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»  COMBATSIM.COM ARCHIVE FORUM   » Game Discussions (Title-specific)   » Enemy Engaged: Comanche vs. Hokum   » AI limits on scanning the comanche scout

   
Author Topic: AI limits on scanning the comanche scout
Skybird
Member
Member # 4668

posted 08-20-2000 11:33 AM     Profile for Skybird   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
Hi,
I am wondering if any of those insiders and specialists around this forum could tell us anything about the AI's capabilities to scan and track a comanche scout that was spotted and fixed, managed to evade behind a hill, for example, and re-appears sometime later on. Is this scout beeing detected all the time once the enemy got knowledge about his presence? Or can the scout expect to share the benefits of his stealth configuration again, when he leaves his radar cover a second time to close in for a second run? During play I got different inmpressions, so I cannot be shure about this, and it would be a very useful tactical hint. Of course we should expect that the AI models this thing realistically. Skybird out.
P.S,. I should make clear that I am interested in tracking RANGES. Com scouts should be detected once the closed in to a 1000 meters or so, whil ohter choppers are tracked while beeing several kilometers away. What about the tracking range in a second run, when the scout was invisible in the meantime?

[This message has been edited by Skybird (edited 08-20-2000).]


Posts: 208 | From: Münster, Germany | Registered: May 2000  |  IP: Logged
troop
Member
Member # 6402

posted 08-25-2000 05:55 AM     Profile for troop     Send New Private Message   Edit/Delete Post   Reply With Quote
Hi,

Well, from all my experiences so far, I have yet to see an situation where an airborne
thread looses track of your comanche, no matter what you try. It's a 'Me or you'
situation everytime so far. Choppers or
fastmovers will hunt you down, as long as they're alive and airborne...
Runaway, sharp turns inside valleys without
radar on and bay closed, hiding;...nothing
helps. Kill him or be killed...
Maybe this changes with the difficulty level; on hard, it's like described.

troop


Posts: 13 | From: ,/,/DE | Registered: Aug 2000  |  IP: Logged

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