[RESOLVED B1253.1] ASuW Missile leg & pattern question

Post bug reports and ask for game support here.

Moderator: MOD_Command

Post Reply
JoshuaAstray
Posts: 8
Joined: Sat May 22, 2021 9:45 am

[RESOLVED B1253.1] ASuW Missile leg & pattern question

Post by JoshuaAstray »

Hi,

When assigning a task force in ASuW strike mission against another fleet with SSM, my task force tend to launch some SSMs with legs instead of a direct routine, which causing these SSMs separated into different groups and arrive target at different time. This really weaks the strike strenth since these SSMs can be defended separately.
If I just use manual target and assign missile launch, they would go a direct path. Yet I didn't find any option in Mission configuration which manage missile behavior. Actually I would expect the mission would manage SSM launch and coordinate them arrival at the same time, not the opposite approach.
Any solution on this issue?
Thank you very much
KnightHawk75
Posts: 1850
Joined: Thu Nov 15, 2018 7:24 pm

RE: ASuW Missile leg & pattern question

Post by KnightHawk75 »

Any solution on this issue? For now, yeah it's really just the one you already found, allocate manually. [&:]

You aren't the first to mention it though,including recently, about wanting a option to disable the ai auto-doglegging munitions. Perhaps a mention in sticky for enhancement requests might get some eyeballs.
AndrewJ
Posts: 2449
Joined: Sun Jan 05, 2014 12:47 pm

RE: ASuW Missile leg & pattern question

Post by AndrewJ »

I second the motion. It would be handy if the default were a straight attack.

A spread strike without TOT control is usually worse than one that goes straight in. And I don't think anyone enjoys the ritual of making a big missile attack, when you have to set a straight course for each launcher, again and again and again.

Boagrius
Posts: 67
Joined: Mon Jul 20, 2020 9:37 pm

RE: ASuW Missile leg & pattern question

Post by Boagrius »

Agreed. The saturation effect of all the missiles arriving simultaneously is generally much more useful than splitting the salvo into smaller groups and having them arrive at different times from slightly different angles.
BDukes
Posts: 2578
Joined: Wed Dec 27, 2017 12:59 pm

RE: ASuW Missile leg & pattern question

Post by BDukes »

The auto split is much more useful for when you have non-vls targets or defensive systems with fixed arcs. Might be better to change the default configuration to straight in.

Mike
Don't call it a comeback...
robertqin
Posts: 15
Joined: Mon Aug 23, 2021 10:59 pm

RE: ASuW Missile leg & pattern question

Post by robertqin »

I also thought that the default spread pattern works well to conceal the location of the launch platform. If the missiles all go straight to the target, the bearing of the launch platform can be deduced. It matters not when playing against AI however.

That being said, the default pattern is indeed not optimal in many cases. At least having the option to toggle it off would be good.
JoshuaAstray
Posts: 8
Joined: Sat May 22, 2021 9:45 am

RE: ASuW Missile leg & pattern question

Post by JoshuaAstray »

Seems an old issue without a good workaround, sad.
While a leg would conceal the launch platform, true, but we need to configure the leg pattern, or have the mission AI optimise the path so that all missile would arrive at the same time(or just cancel the leg option and go straight way), instead of the weird spread pattern.
I can't understand the mission AI logic, to be honest. Either a straight in or a well coordinated attack would be understandable, but this weird spread....sigh.....
Any Devs here? can we get this issue fixed?
Dimitris
Posts: 14792
Joined: Sun Jul 31, 2005 10:29 am
Contact:

RE: ASuW Missile leg & pattern question

Post by Dimitris »

They are here.
thewood1
Posts: 9137
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

RE: ASuW Missile leg & pattern question

Post by thewood1 »

The weird part is I think the dog leg was added way back because of player feedback.
BDukes
Posts: 2578
Joined: Wed Dec 27, 2017 12:59 pm

RE: ASuW Missile leg & pattern question

Post by BDukes »

ORIGINAL: thewood1

The weird part is I think the dog leg was added way back because of player feedback.

It was.

Mike
Don't call it a comeback...
JoshuaAstray
Posts: 8
Joined: Sat May 22, 2021 9:45 am

RE: ASuW Missile leg & pattern question

Post by JoshuaAstray »

I think we need a option to turn it on or off, and also a pattern option to either optimise the arrival timing or multi-direction, of course if a manual leg option is also added, that would make the mission planner much more useful.
User avatar
ultradave
Posts: 1622
Joined: Tue Aug 20, 2013 7:01 pm
Location: Rhode Island, USA

RE: ASuW Missile leg & pattern question

Post by ultradave »

How about:

1 - straight
2 - leg(s) with all missiles following same path (conceal launch direction)
3 - spread

Dave
----------------
Dave A.
"When the Boogeyman goes to sleep he checks his closet for paratroopers"
kch
Posts: 224
Joined: Wed Dec 31, 2014 3:07 pm

RE: ASuW Missile leg & pattern question

Post by kch »

Couldn’t it use the same mechanics as the land attack missiles? Ie the player puts in way points? I assume that is he how it works in real life, right?
BDukes
Posts: 2578
Joined: Wed Dec 27, 2017 12:59 pm

RE: ASuW Missile leg & pattern question

Post by BDukes »

ORIGINAL: ultradave

How about:

1 - straight
2 - leg(s) with all missiles following same path (conceal launch direction)
3 - spread

Dave

Yeah I think this would be great.
Don't call it a comeback...
thewood1
Posts: 9137
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

RE: ASuW Missile leg & pattern question

Post by thewood1 »

I assume not all missiles have waypoint or programming capabilities. Is that correct?
Dimitris
Posts: 14792
Joined: Sun Jul 31, 2005 10:29 am
Contact:

RE: ASuW Missile leg & pattern question

Post by Dimitris »

Correct. This is controlled by the "waypoints" field in the Weapons annex.
kch
Posts: 224
Joined: Wed Dec 31, 2014 3:07 pm

RE: ASuW Missile leg & pattern question

Post by kch »

missiles doing doglegs in order to confuse must be using inputs like waypoints right?
p1t1o
Posts: 272
Joined: Mon Apr 06, 2015 11:35 am

RE: ASuW Missile leg & pattern question

Post by p1t1o »

NB: I added this a little while back: (post #313)
https://www.matrixgames.com/forums/tm.a ... 4&mpage=11#
Dimitris
Posts: 14792
Joined: Sun Jul 31, 2005 10:29 am
Contact:

Re: ASuW Missile leg & pattern question

Post by Dimitris »

Added doctrine option for "straight in" shots for waypoint-capable missiles in Build 1253.1.
KnightHawk75
Posts: 1850
Joined: Thu Nov 15, 2018 7:24 pm

Re: ASuW Missile leg & pattern question

Post by KnightHawk75 »

Dimitris wrote: Tue Jun 14, 2022 7:01 am Added doctrine option for "straight in" shots for waypoint-capable missiles in Build 1253.1.
Thanks, much appreciate the option being added in recent betas.
Post Reply

Return to “Tech Support”