Page 5 of 5

Posted: Sun Jul 01, 2001 9:37 pm
by General Mayhem
Originally posted by BigDuke66:
Yea her's another Vote for reverse gear and Ammunition choosing. I really would like to see the ability to drive backwards(even if I won't need it :D ).
I agree totally, it would some time that instead of crack shooting skills, those crews would be teached how to drive backwards.

Heh, I guess that's why they are so tough as a infantry! :D

------------------------------------
Scene from a training of tanker crews:

Training Sergeant: That's all, any questions?
<looking around, and noticing Private Simple>

Training Sergeant: Yes, private Simple?

Private Simple: Sir, looking the training manual, I noticed tanks have no reverse gear????

Training Sergeant: Quite right! In this unit
we don't need to retreat, so you don't need a
reverse gear. If you retreat, then you're ready to join infantry! Because you propably will anyway, we've simplified training program to make you as a crack infantry units too, just in case somebody shots your
tanks from behind to pieces. But remember, no retreat! DO I MAKE MYSELF ABSOLUTELY CLEAR?

All trainees in union: YES, SIR!!!!

:D :D :D

Posted: Mon Jul 02, 2001 12:04 am
by Joe Osborne
Originally posted by Del:


Targeting the hex you occupy with a satchel charge or flamethrower ?!?!?! :eek: Are you mad? ;) Try it and see what happens. You will not be happy.
Not using the Z key but targeting a unit. On reflection I can see what would happen with a Satchel charge.. ;)...I suppose you receive damage as well....but you should be able to target a flamethrower...I'll try it....


Joe

Posted: Mon Jul 02, 2001 1:00 am
by Wild Bill
We're working on it guys. Wait for 5.4. The small unit issue is being dealt with.

Wild Bill

Posted: Mon Jul 02, 2001 3:01 am
by BigDuke66
Here are some thoughts about Cover.

Things like Walls or Trenches etc. should provide cover only to fire from certain directions and not from all.
I had a Russian Infantry squad pinned at a wall and shot them from on side and then from the opposite direction but every shot was useless.
This would be OK for Cover like Buildings, Foxholes etc that covers me almost total but not for Walls, abandon Vehicles, Trench etc, cross fire should be deadly if your are behind such cover.
Must have looked funny to see russans jumping from one side to the other and back again :D .

Posted: Mon Jul 02, 2001 5:57 am
by KG Erwin
My initial impression is that 5.3 should be the Last Word. With tank overruns and melees and improved infantry survivability in cover, I can see realistic close combat in WWII coming as close as its ever going to get within the limitations of this game engine. The sounds, the music, the uncertainty of what lies around the corner or in the next building, the thrill of ambushing an unsuspecting enemy, all add to the overall game experience and are just renewing my admiration for what you've done. Sure, there may be room for more tweaking, but all of that is just icing on the cake. Job well done, guys.

[ July 01, 2001: Message edited by: KG Erwin ]

Posted: Mon Jul 02, 2001 3:56 pm
by panda124c
The more I play the more I like. I hate/love ATRs (depends who's side they are on) they are deadly against Lt tanks, ACs, and APCs. The deadlist thing in the game is those MG armed tanks they chew up infantry like a meat grinder. :D :D :D :D :D

Oh yea one thing I have noticed, the AI's habit of moving it's infantry back to the last victory hex cluster when both sides have an Advance, is now a very logical move (with the changes in the infantry routine) that make it tough to take those last victory hexes.

[ July 02, 2001: Message edited by: pbear ]

Posted: Mon Jul 02, 2001 5:00 pm
by Larry Holt
I have found that when an infantry platoon leader is out of contact with its higher HQ, it can't get to the artillery fire mission screen (using the "B" key). OK, it can't call in artillery but this also means that it can't fire its own organic platoon mortars (those 50 & 60mm ones) even if its stacked with them!!

Can this be looked at?
Thanks

Posted: Mon Jul 02, 2001 11:10 pm
by Joe Osborne
Originally posted by Joe Osborne:


Not using the Z key but targeting a unit. On reflection I can see what would happen with a Satchel charge.. ;)...I suppose you receive damage as well....but you should be able to target a flamethrower...I'll try it....


Joe
I just tested this out and not only can you target a flamethrower on a unit in a hex in a hex but you can use a satchel charge as well! I thought I'd get blown to smithereens, but didn't (of course I understand at another time I probably could... :)) The thing I did notice is my suppression increased about 10-15 points. This was a German engineer unit assaulting a Soviet Guards infantry unit. Btw, I took out 4 Sovs. Interesting......

Joe Osborne

Posted: Tue Jul 03, 2001 7:10 am
by IKerensky
Originally posted by Paul Vebber:
What is it about tank crews that they automatically get a yellow streak down their back...Guderian talks of dismounting tankers to fight as infantry when he had to...

50 m is a big area, if 2 guys have a good spot, and the 10 enemy are spead out and uncoordinated they might get lucky, though to win the 10 would have fail two morale checks and teh crew pass two, then get VERY lucky rolling... Remember melee is not necessarily 10 guys making a ring around 2 guys and playing Mortal Kombat...its a mini-firefight inside the hex, all 10 men in a squad will not be able to come to bear on the defenders.

crew taking out a squad is fairly common in ASL (well you need like a 2 or 3 and teh squad rolling 10 or more - assuming a 1 against a 4...its a lot more rare in here...

Yep but Paul tell me if I am wrong but weren't the crew supposed to be just exiting a burning wreck ? did this supposed to be a good defensive area ? Especially if you deal that the one that destroy the vehicule is the infantry unit or tank that also target the crew.

I have no more real experience than WWIIONline but believe me , when I blow a PzIII and some crewmen dismount and try to crawl or run their way to safety they are just dead meat for a MG fire or my next HE round... obviously not at more than 250 meters...

Posted: Tue Jul 03, 2001 7:34 am
by IKerensky
Ilove the 5.3 but please can you do something for the A0 AI unit ? I will 99.99% of time be situated alone near the last obj zone, siometimes with 1 AA platoon sometimes really alone the result is that I cant resist blowing it in the 3-4 first turn with some art fire or 1 or 2 infiltrated squad ( ok those not in sthe 3 to 4 turn ).

Posted: Tue Jul 03, 2001 7:43 am
by Paul Vebber
The crews in the game are crews, whether you get killed and bail out or vountarily bail out becasue you are immobilized or just felt like bailing out. Once you rally it it should be back to normal. By that reasoning an infantry unit that took a couple casaulties to an artillery barrage should be cowering and retreating the rest of the game too...