Hank Posted February 16, 2017 Posted February 16, 2017 On 2017-02-15 at 9:48 AM, Acika011 said: I thought they would be good so i gave my elite cannon battery 24 pieces. They are still bad. I had them shelling the Confederates almost the entire second day at Little Round Top and they got ~350 kills. If they don't get the 3rd buff in the next patch i will just reequip my unit with Napoleons (the best cannon imo). Btw am i the only one that thinks Gettysburg as Confederates is very easy? I just finished playing it and won on the first day taking 10000 casualties which is ~15% of my entire army. Most of my losses were from heavy cannon and infantry fire that were positioned in the woods at the outskirts of town. Well, after the hotfix it isn't. I took cemetary hill on day 1. Easily I would say. Battle didn't end. Then proceeded to Round Top, where I had brought my reserve, understrength corps. I got a severe beating, to say the least. Outnumbered maybe 5 to 1 or so. Back on cemetary hill again and....it's under UNION control for culps battle!! Confusing bug I would say. Or....I would have to accept the fact that Lee decided to retreat from Cemeterý Hill hearing of "Longstreets" beating? Nah, that doesn't fit with the commentary screens...
_82AB_GruberRoad Posted February 17, 2017 Posted February 17, 2017 First Post! Love the game. I've been looking for a modern version of this for years. The new update is great so far. I'm still only noticing syntax errors in the English text but I've not found any crashes. One issue on the cavalry map just prior to Gettysburg: A mounted charge on a routed infantry unit crossed a small creek and turned into the two units moving as one with units slowly trickling off both teams until an AI infantry came over (walking not running) and shot me. That was counted as a Rear Flank shot and my cavalry unit routed off the map. But this is not new to this update.
Koro Posted February 17, 2017 Posted February 17, 2017 1 hour ago, _82AB_GruberRoad said: The new update is great so far. I'm still only noticing syntax errors in the English text but I've not found any crashes. It is helpful to report these with f11 when you notice it.
USPostman Posted February 17, 2017 Posted February 17, 2017 (edited) New to the forum - but have overplayed this game. My Gettysburg finish on Legendary as Union, to be honest I found this a super easy scenario so long as you secure the ridges in the beginning. You can leave them decimated to the point that Culp's Hill can be played without much thought. The last day is where most of my casualties came from. For the Second Winchester as Union mission - I found you can send three brigades (preferably your best) down to the spawn point in the lower left hand corner you can pin the spawning brigades, while defending the woods in front of the town as well as the woods to the north. Then fall back into the city with skirmishers left in the woods to buy some more time. Then defend the city til the clock runs out. Best I did was 7,400 casualties on legendary with 20K Confed killed. Very difficult fight. Edited February 17, 2017 by USPostman
Squadron HQ Posted February 17, 2017 Posted February 17, 2017 (edited) I don't get this screencap. CS victory 1st day but player control Union? Edited February 17, 2017 by Squadron HQ
Wandering1 Posted February 17, 2017 Posted February 17, 2017 Little presentation bug, should be a Union flag instead of Confederate flag for Union Players. 1
USPostman Posted February 17, 2017 Posted February 17, 2017 (edited) I think its a confederate flag, because I did not pursue at the end (just like my boy Meade). Doesnt seem worth it given the casualties you will need to take it and the fresh troops you get (20K?) from winning. Unless they write it in to the enemy starting army size in the next release battle. Even then it would need to be a huge reduction to make it worth it. Edited February 17, 2017 by USPostman
Nuvag Posted February 17, 2017 Posted February 17, 2017 Just played Fredericksburg as CSA on hard difficulty. As usually i was outnumbered 2:1 (about 78k vs 36k) It was really easy to win, lost 6800 soldiers for 51k Union. Union was way to passive compared to before the patch, especially charges are rare and so i could slaughter them from superior cover. While charging may be not a good idea in many situations, on Fredericksbrug its the only way how union can push the CSA out of cover (north) or can enter cover themselves (south).
Wandering1 Posted February 18, 2017 Posted February 18, 2017 Just loaded my Union Max Size Army save after Chancellorsville. I wonder if the reputation bug went the other way for me?
GeneralPITA Posted February 18, 2017 Posted February 18, 2017 7 minutes ago, Wandering1 said: Just loaded my Union Max Size Army save after Chancellorsville. I wonder if the reputation bug went the other way for me? Not a bug, you're simply beyond reproach 1
Wandering1 Posted February 18, 2017 Posted February 18, 2017 Finished Gettysburg on my Union Brig General Max Size Army. Since when did the CSA outnumber the Union at Gettysburg? Also, more Fayettevilles from drops than what anyone would ever see in one CSA campaign. Also note how apparently Brig general artillery is a lot harder to attack than Major General+, due to them starting with 24 pdrs apparently.
