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Super WP HMGs?

Posted: Mon Sep 01, 2014 7:14 pm
by Panta_slith
At least five of my Leos 2 with HOLDING orders in urban terrain were destroyed by two MRCs at 1500-2000 metres. Now, according to my opponent, who was most surprised by the outcome, those MRCs had only BTRs with 14.5 mm HMGs and infantry with RPG-18s. Isn't that a little excessive? [:@]

RE: Super WP HMGs?

Posted: Mon Sep 01, 2014 7:40 pm
by CapnDarwin
Can you get me screen shots or even better a save file before the attack? There are a number of possibilities for what happened, but I need to see the situation to know.

RE: Super WP HMGs?

Posted: Tue Sep 02, 2014 9:15 am
by Panta_slith
The offending units are in hexes 2917 and 2918 and the victims in 2717 and/or 2718. Anyway, it has to be a bug, since those units have no weapon capable of killing a Leopard (A Leopard 2!) whatsoever.
Sorry, I don't have .Zip and the Matrix mail does not accept the turns (or them RARed).

RE: Super WP HMGs?

Posted: Tue Sep 02, 2014 9:38 am
by CapnDarwin
The one enemy looks like a full Mech company, can you have your opponent send a picture with the unit selected so I can see the composition? My guess is there is an ATGM system or two with those troops. What scenario is that? I could test it out to see what is there? Also, you can just save your file with the ". Zip" extension and post it. Just tell me the original extension when you do.

RE: Super WP HMGs?

Posted: Tue Sep 02, 2014 9:47 am
by Panta_slith
And the corresponding (I hope) ZIPped turns are here and the scenario is Witch Cauldron:

RE: Super WP HMGs?

Posted: Tue Sep 02, 2014 9:55 am
by CapnDarwin
Panta, Thanks I'll check it out tonight.

RE: Super WP HMGs?

Posted: Wed Sep 03, 2014 6:30 pm
by fbscheuer
Tried to attach the pic here. The units are 1/3/27th Gds MRR and 2/3/27th Gds MRR in Witch´s Cauldron, and the Leopard kills took place at 3-4 hexes range.

Image

RE: Super WP HMGs?

Posted: Wed Sep 03, 2014 8:14 pm
by CapnDarwin
We are looking into the issue and I am seeing some numbers in the debug that I'm not sure are calculating as intended. Once this gets narrowed down we will get a fix in 2.06 for it. A good bug find of something we thought was fixed a while back. I'll keep you posted.

RE: Super WP HMGs?

Posted: Thu Sep 04, 2014 3:17 pm
by CapnDarwin
I did find an issue in the code and have made a fix that we are now testing out. My first check out of the gate looked promising and we will track this more as we test 2.06.

RE: Super WP HMGs?

Posted: Thu Sep 04, 2014 6:26 pm
by Panta_slith
Since you are working on the code, please remove the APC's phasers and Klingon torpedoes, IMO they seriously put out of balance the whole game! [:)]

RE: Super WP HMGs?

Posted: Thu Sep 04, 2014 7:16 pm
by Mad Russian
What needs to happen is that YOUR access to the APC phasers and Klingon torpedoes needs to be removed. Those were put in there so I could win a game every so often. [:D]

Good Hunting.

MR