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Suggestion for suppresion fire

Posted: Sat Apr 26, 2014 8:26 pm
by rjh1971
When committing suppression fire on a tile, you can hear the cries of the wounded if an enemy unit is present, thus letting the attacking player know if a unit is in the tile therefore knowing he must keep pounding the tile.

I would suggest that no hints are revealed until the unit is visible by scouting.

Re: Suggestion for suppresion fire

Posted: Sat Apr 26, 2014 8:28 pm
by rjh1971
Similar to the last one is when you do suppression fire from a building and hit an enemy unit without the enemy spotting you, please suppress the ambush message unless the enemy unit is visible.

Re: Suggestion for suppresion fire

Posted: Sat Apr 26, 2014 11:22 pm
by SirGarnet
I think that is too binary for the right feel of battle. Suppressive fire comes in different flavors, from true suppression of active enemy fire to recon by fire, interdiction, or harassment.

The presence of something can be detected by visual, auditory, and even olfactory clues with respect to what is there and what is not - absence can also be important, such as when shooting into some cover does not flush birds. The better the soldiers and especially NCOs, the better the fieldcraft for this sort of thing.

Re: Suggestion for suppresion fire

Posted: Mon Apr 28, 2014 7:33 pm
by AndrewGardner
rjh1971 wrote:Similar to the last one is when you do suppression fire from a building and hit an enemy unit without the enemy spotting you, please suppress the ambush message unless the enemy unit is visible.
On a successful ambush, the location of the message seen by the opponent is shifted randomly so the player knows they were ambushed and from which general direction, but not the exact tile.

Re: Suggestion for suppresion fire

Posted: Mon Apr 28, 2014 8:28 pm
by rjh1971
AndrewGardner wrote:
rjh1971 wrote:Similar to the last one is when you do suppression fire from a building and hit an enemy unit without the enemy spotting you, please suppress the ambush message unless the enemy unit is visible.
On a successful ambush, the location of the message seen by the opponent is shifted randomly so the player knows they were ambushed and from which general direction, but not the exact tile.
I was referring to the info gained by the attacker, not the defender. If the ambush message shows up when attacking a tile you positively know there is an enemy unit.

Re: Suggestion for suppresion fire

Posted: Fri May 02, 2014 10:58 am
by vicco
Personally, I prefer to have the sound of voices when firing at a suspected location. Perhaps there can be an option to turn that off or change in a config file?

Re: Suggestion for suppresion fire

Posted: Tue May 27, 2014 9:49 am
by rf900

Code: Select all

On a successful ambush, the location of the message seen by the opponent is shifted randomly so the player knows they were ambushed and from which general direction, but not the exact tile.
Regarding this, in the original BA I look at the code and the ambush message never appears on the exact tile where the unit was, that gave me a big hint on where the unit can possibly be. Can you update the random message code so that it includes the center tile also (the one where the unit actually is)?

Re: Suggestion for suppresion fire

Posted: Tue May 27, 2014 3:38 pm
by AndrewGardner
rf900 wrote:Regarding this, in the original BA I look at the code and the ambush message never appears on the exact tile where the unit was, that gave me a big hint on where the unit can possibly be. Can you update the random message code so that it includes the center tile also (the one where the unit actually is)?
I will take a look, it certainly sounds like the center tile should be included.

Re: Suggestion for suppresion fire

Posted: Wed May 28, 2014 6:58 am
by IainMcNeil
The sound effect is by design. Suppressing fire is not that useful and without some feedback it would be really hard to use at all. The centre tile should be included if its not on an ambush.