Aetius Posted February 18, 2017 Posted February 18, 2017 Just got done with a test run on Potomac Fort on Legendary. Couple of things I F11'd: - Manual targeting is too sticky. My units in the fort were targeting fleeing units that were well out of range, and ignoring units that were less than 100 meters away. This led to situations where they weren't firing at all, forcing me to micro-manage their targeting. - Flanking fortifications works again, yay! - Holy cow, the issue with carbine fire rate seems to have been stealth fixed. One of the initial Union skirmisher units was just blasting away at a fantastic rate using Sharps 1855s. I suspect this will lead to skirmisher cavalry being very, very powerful. - Melee cavalry nerf seems good, judging from Crocker's effectiveness - still very useful, but less overpowered. - Withdrawal behavior are still problematic - Hexamer's skirmishers kept withdrawing at an angle from the only relevant Union unit, and into the open. - Left to their own devices, melee cavalry will withdrawal for hundreds of meters for no apparent reason. - I was able to maneuver Crocker's melee cavalry right up next to the 2nd Ohio - on their right flank, almost touching - and the unit never responded. He actually got off two volleys of pistol fire.
Viperlord Posted February 18, 2017 Posted February 18, 2017 (edited) On 2/16/2017 at 1:21 PM, Aetius said: This is, and has been, a fairly widespread problem. I think it has to do with limitations on reinforcements and deployment that are not visible to the player. For example, in Gaines' Mill, your second Corps trickles in bit by bit, with odd unit groupings and sometimes missing units. In your first playthrough, this is very unexpected and disconcerting, given how far those units have to travel to get into the fight. The last two groups are often unable to reach the fight, and you have zero control over who comes in when and how they are distributed. Thanks for the reply. It's workable if you just shuffle units and men around to get around it I suppose, but it is a bit annoying. Edited February 18, 2017 by Viperlord
Wandering1 Posted February 18, 2017 Posted February 18, 2017 I will say though through my Union play of Gettysburg, the melee nerf seems to have made the 3* skirmishers a lot more bolder in terms of 3* skirmishers charging my melee cavalry. And actually fighting them evenly. But that may be more a problem of the difficulty scaling on the map rather than the melee cav nerf; in terms of noticeable numbers, the Palmettos dropped from 115 melee to 100, and the Colt 1855s dropped to 100 also, making Colts a no-brainer to upgrade if you have the spare Colts instead of the Palmettos being the de-facto melee weapon for melee cavalry.
Hitorishizuka Posted February 18, 2017 Posted February 18, 2017 2 hours ago, Aetius said: - Holy cow, the issue with carbine fire rate seems to have been stealth fixed. One of the initial Union skirmisher units was just blasting away at a fantastic rate using Sharps 1855s. I suspect this will lead to skirmisher cavalry being very, very powerful. Yes, I just saw a VERY big in-battle fire rate difference between a unit of Skirmisher cavalry with Pattern 1861 Enfield (60 fire rate) and one with Spencer (176 fire rate). However, this does mean you need to micro the latter unit a lot more in order to take advantage of that fire rate!
Aetius Posted February 18, 2017 Posted February 18, 2017 My cavalry units will ... not ... stand ... still. I order them into position. They move away. I order them back. They go back. They move away again. I order them back AGAIN. They go back, and then move away AGAIN. They appear to be responding to enemy units that are too far away to affect them, and not even headed in their direction. 1
sonnypemberton Posted February 19, 2017 Posted February 19, 2017 21 hours ago, Aetius said: My cavalry units will ... not ... stand ... still. I order them into position. They move away. I order them back. They go back. They move away again. I order them back AGAIN. They go back, and then move away AGAIN. They appear to be responding to enemy units that are too far away to affect them, and not even headed in their direction. same...
A. P. Hill Posted February 19, 2017 Posted February 19, 2017 20 minutes ago, sonnypemberton said: same... I cure that by not playing cavalry. (And I pretty much ignore skirmishers too, albeit skirmishers were used in force during the ACW.) Again, the European concepts of military actions of cavalry cannot properly be applied to in the American Civil War in a true historical sense. For all my reading and studying, I have yet to read or hear about accounts where several squadrons of cavalry were used to put the "coup de grâce" on enemy units. Except for maybe late 1864 early 1865 when it was more feasible to rush the depleted units of Confederate infantry. (Phil Sheridan's valley campaign, and Grant's run to Appomattox come to mind in this case.) Otherwise, cavalry during the American Civil War were used as feelers for the armies in most cases, many times reserved for supply escort as well as headquarters escorts. As well as the rarity of cavalry only clashes being so few during the 5 years of the conflict, would point to a change in the use of cavalry during the ACW.
