"Super Tank" (Full Version)

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genehaynes -> "Super Tank" (7/12/2012 12:42:56 PM)

I need some advice. While playing the Germans during scenario: Frontier Firefights / Crossfire, I had the following happen on turn 3:

A T26b tank moved 5 times, and FIRED 5 TIMES at my PzIIIh tank, finally killing it. My question is; how can the T26 get that many AP's? It costs it 5 APs to fire once. I know there are action cards that can increase the number of actions may do, but you usually don't get that many cards. Also, I think there's a graphic displayed when the AI uses CAPs on a unit, so I don't think it was additional CAPs.

Any comments / explaination would be appreciated.




junk2drive -> RE: "Super Tank" (7/12/2012 1:25:19 PM)

What did the event text say? Did you know that there is a tiny arrow to expand the text area?




MacDaddy -> RE: "Super Tank" (7/12/2012 2:33:29 PM)

I had the same issue playing "The Monsters". A T26b "supertank" moved nine times and fired three times to kill my poor panzer. It only used one CAP. Checked the event text, it never mentioned any cards. It was my best start in Monsters, I figure the AI decided to even the score.[:'(]




genehaynes -> RE: "Super Tank" (7/12/2012 8:43:19 PM)

The small arrow seems to expand the event log (i.e. It doesn't give additional information).

The T 26 still moved 5 times and fired 5 times. After I posted this and went back to the game, the T26 fired once more at a rifle squad, for a total of 6 times firing, at 5 APs per fire! That's 30 APs for firing, plus the additional APs (At least 5) for moving.




tigercub -> RE: "Super Tank" (9/13/2012 6:13:27 AM)

The T26 had a slow loading gun...one man turrent




ericbabe -> RE: "Super Tank" (9/14/2012 12:57:49 AM)

What difficulty were you playing on? The AI does get a CAP increase based on the difficulty level -- something like 25% per level, IIRC. A scenario which gives the AI 10 CAPs base might end up with 20-25 CAPs from the bonus at the highest difficulty level.

Erik Rutins has asked me to look into modifying the AI routines to make it less likely that the AI will spend its CAPs on a single unit. Ironically player feedback during beta testing ended up in a request for me to write a special routine to make the AI more prone to spending its CAPs on a single unit; I may be able to modify this routine to make this AI behavior less likely.




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