OK, let us try to continue...
I edited the original quotes a bit to keep into discussing game features. No offense meant by any omissions compared to original postings.
(04-10-2011, 11:14 PM)Herr Straßen Läufer Wrote: A)Mines, wrecks, and bridges take hours to construct or clear. In the game it takes a minimum of six minutes to a maximum of an eternity based on a die roll. In the original version I tolerated the way it worked with mine field clearing. The new units are doing things out of scale, IMO.
It is 25 years since I did the grunt bootcamp, for what I can recall tank mines were quite simple things, as were the anti-personnel mines, at least the simple ones that were designed to blow you ankle off.
I can live with the fact a specific mine engineer unit can lay a level 1 minefield even in six minutes. I agree this is a grey area, but given they would mine the obvious routes it is not impossible.
I guess the same goes for clearing minefields. The idea is to clear the obvious route of advance, one level at the time, while not being obstructed by enemy fire (ie being disrupted).
I am not familiar with wreck clearing, I assume there are separate wreck clearing units? I believe one would need to use similar logic, as only the obvious routes of advance would be cleared out.
As for bridges, normal engineers can only create bridges for footsoldiers, while bridging engineers can create bridges for trucks etc. Right?
I agree six minute + a die roll is a bit of a push for a bridge heavy enough for trucks, but they are new units and do not appear in stock scenarios so yes why not.
(04-10-2011, 11:14 PM)Herr Straßen Läufer Wrote: B) My experiences are different from yours.
Fair enough :)
(04-10-2011, 11:14 PM)Herr Straßen Läufer Wrote: C) Russian scout cars are most likely to experience this. But, I have seen it happen with light and medium tank types too.
Overall, I am happy to see how built up areas have become dangerous for armoured units to enter. In the open, they can kill infantry units in hordes, in town hexes, the roles reverse.
What I can't recall is whether this new behaviour is only under EA, in which case it is optional and one can choose to either play with it, or not.
(04-10-2011, 11:14 PM)Herr Straßen Läufer Wrote: D) Thanks.
I certainly believed "the retreat bug" was a bug, but there is enough evidence now it is a "feature" and should be treated as such.
I quite like the idea of unit facing, it was the "bug" I was having problems with. O.v.B. gave enough hints as how to survive with it, and I obviously need to be more open minded about it.
As I already mentioned but worth repeating, I am addressing your points, not your person. The reason I "disected" (sp?)
your post was that you were mentioning a lot of game features in your post, many of which I find interesting to discuss more. I wish not and it is my intention no to get into flame wars or politicking, I have enough of that in my real life.
And finally, for the word "tirade". This is what I meant, in a light hearted manner, as I am well aware you dislike anything to do with EA :
a speech of violent denunciation
wordnetweb.princeton.edu/perl/webwn
However, I am not an english speaker, it seems the word has a darker meaning. (Define: tirade)
A tantrum is an emotional outburst of ill humor or a fit of bad temper wherein the 'higher' cognitive functions are unable to stop the emotional expression of the putative 'lower' (emotional and physical) functions. ...
en.wikipedia.org/wiki/Tirade
If it got intepreted as the latter my apologies. I was just making a pointer to your "violent denunciation" for anything EA :chin:
It should be possible to discuss mine engineers and even EA in a proper civil manner, yes? :smoke: