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Posted: Wed Feb 06, 2008 11:41 pm
by Knut
Just reading an account of a 82nd Airbourne trooper "Descending From The Clouds," and noticed that amongst some nifty tales of platoon sized formations operating with 1 or 2 tanks, there were many, many instances in which the author, a sergeant, commented on having to launch company-sized (or larger) attack without any artillery fire support. I suppose this is particularly true being that he was in the paratroopers.

I think that the ability to toggle on and off artillery for a given battle, or having only one side have it would be realistic, and add a nice twist to the game.

Posted: Wed Feb 06, 2008 11:59 pm
by StateRoute170
yea,but wouldn't you just put one side with 0 arty shots,you wont need that,so sean doesnt have to do anything

Posted: Thu Feb 07, 2008 3:02 am
by Knut
StateRoute170 wrote:yea,but wouldn't you just put one side with 0 arty shots,you wont need that,so sean doesnt have to do anything
Cool, tell me how to do that.

I also meant that I would like it to be somewhat random for the AI - you shouldn't really know what the enemy has in store for you before the battle starts!

How much artillery?

Posted: Thu Feb 07, 2008 12:21 pm
by JeanBoule
Actually, this is one aspect of Firefight which is quite inflexible, to the best of my knowledge. You have no choice about artillery. The enemy always has it , and you always have it. Of course if you want to set yourself an extra level of difficulty, you dont have to use your artillery. You can rest assured that the enemy will use his/hers.

Which in some cases is not historically accurate. In the case of regular troops fighting guerrillas, the guerrillas would be unlikely to have artillery or it might be a lot less effective. On the other hand, the history books tell us that by 1945, the russians had way, way more than the germans.

To get this thread on topic, I wish that I had a flexible choice about artillery as I do with other arms, that is, that I could elect to have fewer troops or tanks, and more artillery rounds to fire, or vice versa. I wish that I could have more HE and less smoke, or vice versa. Oh, and I wish I could have both smoke and HE in the same salvo or fire mission.

If the game included World War One, I would want gas shells too, but I wont ask just yet.

I like to check what each of my subunits did at the end of a game, like how many enemy they killed. I wish to know how many enemy the artillery knocked off. As it is I have to estimate by subtraction, assuming the total - subunits score = artillery score.

Getting a good result with your artillery is one of the harder aspects of this game.

Posted: Thu Feb 07, 2008 5:14 pm
by StateRoute170
dude,the computer is not a he/she,the computer is a ''it''.

Posted: Thu Feb 07, 2008 5:36 pm
by TheKangaroo
Are you perfectly sure on that?

Posted: Thu Feb 07, 2008 5:54 pm
by StateRoute170
yea im sure,why are you attracted to your computer?go masturbate or somethin Jesus Christ.

Posted: Fri Feb 08, 2008 8:33 am
by Legacy
Cool it, kid, this forum is more or less rated PG.

Posted: Mon Feb 11, 2008 1:18 am
by Nomadic
Better realism with how Artillery suppresses troops:

Yes I understand that any sane person would duck and cover when a rain of giant shells comes flying down on their position. That is fine and completely realistic. However, what isn't realistic is that everyone stays suppressed so long that it lets the artillery target them and blanket their position with no chance of escape. In reality troops hit by arty fire who aren't currently under fire from enemy small arms or the like would immediately scatter, as any person with an IQ over 70 would realize the enemy now has a lock on your position and you are dead unless you move. So either make them scatter immediately after the duck and cover, or shorten suppression so they can fall back and get to safety. This would add another level where if you want to take out a group of troops you need to first pin them down with small arms fire before bombarding them. You can't just shell their position then leisurely stroll in afterwards and mop up (which is silly).

Posted: Mon Feb 11, 2008 4:47 pm
by StateRoute170
he's right,like in company of heroes,soldiers hit the deck when under arty fire and would quickly find cover like real soldiers.

Posted: Sun Aug 10, 2008 3:37 am
by hardfighter
1. a hold-fire button. it doesnt have to be complicated, just a simple DONT FIRE button. i hate it when im defending a town with a flat field in front. my HMGs blaze away and waste all their ammo while the enemy is still in cover.

2. i like the idea of different arty options. different spreads, gas shells, ability to turn off arty for certain battles, preplanned attacks.

3. i think a nice control to have would be a "give chase" control. i often have a tank that i'll bring up and the enemy will just collapse. but they just fall back and regroup.

4. defensive fortifications would be great. maybe not foxholes, but definitely bunkers. the attackers always have 2 or 3X the amount of men the defender has, and fortifications would even up the playing field. the defender just doesnt have that many choices without the HOLD FIRE button and preplanned arty.

Posted: Tue Sep 23, 2008 12:40 am
by Whereisdabud
Just wanted to add that maybe a weather system would be good for the game. It could have different wind speeds for every map(not too drastic). Maybe it could have snow and rain etc. I would also like to see night missions maybe? I think that would be pretty fun. Just my thoughts anyway.

Posted: Fri Sep 26, 2008 5:06 am
by Whereisdabud
Upon further playing the game I realized that when troops run out of ammo, they leave their position to go find more and a majority of the time they go the wrong way to look for it. All I am saying is that it would be nice to somehow direct your troops where to go. Maybe a reload command?

Running out of ammo.

Posted: Fri Sep 26, 2008 6:21 am
by JeanBoule
[quote="Whereisdabud"] . . . . when troops run out of ammo, they leave their position to go find more and a majority of the time they go the wrong way to look for it. /quote]

I recently had a game where I had a couple of recce squads running around in small circles in a very strange way. I was defending, and I often use recce squads in defense, because that gives small units I can use as reinforcements for threatened areas ("Wot, like you mean everywhere?" I hear you say).

Anyway, I happened to notice these squads had zero rounds left. This is the first time I have noticed this happening with infantry. Tanks seem to run out of main gun ammo fairly often, but not mg ammo. I have experimented with rifle squads with a low initial ammo level to see what happened when they ran out, but they seemed to conserve it or something.

I did not come to a firm conclusion on what was happening.

This has made me think though. In a deliberate defense, the defending troops might well have a much larger amount of ammo right to hand, whereas the attackers have to carry theirs, and there is a physical limit to how much they can carry.


Posted: Sun Mar 08, 2009 8:15 pm
by the space predator
I have some idea:
- Add more country where we can figth: Finland, greece, bulgaria, poland, norway and neetherland
-Add more nationality, Belgian, Finish, greek and yougoslavia's army
-Add beach, mounatin and city terrain.
-give specific characteristic to each nationality.
-make more type of troop than Elite ,regular and raw
-unit can take amo and weapon on death unit
- In a campain whit Australia, I have use some papouan guerrialla in north africa. But in the description, papouan can only been use in new guinea
- make difference beetween amphibius tank and regullary tank
- Why the New Zeland troops don't look like the Australain troops?