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Soldier of Dest
7th Aug 06, 11:07 AM
I noticed that the tanks are big :loser:s

They destroy all your defences (sandbags etc.)
And they can't move in groups, it ends in a big piece of tanks...
(They drive into the other tank instead of stopping)
And also they sometimes turn around and face to a wrong direction.

Please, Relic, fix that :fright:

Xan
7th Aug 06, 11:10 AM
There should be a way to set spacing between tanks when they move as a group. Now they bunch up and destroy eachother (there IS friendly fire on tanks and I'm not being smited by a force from the heavens, right?).

Soldier of Dest
7th Aug 06, 11:26 AM
Yeah there is a lot of friendly fire.
My rangers often destroyed my own tanks with the bazookas :jig:. But it's realistic so I like it, I have to be more careful with my tanks lol :D

shadowcreaper
7th Aug 06, 12:44 PM
i lost 3 shermans cos my flame tank shooting and sherman running though flame tank thus die...

Rob Erachar
7th Aug 06, 1:02 PM
I have had several occasions where I order two tanks who are sitting side by side to engage a target and one tank drives right up to the target and the other tank shoots my own tank in the rear. A bit frustrating when you lose a sherman to that. Friendly fire is realistic but shooting a friendly point blank in the rear isnt realistic unless your gunner is blind....

What happens alot to me is that I order a tank to engage a target and the tank proceeds to drive right up next to the target which causes the tank to sometimes not engage the target. I usually have to manually pull my tank back in order for it to not get blown up by my own troops. Of course trying to pull back a tank without it revealing its rear armor, continue to engage the target, and micro the rest of my army can be quite challenging.

Soldier of Dest
7th Aug 06, 1:22 PM
Good. Maybe Relic reads this and also fixes it :D

Ajdabomb
7th Aug 06, 2:22 PM
It is quite annoying that the tanks clip frequently. I almost wonder if they go out of there way to clip with each other sometimes. If they used a system more like codename panzers so they would stick in the formation you set them too while moving this would dramaticaly cut the clipping. Or maybe if they coded a field around the tanks that stopped other vehicles entering past that border

Soldier of Dest
7th Aug 06, 2:35 PM
Yes I totally agree with you.

Phazon
7th Aug 06, 5:24 PM
The clipping does get annoying sometimes, especially when you see two tanks engaging one another at closer than point blank range.

ConanBuddah
7th Aug 06, 6:11 PM
Yeah that is annoying, sometimes I have found that tanks wait to shoot until they are at point blank range. It is kind of suicidal.....

Rafta
7th Aug 06, 6:16 PM
Yeah that is annoying, sometimes I have found that tanks wait to shoot until they are at point blank range. It is kind of suicidal.....
Funny thing is the Predators in DoW did the same thing in the early days.

Rob Erachar
8th Aug 06, 12:17 PM
Tank formation commands are badly needed. Unlike Dow we have to deal with weaker rear armor, friendly fire, etc. Also spacing is very important because of artillary. The last think i want is to tell 3 tanks to engage a single target and they all bunch up making a per target for artillary. Also having tanks so close together makes it harder to pull them back. Can't tell you how many times I have tanks right on top of each making it impossible to have the tanks fallback without disasterous results. Furthermore spread out tanks would be easier to protect against infantry. It seems when they bunch up its harder for them to focus fire on incoming infantry.

macktheknifeau
8th Aug 06, 4:12 PM
Hoorah for tanks who shoot each other in the back when attacking a bunker or other structure.

BlackLabel
8th Aug 06, 6:47 PM
they need to be more clever for sure...i dident have that friendly fire thing but it seems they are not good to control. Also my enemy could easly overrun 4 shermans with 3 stuggIII...they are way to cheap. Also the clipping needs to be fixed. For such a great looking game it whould be a shame if that stays that way...Also i think ( and know from my own experience ) that the firms who do such beta tests read that feedback. It whoulden make any sense to not to. What ends up in the final procuct is another story

Soldier of Dest
8th Aug 06, 6:53 PM
Yes, it's not the friendly fire, it's they AI.
They should notice that there is a friendly target in the field of aim and then do not shoot.

Also, normally in WW2, infantry and tanks should work together, but the tanks often shoot their infantry. The infantry should go out of the aiming field of the tanks when for example the infantry stands next to an enemy building and the tanks shoot at that building.

BlackLabel
8th Aug 06, 6:56 PM
mmhh....shall the infantry move out or the tank ? or shall it depend on the situation ? i dont know that might be hard to handle.

