fred Sanford
ORIGINAL: phoenix

I always just click a couple of more days, to be honest. It seems to make no diff to how quickly they get on with it, but it usually means they won't run out of time.
This is what I do, too.

RE: Build 4.6.276 Feedback

Posted: Sun Apr 13, 2014 10:41 am
by MikeJ19
I think that the latest patch is good. I have some issues with the ability of the Arty Units - I think that in the defence they are too strong. I just posted about 3 Tigers being destroyed in about 10 minutes by 10 105 mm Guns - which seems wrong to me.

However, overall the game works very well and I agree with Daz, move on to the Med pack and then CO2.

Thanks,

Mike

RE: Build 4.6.276 Feedback

Posted: Sun Apr 13, 2014 11:38 am
by Phoenix100
Mike. I just put up a query about those 3 Tigers, in that thread.

Peter

RE: Build 4.6.276 Feedback

Posted: Tue Apr 15, 2014 10:34 pm
by BletchleyGeek
ORIGINAL: Perturabo

I noticed that vehicle MGs got gimped and now they have lower range and accuracy than LMGs. Wouldn't Coax MGs be as accurate as tripod mounted ones or more due to optics with zoom?

Nice spot.

Regarding those vehicle mounted machine guns. Note that the BFTB modeling is very generic: we have abstracted those mounts into several very general categories, and that forced us to make a trade-off regarding accuracies and ranges (we also got some feedback from an actual tanker who questioned the effectiveness of bow mounted machine guns). Indeed, we're not accounting for more advanced optics than your average tank driver slit or pedestal-mounted MG.

If you have good data on which vehicles had those more sophisticated mounts, feel free to create duplicates of the existing "generic" mounts, modify them so to account for those factor and replace in the vehicle the "stock" mount with yours.

RE: Build 4.6.276 Feedback

Posted: Wed Apr 16, 2014 10:49 pm
by Perturabo
ORIGINAL: Bletchley_Geek
ORIGINAL: Perturabo

I noticed that vehicle MGs got gimped and now they have lower range and accuracy than LMGs. Wouldn't Coax MGs be as accurate as tripod mounted ones or more due to optics with zoom?

Nice spot.

Regarding those vehicle mounted machine guns. Note that the BFTB modeling is very generic: we have abstracted those mounts into several very general categories, and that forced us to make a trade-off regarding accuracies and ranges (we also got some feedback from an actual tanker who questioned the effectiveness of bow mounted machine guns). Indeed, we're not accounting for more advanced optics than your average tank driver slit or pedestal-mounted MG.

If you have good data on which vehicles had those more sophisticated mounts, feel free to create duplicates of the existing "generic" mounts, modify them so to account for those factor and replace in the vehicle the "stock" mount with yours.
Bow mounted MG is just one of multiple tank MGs. There's also Coax and AA MG. From what I've seen, most of tanks have only the one that represents the Bow MG (the worst).

RE: Build 4.6.276 Feedback

Posted: Wed Apr 16, 2014 11:16 pm
by BletchleyGeek
ORIGINAL: Perturabo
Bow mounted MG is just one of multiple tank MGs. There's also Coax and AA MG. From what I've seen, most of tanks have only the one that represents the Bow MG (the worst).

And you're right, Pertu. Can you make a list for me of the affected vehicles?

RE: Build 4.6.276 Feedback

Posted: Thu Apr 17, 2014 3:16 pm
by Perturabo
ORIGINAL: Bletchley_Geek

ORIGINAL: Perturabo
Bow mounted MG is just one of multiple tank MGs. There's also Coax and AA MG. From what I've seen, most of tanks have only the one that represents the Bow MG (the worst).

And you're right, Pertu. Can you make a list for me of the affected vehicles?
Well, it's almost all tanks and some other vehicles like jeeps and half-tracks.

So, it's probably necessary to search for estabs using all veh mgs. From what I've seen, only the .50 cal M2 HB MG - veh and possibly .30 cal M1919A5 - halftrack isn't affected (I'm not sure because the latter still has drastically higher accuracy drop than lmg).

RE: Build 4.6.276 Feedback

Posted: Fri Apr 18, 2014 5:50 am
by Mahatma
I think I've spotted the line formation problem again. Coys are sometimes either moving into line formation after assaulting or defaulting to line formation during a move task which has the objective within 1km. Also, defaulting to line formation when a defend task has been ordered, when the obj location is very close and the unit is under threat from enemies, e.g. after an assault when rearranging the defensive locations.