Stwa
Rep: 308.9 votes: 16
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Posted: Sun Oct 09, 2011 9:49 am Post subject: The AI Belly Down Assault |
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CC5 St Honorine
The AI is famous for its belly down assaults.
Sometimes they work. It is amazing how persistent some of these attacks are.
But, the AI just can't seem to figure out when the attack is certain to fail. Of course disengaging would be almost impossible in most of the cases.
Anyway, maybe I will post a few examples. Feel free to do the same if you have some good screenies. |
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Stwa
Rep: 308.9 votes: 16
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Posted: Sun Oct 09, 2011 9:21 pm Post subject: Re: The AI Belly Down Assault |
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CC5 St Mere Eglise
Why couldn't the AI figure this one out. The Panzer III in the town square was a dead give away. It got most of the kills too. |
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Stwa
Rep: 308.9 votes: 16
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Posted: Sun Oct 09, 2011 10:28 pm Post subject: Re: The AI Belly Down Assault |
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CC5 St Come du Mont
I had to stop lobbing mortar rounds into the herd, otherwise they wouldn't crawl into the trap.
They did manage to shoot up a Grenadier team, but I replaced it with Sturmgrenadiers. |
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Stwa
Rep: 308.9 votes: 16
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Posted: Fri Oct 14, 2011 8:10 pm Post subject: Re: The AI Belly Down Assault |
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CC4 Nouville
Here is one that actually worked for the AI, but at great cost.
The 2 57mm AT guns in the woods to the South, pretty much repulsed the entire attack.
Which also proves, the AI could care less what is shooting at them. |
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Stwa
Rep: 308.9 votes: 16
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Posted: Sat Oct 15, 2011 5:38 am Post subject: Re: The AI Belly Down Assault |
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CC2 Map 210
Sooo, I was thinking that maybe if the map enviroment changed, things would be different.
You would think, someone would pass the word down the line.
They have tanks |
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fry30
Rep: 2.3
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Posted: Sat Oct 15, 2011 3:06 pm Post subject: Re: The AI Belly Down Assault |
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STWA, I don't know how I usually feel about your CCMT only posts (I don't own that GAME!)... but this series right here is hilarious. I know exactly what you mean....
However, as a recent convert to WAR and TLD and LSA... the "new ones"... I have to say, it does get better. A LOT better.
But man these screens are classic. I've been through this so many times.
THANK GOD FOR GAME RANGER.
--great post STWA.--- |
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Stwa
Rep: 308.9 votes: 16
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Posted: Sat Oct 15, 2011 6:40 pm Post subject: Re: The AI Belly Down Assault |
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Thanks,
I have got a few new articles (like this one), that I want to share with everyone, that I think will inform, without me getting too wordy.
It is part of a new approach I want to use in the forum, without me going on and on about what is on my system.
And yea, I am sure the new games are great, but I really do love my CCMT. |
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Therion
Rep: 27.4 votes: 4
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Posted: Sat Oct 15, 2011 8:32 pm Post subject: Re: The AI Belly Down Assault |
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Ahh... the red of fresh blood. That's one thing that I miss when playing Armored Brigade. |
Wonderland - my mod for Armored Brigade
Killing for peace is like fucking for orgasm. |
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Stwa
Rep: 308.9 votes: 16
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Posted: Sun Oct 16, 2011 12:36 am Post subject: Re: The AI Belly Down Assault |
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Hi Therion,
Glad to see you are enjoying Armored Brigade.
I wonder, would HPS's Point of Attack be up your alley.
Point of Attack 2 |
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Stwa
Rep: 308.9 votes: 16
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Posted: Sun Oct 16, 2011 3:54 am Post subject: Re: The AI Belly Down Assault |
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CC2 Map 110
This one wasn't exactly all belly down. A few guys tried to sprint to the canal where the MG 42 teams were.
Also, I couldnt get all the dead soldiers into the picture. I knew this one would be good. |
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Therion
Rep: 27.4 votes: 4
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Posted: Sun Oct 16, 2011 8:45 pm Post subject: Re: The AI Belly Down Assault |
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Stwa wrote (View Post):
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Hi Therion,
Glad to see you are enjoying Armored Brigade.
I wonder, would HPS's Point of Attack be up your alley.
Point of Attack 2
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Not really. I'm more into action games like CC and AB. You know, sound of projectiles hitting the armour, tracers flying left and right, explosions and stuff. Blood and screams of the dying/turrets falling off vehicles.
