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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2786593507
I totally agree. I like the revive mechanic however I don't think every single soldier should be able to be revived which is how it appears to function at the moment. Actually I prefer the base game's approach to this in which higher quality units/units with more experience have a higher chance to bleed out.
I'll set up a position, and compared to US airborne even elite german squads take their time picking targets and opening fire. I am using the "look at" command to point them in the correct direction. So this isn't an issue of them needing to turn around and react.
Nothing I can do about it, unfortunately. I just hope DMS would make things better someday.
Both US and German T3 infantry have the exact same stats and AI intelligence is the same across all factions. Most likely a bug that I don't have any control over.
Edit: Rebooted, verified game files, started a new save and the issue seems to be gone. So if anyone has the problem I did in the future, maybe that'll sort it out for you.
Vehicles will not load or switch to HE unless ordered to do so. If they use HE, they will prioritize infantry and soft targets more. Vehicles using MPAT will prioritize all targets equally, and vehicles typically switch to HEAT or MPAT against light armored vehicles
Having hotkeys aligned for quick grenade throw commands help. While AT infantry is able to engage vehicles themselves, AT infantry performs best when direct controlled.
Worth noting I tweaked the ammo priority usage for AI, so that they'll use ammunition in a different manner compared to Vanilla.
By default, most vehicles are preloaded with Sabot/APDS. Autocannons will engage everything with APDS which include infantry and vehicles. Autocannons with HE will engage everything but automatically switch to sabot/AP against vehicles. AI will not switch to HE unless ordered to do so.
For large caliber guns (105mm, 120mm, 125mm, etc), vehicles loaded with APDS/Sabot will only exclusively engage vehicles. However, they may still engage infantry with their coaxial MG. If they encounter soft skinned vehicles such as cars, or light armors such as APCs or IFVs, they will fire on them with the sabot/APDS, and the next round they load will be either HEAT or MPAT. The AI does this on their own.
Vehicles loaded with HEAT will engage all vehicles and emplacements, but not infantry. But vehicles loaded with MPAT with engage all vehicles and infantry. Against thicker armors such as MBTs, they will fire the HEAT or MPAT in the chamber into the enemy vehicle, and next round loaded will be Sabot/APDS. AI will not switch to either HEAT or MPAT unless they have expended the round in the chamber, and they will never switch to HE unless ordered to do so.
Vehicles loaded with HE will automatically engage infantry and cars. If they encounter an APC, IFV, or MBT, they may fire HE at them (may be ineffective against heavy armors, but the shock can still stun the crew and give them time to load the proper round) and next round loaded will be either HEAT, MPAT, or Sabot depending on target type.
Certain rounds such as M908 HE-OR and XM1147 AMP found within the US Abrams tanks have unique properties in which they have penetration and can penetrate cover and blow up on the other side with good blast radius, making them effective bunker busting rounds. UAF Abrams tanks, unlike US Abrams tanks, highly use HE rounds instead of MPAT, making them have better blast radius at the expense of versatility.
Infantry using anti-tank weapons engage vehicles and emplacements alike.
I still don't recommend relying on the AI to do everything themselves though. Still, keep an eye out for enemy activity and preparing them for whatever you want them to do in advance helps. Or better yet, direct control them yourself if you think it's necessary. You may want to figure out what each ammunition type does and how good they are.
This mod is meant to be technical in the first place where every piece down to its minor details stack up.
Having two squads equal 10. If it's balance reason. Can we go for 4 or 6? It's just feels so weird with odd numbers.
Oh and why is there always that one guy with a M4/Rifle with no grip whilst everyone else has one?
Also. Can we get a Gustaf Fireteam instead of AT-4 Fireteam or both too?
Compared to vanilla I do notice the friendly AI infantry throwing more grenades and using AT more efficiently.
Yeah totally, with this mod things workout better and the "tactical" feeling is there more, while in the other it feels more like an age of empires, i just have the issue with the AT that AI dont use (my AI) but im getting used to direct control it now, its a matter of changing your playstyle, advice to everyone new in using this mod: This plays different than vanilla, you gotta change your actual strategy im 99% sure lol, its not that you play bad its just that this plays different