Aetius Posted February 19, 2017 Posted February 19, 2017 (edited) Won Confederate Shiloh eariler today on my current Legendary Ironman run. The changes to the skirmisher AI apparently affect cavalry as well, and that plus the carbine changes make a big difference. The Union cavalry is now both aggressive and dangerous. I held them off, but only just, and almost lost one of my cavalry units to a well-timed charge. There is one issue though - cavalry now seems to have the ability to charge through a unit, is this intended? I had it happen a couple of times. Edited February 19, 2017 by Aetius
Andre Bolkonsky Posted February 19, 2017 Posted February 19, 2017 2 hours ago, A. P. Hill said: I cure that by not playing cavalry. (And I pretty much ignore skirmishers too, albeit skirmishers were used in force during the ACW.) Again, the European concepts of military actions of cavalry cannot properly be applied to in the American Civil War in a true historical sense. For all my reading and studying, I have yet to read or hear about accounts where several squadrons of cavalry were used to put the "coup de grâce" on enemy units. Except for maybe late 1864 early 1865 when it was more feasible to rush the depleted units of Confederate infantry. (Phil Sheridan's valley campaign, and Grant's run to Appomattox come to mind in this case.) Otherwise, cavalry during the American Civil War were used as feelers for the armies in most cases, many times reserved for supply escort as well as headquarters escorts. As well as the rarity of cavalry only clashes being so few during the 5 years of the conflict, would point to a change in the use of cavalry during the ACW. The shift in US cavalry doctrine is seen at the end of the war with Sheridan's campaign. It comes into it's own when that Troika of Yankee Bastards -- Grant, Sherman and Sheridan -- gains absolute power at the end of the war and begin waging a Hard War of 'Extermination' on the populations of Native Americans on behalf of the railroads. Which, of course, is the forgotten subplot of the entire War of the Rebellion. But, You are correct, it becomes far less about sabers and far more about mounted dragoons manning a thin blue line across the West, bringing power to bear on specific insurrections.
vren55 Posted February 19, 2017 Posted February 19, 2017 On 2/16/2017 at 2:28 PM, Sykes said: Can I make a suggestion? I would love to see the ability to CHOOSE our avatar prior to the start our campaign. This would be a welcomed addition, in my opinion. ... That's a good one.
vren55 Posted February 19, 2017 Posted February 19, 2017 On 2/18/2017 at 3:53 AM, Wandering1 said: Finished Gettysburg on my Union Brig General Max Size Army. Since when did the CSA outnumber the Union at Gettysburg? They don't... like they seriously don't. I deployed 100.8 K troops versus the CSA's 73.2K on Brigadier General difficulty. You can't possibly be playing on Brigadier General.
Wandering1 Posted February 20, 2017 Posted February 20, 2017 7 hours ago, vren55 said: They don't... like they seriously don't. I deployed 100.8 K troops versus the CSA's 73.2K on Brigadier General difficulty. You can't possibly be playing on Brigadier General. My Mid-Battle Save. Notice the 1 Star on the Top left.
Aetius Posted February 20, 2017 Posted February 20, 2017 In addition to choosing our general avatar, please let us choose our avatar's abilities, and the initial unit abilities.
Luckybluemoon Posted February 21, 2017 Posted February 21, 2017 Luckybluemoon's Hotfix Feedback notes V45.1 (or something) 1. Yet again, asking for customizable groups. Making entire divisions out of my Cav units is just a pain. Not to mention trying to select several batteries together. This leads to... 2. Selecting a unit is kinda wonky. Sometimes you click on the units flag and that works, other times you have to select the troops/guns underneath the unit. I can deal with either but please make it either one way or the other. 3. Routed units still have pathing problems when on the edge of the map. The will break then retreat up or down the map edge almost endlessly, half the time ploughing straight through my lines. 4. New system for entrenched positions is much better, thank you. 5. Enemy skirmishers are way OP at later levels. Have you ever seen 5000+ snipers running around? They eat all my units alive before my units can even spot them. Even Cav and my own skirmishers have difficulty because as soon as my units enter melee, all the units around them turn and gain flanking bonuses. 6. The new system for supply is very useful in the larger battles. I just keep my infantry supplied and wait to add ammo to my artillery till the critical point in the battle, then let them rip with their increased loading speed. 7. 20-pnd Parrots still suck, especially when we loot so many. 8. Maybe this is a game mechanic and not a bug, but has anyone lese noticed that a batteries efficiency goes down once it's size gets larger than around 13 guns? Had a 3-star 24-pnd Battery with 24 guns set up next to a 2-star 24-pnd battery. 3-star left with 1200 kills, 2-star with 3600. Huh? This game must be such a grind to work out. So many updates and still only at the Battle of Gettysburg. keep up the good work and know that the community really appreciates it. (BlueMoon) 2
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