All in RT/Accelerated RT. |
Wonderland - my mod for Armored Brigade
Killing for peace is like fucking for orgasm. |
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Stwa
Rep: 308.9 votes: 16
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Posted: Sun Oct 16, 2011 9:17 pm Post subject: Re: The AI Belly Down Assault |
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CC2 Map 300
I thought setting up a game with NO VICTORY LOCATIONS would do the trick, but they attacked anyway.
Once the fire became too much, they did attempt to disengage.
BTW, small soldiers are a must on the older maps. |
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papa_whisky
Rep: 42.2 votes: 4
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Posted: Mon Oct 17, 2011 10:44 pm Post subject: Re: The AI Belly Down Assault |
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The AI definitely needs some work on it in CCMT, the crawl of death is probably at its worst in this CC version compared to all others. In LSA at least they run to their death and as a result some of them actually make it. |
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Stwa
Rep: 308.9 votes: 16
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Posted: Tue Oct 18, 2011 2:35 am Post subject: Re: The AI Belly Down Assault |
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Hi papa_whisky,
Shhhhh, we are in the setup phase of this thread.
I have a lot of ideas, especially when we get to the modern weapons. Should be interesting. (I hope)
And yea, I hear you, but would you really want to make these attacks standing up.
Remember the scenes from We Were Soldiers |
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Stwa
Rep: 308.9 votes: 16
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Posted: Tue Oct 18, 2011 3:36 am Post subject: Re: The AI Belly Down Assault |
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CC5 Dog Red
Just a quick glance back at some of the previous posts, and you might figure out that many of the belly down assaults were conducted by troops of the highest morale and experience.
Most notably, American Airborne. And there were a few sprinters, too.
However, when green American troops are involved, they might not attack, even with the Victory Location undefended, within sight, and no one shooting at them at all. I waited until I got sleepy. [yawn] |
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Stwa
Rep: 308.9 votes: 16
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Posted: Wed Oct 19, 2011 12:28 am Post subject: Re: The AI Belly Down Assault |
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BTW, if you think the AI Belly Down Assault is kinda stupid, then check out the antithesis of this kind of attack
The HP Rambo Tactic |
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Stwa
Rep: 308.9 votes: 16
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Posted: Thu Oct 20, 2011 12:06 am Post subject: Re: The AI Belly Down Assault |
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CC4 Houffalize (Yuma)
Terrain is also a determinate when it comes to anyone's approach to the Victory Locations. If you had replay (like with CCMT), you can observe teams running very close to their objectives when the terrain is close.
Looking back at CC2 Map 110 is it any wonder these guys hit the dirt. What were they to do, line up like the Scots at Stirling Bridge.
The teams sneak to try to avoid detection, when the terrain masks the observations of the enemy, sneaking might not be necessary, and this is present in AI behavior. |
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Stwa
Rep: 308.9 votes: 16
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Posted: Mon Oct 24, 2011 4:08 am Post subject: Re: The AI Belly Down Assault |
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CC4+ Losheim (WAR)
To a greater extent than terrain factors, Force morale will govern if the AI will attack or not.
When Force morale is high, the AI can be fearless, as shown below, where the minefield and barbwire are not a deterrent to a doomed attack.
However, there will come a point in most games, when the AI's morale has reached a critical level, and to move them off the map, you must assume the initiative. |
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Stwa
Rep: 308.9 votes: 16
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Posted: Mon Oct 24, 2011 10:18 pm Post subject: Re: The AI Belly Down Assault |
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CCMT Rural 2d
Map size can have a tremendous effect on the size and scope of an AI attack.
This map has over 4 times the area of the largest CC2 map. Yet each side has the same number of teams and basic manpower.
Here the AI attacks on the left, with just a single team, and as will see in the post below, the AI is also supporting a second attack on the right.
Each attack cannot support one another and the AI must divide its forces accordingly. |
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Stwa
Rep: 308.9 votes: 16
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Posted: Mon Oct 24, 2011 10:32 pm Post subject: Re: The AI Belly Down Assault |
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CCMT Rural 2d
Victory Locations and their placement on the map relative to each sides deployment "zone" is usually the single largest determining factor when assessing the likelyhood of an AI attack.
Secondary to that, if ARMY (in this case) holds more locations than OPFOR, and OPFOR has good team morale and force morale, then you can expect an attack at some time during the game.
The size and scope of the attack is always uncertain, but generally speaking, the larger the map, the less manpower the AI is willing to commit.
Here the AI attacks on the right (a good choice), with a moderate force, since the AI is simultaneously conducting attacks on the left. |
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