USF Captain and Lieutenant Unit Behavior
![avatar of Skabinsk](/images/avatars/rifleman.png?updated=1414778190)
Posts: 238
It can be "game breaking" or even simply battle breaking.
How many times have you tried to attack a light vehicle and this idiot runs around and jumping around and never shooting his zooks. (zooks never hits ANYTHING anyway so this compounds the issue)
He needs to act like PGs with shrecks or Volks with shrecks where they just simply stop moving and shoot their rocket immediately.
Same with the LT jumping around to a charging sturmpioneer and lose the engagement being the squad doesn't stand still and fire.
Honestly I think all squads should never auto seek cover. If you put them there, great, if you dont and they are standing in red cover for example, they shouldn't jump out of it b/c that was your microing mistake.
I've had my Captian charge after units when you right click on them instead of shooting, correctly me if i'm wrong but it seems that he Cap doesn't shoot at max zook range, he moves close for the thompson range which may also be messing up his behavior.
Is anyone else experiencing this?
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This needs to be addressed big time. The both of these units NEED to stop auto seeking cover.
It can be "game breaking" or even simply battle breaking.
How many times have you tried to attack a light vehicle and this idiot runs around and jumping around and never shooting his zooks. (zooks never hits ANYTHING anyway so this compounds the issue)
He needs to act like PGs with shrecks or Volks with shrecks where they just simply stop moving and shoot their rocket immediately.
Same with the LT jumping around to a charging sturmpioneer and lose the engagement being the squad doesn't stand still and fire.
Honestly I think all squads should never auto seek cover. If you put them there, great, if you dont and they are standing in red cover for example, they shouldn't jump out of it b/c that was your microing mistake.
Is anyone else experiencing this?
Its because theyre fresh out of college and dont know what theyre doing.
I think its realistic. And should be left as is.
![avatar of Skabinsk](/images/avatars/rifleman.png?updated=1414778190)
Posts: 238
Its because theyre fresh out of college and dont know what theyre doing.
I think its realistic. And should be left as is.
We both know there is nothing "realistic" about CoH 2
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We both know there is nothing "realistic" about CoH 2
joking aside,I agree. it needs to be fixed. I have a hole in my wall because of this bullsh*t.
Captain lost to a half health engine damage luchs because he felt like dancing instead of killin'.
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![avatar of Skabinsk](/images/avatars/rifleman.png?updated=1414778190)
Posts: 238
joking aside,I agree. it needs to be fixed. I have a hole in my wall because of this bullsh*t.
Captain lost to a half health engine damage luchs because he felt like dancing instead of killin'.
It gets extremely frustrating when he get pinned from a Kubel bc he cant just shoot the damn thing and kill it. It's silly to have to buy a tank or ATG to kill it.
![avatar of Skabinsk](/images/avatars/rifleman.png?updated=1414778190)
Posts: 238
Guards also love to dance before firing their PTRS.
so it seems to be allied AT who seem to be retarded and Axis AT is best
![:O :O](/images/Smileys/ohmy.gif)
![avatar of RedT3rror](/images/avatars/shocks.png?updated=1394378846)
Posts: 747 | Subs: 2
It appears to be an issue with ai behaviour and it's not just the Captain and Lieutenant who suffer from it. Guards and Shock have the same or similiar problems. Since Relic cares a fuck about this bug ("no! it's a feature!") which exists since release(!), the only workaround is to order "Stop" (bug only appears when units are moving) before assigning the target.
There are also problems with stances in case of Assault engineers (USF) and Sappers which hit the dirt if they are ordered to attack a unit, even if it's standing right infront of them.
![avatar of Skabinsk](/images/avatars/rifleman.png?updated=1414778190)
Posts: 238
This is a bug which happens ironically only with allied units and relic won't fix because of not enough tears, but enough of fanboyism.... so, what have you found?
It appears to be an issue with ai behaviour and it's not just the Captain and Lieutenant who suffer from it. Guards and Shock have the same or similiar problems. Since Relic cares a fuck about this bug ("no! it's a feature!") which exists since release(!), the only workaround is to order "Stop" (bug only appears when units are moving) before assigning the target.
There are also problems with stances in case of Assault engineers (USF) and Sappers which hit the dirt if they are ordered to attack a unit, even if it's standing right infront of them.
So red, when you press "S" to stop them, is the captains unit priority vehicles or infantry or whatever is closer? What if there are axis troopers around let say a puma/scout car/kubel.
Will the cap shoot the light vehicle or the axis troops?
![avatar of RedT3rror](/images/avatars/shocks.png?updated=1394378846)
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So red, when you press "S" to stop them, is the captains unit priority vehicles or infantry or whatever is closer? What if there are axis troopers around let say a puma/scout car/kubel.
Will the cap shoot the light vehicle or the axis troops?
The nearest unit ofc (which happens to be the infantry mostly). Hitting vehicles is very hard, since they move around and you are often fighting them on max distance. So, once they are out of range the Captain will give chase and you have him on the move again...
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![avatar of F1sh](/uploads/avatar/15077.jpg?updated=1526939608)
Posts: 521
This better be fixed in the October patch...
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so it seems to be allied AT who seem to be retarded and Axis AT is best
![:facepalm: :facepalm:](/images/Smileys/facepalm.gif)
It's the weird behaviour of squads who spawn with diffrent types of weapons. PTRS and DP28, Bar and Thompson, Zook and Thompson, etc.
![avatar of AnimalMother](/uploads/avatar/12084.jpg?updated=1438299956)
Posts: 39
yup got a couple of holes lying around here becuase of this 1o points
joking aside,I agree. it needs to be fixed. I have a hole in my wall because of this bullsh*t.
Captain lost to a half health engine damage luchs because he felt like dancing instead of killin'.
![avatar of TheSleep3r](/uploads/avatar/12572.jpg?updated=1414593508)
Posts: 670
My suggestion: leave auto-seeking on AI units, remove it from AT units (including Guards)
![avatar of RedT3rror](/images/avatars/shocks.png?updated=1394378846)
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Today I played a game where Rifles auto-seeking cover won me an engagement. I came to conclusion that it can be useful, especially when unit is going to be suppressed and the cover isn't trustworthy (Opel trucks, which are usually angled, make squads suppressed after several seconds).
My suggestion: leave auto-seeking on AI units, remove it from AT units (including Guards)
So, units which do something else, for the order they actually received is fine? Do you know any other RTS games which contain that logic?
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so it seems to be allied AT who seem to be retarded and Axis AT is best
![:snfPeter: :snfPeter:](/images/Smileys/snfpq.png)
![avatar of TheSleep3r](/uploads/avatar/12572.jpg?updated=1414593508)
Posts: 670
So, units which do something else, for the order they actually received is fine? Do you know any other RTS games which contain that logic?
Every RTS ever with bad pathfinding?
![:snfPeter: :snfPeter:](/images/Smileys/snfpq.png)
![avatar of Skabinsk](/images/avatars/rifleman.png?updated=1414778190)
Posts: 238
It's the weird behaviour of squads who spawn with diffrent types of weapons. PTRS and DP28, Bar and Thompson, Zook and Thompson, etc.
This is what I figured. I think they should make the Thompson, rifles, zooks shoot at the sames range but ofc the accuracy values all different. To fixed this unit behavior.
Like an SMG can shoot that far but wont hit anything yet a rifle could.
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