Soldier of Dest
8th Aug 06, 6:59 PM
I think there are two options:
The infantry moves away, or the tanks stop shooting or shoot better (maybe takes more time), but I prefer the infantry moves away so your tanks can continue their assault (and infantry is faster in moving) :)

CannibalKid
8th Aug 06, 8:13 PM
Considering the amount of micro that infantry uses to do what they need to do (throw nades, move into cover, supressive fire, get fired up), tank micro is almost non-existant. I would go as far as to say that microing tanks should be the solution. And the only time that tanks shouldn't fire at other friendly tanks is if they are attacking without a specific attack command.

Tabbing through a group to issue individual orders works very well so far.

Skeletron
8th Aug 06, 9:21 PM
The control that a player has over tanks in CoH is very frustrating at the moment and I really hope that it's improved somehow before the game releases. As much as I try to control their direction, in the midst of a battle my tanks always end up showing their asses to the enemy.

For example, if I tell my tank to move somewhere on the map, it will point in the direction that it's moving. The problem is, if there's an enemy tank in front of it, and I tell my tank to back up, it will do a 360 and get it's butt shot off instead of just going in reverse.

macktheknifeau
9th Aug 06, 7:13 AM
Today, had a stug, ordered to attack a mg bunker, on the 1v1 (semois?) map, it was setup on the natural choke point on the road going towards the church from the axis base. Instead of pounding it from a resonable distance away, it moved right into and clipped into the bunker and started shooting from there.

shadowcreaper
10th Aug 06, 5:47 AM
For example, if I tell my tank to move somewhere on the map, it will point in the direction that it's moving. The problem is, if there's an enemy tank in front of it, and I tell my tank to back up, it will do a 360 and get it's butt shot off instead of just going in reverse.__________________


my tiger realy anoying me today i had 3 shermans on me head on(i was like ok i can win) i was shooting the crap ot of them until some infi tryied to "sticky bomb" me so i asked tank to 180 degree move thus side armour faces shermans and front on infi then i asked it to reverse back.

this is what it did: i move 360 dgrees rear armour on shermans and moved forward into infi and got blown up, ok i was like" must be a random bug" when i got 1000 manpower back i tried to attck the shermans but guess what... my tiger moves forward then when told to reverse it moves 360 then drives forward in the direction instead of reverseing, thus getting blown up again thanks to exposing rear armour. this needs to be sorted cos tigers are losing their " god like" ablility.

DatonKallandor
10th Aug 06, 6:30 AM
When you want tanks to drive in reverse, you need to issue a move order behind them, with a facing command in the same direction they already face.


Daton

Skeletron
10th Aug 06, 9:42 AM
Using the facing command doesn't always have the intended effect. I've ordered a tank to move forward a bit and face about 10 O'Clock, only to have it do a full right 360 exposing its rear armor, instead of just turning left a couple degrees.

theBlind
10th Aug 06, 10:31 AM
Just place a string of waypoints close to each other - the tank following t will travel backwards along them if spaced and placed right.

Reverie
10th Aug 06, 11:07 AM
The turn-and-drive happens when the move order isn't directly behind.
Can practice with the tutorial if you want, yes it's annoying sometimes babysitting your tanks but not too hard to master.

Coey
10th Aug 06, 1:20 PM
A forward/reverse button would be nice. A symbol over the tank would denote if it's in forward gear or reverse gear, could get fiddly with more than a few tanks, but right now even having a few tanks is fiddly.

theBlind
10th Aug 06, 2:33 PM
I'd prefer an automatic ability that retreats backwards from combat, much less micro intense.

Soldier of Dest
13th Aug 06, 3:20 PM
Yep. The worse vehicle moving is (above all) bad for the Stuh42 coz it has to face the enemy directly to shoot and have a good armor.

In my opinion CoH has one of the worst tank AI&movement :dot:

phenoman
13th Aug 06, 3:57 PM
word; the squad ai is really good...so I really wonder how to mess up the tank ai that much.

Soldier of Dest
13th Aug 06, 4:32 PM
Yes, the squad AI is good. But the count of hand signals of the squadleader is overdozen (giving the same signal all few seconds).

And, to be more exactly,
In my opinion CoH Beta has one of the worst tank AI&movement ;)

Maybe the final tank AI will be better. *hopes so*

phenoman
14th Aug 06, 3:57 AM
I dont think so....theres not much time left. :(

lets wait and see.