BoneSaw Posted January 30, 2012 Posted January 30, 2012 I am putting a crap load of rangers on a hostile airfield and I can give them no anti armor capability. The Russians have the RPG-16 which can take out an M1 but the US has no man protable antitank troops? WTF? I expected to see an AT4 trooper or a Javelin trooper listed as an option under ground units but I am not seeing either. Am I missing something?
Speed Posted January 30, 2012 Posted January 30, 2012 (edited) I am putting a crap load of rangers on a hostile airfield and I can give them no anti armor capability. The Russians have the RPG-16 which can take out an M1 but the US has no man protable antitank troops? WTF? I expected to see an AT4 trooper or a Javelin trooper listed as an option under ground units but I am not seeing either. Am I missing something? This is part of the lack of crew served weapons and heavy infantry weapons I have often complained about. They don't have any of the modern anti-vehicle weapons, and no M2 .50 emplacements, etc. In addition, infantry needs its own AI logic- right now, it seems they just use the same logic as vehicles. This is not sufficient. One symptom is that guys with RPGs just advance till they are like 500 meters from an enemy, and just stop. They don't even shoot their weapons, they just kneel there and wait to get mowed down. Even if you set their ROE to weapons hold, to try to make them get closer, they will still act the same (at least, last I checked). I had tried to set up a bounding overwatch/advance on an enemy position using infantry by having two groups of infantry. By having one set to hold position, weapons free, while the other group was set to weapons hold, and free to move, and alternating between which group was set in each way, then in theory, you could have infantry advance on an objective more realistically. However, it didn't work- the second the infantry go within "range" they would just stand there and wait to be mowed down, often without firing a single shot at the enemy (even when set to weapons free). This is a big part of what limits us from making better CAS scenarios. You can't even make infantry retreat without setting the enemy to "invisible"- and then NO AI will be able to shoot at the enemy. Perhaps this could have been fixed in one of the more recent patches, as I tried all these experiments in 1.1.0.9, but it's doubtful. A lot of people don't see upgrading infantry AI as being as important as I think it is. But as a mission builder, I can't use infantry very well as they are: 1) Lacking crew served weapons, heavy weapons, modern weapons 2) Strongly lacking in AI Edit: And don't get me wrong, the mortar we got in a recent patch was a huge step forward, and I appreciate it, but we still need more- an AI upgrade, an ATGM, and a heavy machine gun would probably be the next three important items on the list. Edited January 30, 2012 by Speed Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
BoneSaw Posted January 30, 2012 Author Posted January 30, 2012 I agree with everything you just said, I have a scenario right now with about 200 inf and it's a friggin circus watching these guys. A platoon worth of guys marching single file to their deaths, its madness I tell ya. there should be a advanced waypoint command for Inf Formations like there is for helos at least.
Jona33 Posted January 31, 2012 Posted January 31, 2012 I agree with everything you just said, I have a scenario right now with about 200 inf and it's a friggin circus watching these guys. A platoon worth of guys marching single file to their deaths, its madness I tell ya. there should be a advanced waypoint command for Inf Formations like there is for helos at least. Use the Custom formation option with a predefined template. That means you can have infantry walking along side a HMMWV on a patrol. Really helps. Always remember. I don't have a clue what I'm doing
Tailgate Posted January 31, 2012 Posted January 31, 2012 (edited) I've had some pretty funny experiences placing infantry. I have an airfield capture scenario and originally positioned the US infantry behind a 5 story building. The on-base Shilka took out the entire building to get to them .lol. I've since placed them in a reinforced parking area on the airfield and created a trigger to move when the US armor reaches it. Works great. The Shilka doesn't see through it. eta. Where do I find the templates? Thanks. Edited January 31, 2012 by Tailgate
Grimes Posted January 31, 2012 Posted January 31, 2012 Customized formations are created 2 different ways. On each waypoint simply set the formation as "custom" and you will then use the list to the right to select the formation. The easiest way to create a formation is to use "default". Default uses whatever orientation the group spawned into the world with. All other formations are created from the saved templates. Templates are found and created via the template menu (half circle with a tiny circle above it). The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
BoneSaw Posted February 1, 2012 Author Posted February 1, 2012 I haven't gotten around to trying this yet, will probably today but the question is will they move in the same formation as the template or will they go single file once they start moving?
Jona33 Posted February 1, 2012 Posted February 1, 2012 (edited) I haven't gotten around to trying this yet, will probably today but the question is will they move in the same formation as the template or will they go single file once they start moving? Will stay in formation of the template. Why it's used. In BS1 I just used lots of different groups but it gets ridiculous. The problem is the game doesn't treat the tactics of infantry or tanks any different. You end up with stupid things, infantry with M4's will attack MBT's rather than hiding and desperately try not to draw attention to them. Edited February 1, 2012 by Jona33 Always remember. I don't have a clue what I'm doing
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