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ESTAB - Force equipment order

 
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ESTAB - Force equipment order - 12/19/2011 11:35:04 PM   
RockinHarry


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With regard to infantry type units: Is there a requirement for a particular order to add weapons (equipment) to a unit? Does the game engine selects a top down order when engaging targets (dynamic ingame situations left aside)?

Example:

1. Rifle
2. SMG
3. lMG
4. HMG
5. RPG
...

I figured some problems with HMGs in the game, but I´ll report more on that after finishing some more tests.

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RE: ESTAB - Force equipment order - 12/20/2011 12:07:53 AM   
Arjuna


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No the order is irrelevant.

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RE: ESTAB - Force equipment order - 12/20/2011 12:18:11 AM   
RockinHarry


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From: Germany
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quote:

ORIGINAL: Arjuna

No the order is irrelevant.


Ok, thanks.

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RE: ESTAB - Force equipment order - 12/30/2011 6:13:06 PM   
RockinHarry


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Did some tests with weapons reordered so i.e I took a german Grenadier Coy and ordered it this way:

1. lMG42
2. K98
3. MP40
4. Panzerschreck
5. Panzerfaust

HMG42 - removed

With this order I appear to notice the following after a number of tests runs:

The lMG are now first to shoot at "expected" ranges between 500-700m and somewhat beyond.

Rifles drop in at 300-400m more frequently with SMG at more expected close ranges.

At close (combat) ranges, lMG are quite reluctant to shoot and rifles have very high ammo expenditure. Note: MG and rifles have seperate ammo (7.92mm and 7.92mm MG)

Very oftenly rifles have expended all their ammo, when MGs still have thousands of rounds left.

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RE: ESTAB - Force equipment order - 1/2/2012 4:15:24 PM   
Chief Rudiger

 

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We want graphs!

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RE: ESTAB - Force equipment order - 1/2/2012 9:35:44 PM   
Arjuna


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Harry,

The above observations are in no way related to the order of the weapons.

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RE: ESTAB - Force equipment order - 1/2/2012 10:22:06 PM   
RockinHarry


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quote:

ORIGINAL: Arjuna

Harry,

The above observations are in no way related to the order of the weapons.


Hm...ok then.

Hard to derive any stats as long as I have an excess of non firing events occuring. Any news on that?

In a current example I have an unsuppressed infantry Coy (entrenchend) attempting to fire at various attacking enemy infantry at ranges betwee 300-500m. The log has 6 "engaging" entries so far, but I know from ammo expenditure (as well as from that single sound and animation FX) that just one "engaging" actually took place. Ammo drops from 12000 to 11739 (12 x lMG42 with their own 7.92mm MG ammo stock). Generally, infantry units appear to attempt "engaging" once every 1-2 minutes, but only a fraction actually takes place. Also "engaging" log entries rarely coincide with what I actually see happen for a particular infantry unit. Firing attempts appear to happen more successfully for gun and AFV units though.

I´m aware that the whole system is quite dynamic and that suppression effects, aparent enemy threat levels, or enemy units suddenly going prone take their roles.

RE close combat: I noticed that ammo expenditure for (7.92mm) rifles is quite exzessive and can drop to zero, while there remain thousands of ammo left for SMG and lMG. I´ve noticd at least once, that an infantry unit in close combat with no rifle ammo left, triggers an "engaging" event (with sound and GFX), which appears to be unique "close combat". There is no apparent ammo expenditure for non rifle equipment.

Could you elaborate how close combat is actually resolved?

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