|
|
|
Notices |
Do you own this game? Write a review and let others know how you like it.
|
|
|
September 23rd, 2010, 01:10 PM
|
Private
|
|
Join Date: Jul 2005
Posts: 9
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Ideas how to improve WinSP MBT/WW2 !
Would like to have a deployment zone AND a recon deployment zone say 10-20 hexes forward of the main deployment zone? It will then be possible to build a screen-line. during defense and delay opns and place recon elements forward of the main body.
|
February 8th, 2011, 06:10 PM
|
|
Corporal
|
|
Join Date: Jan 2007
Posts: 140
Thanks: 39
Thanked 27 Times in 25 Posts
|
|
Re: Ideas how to improve WinSP MBT/WW2 !
How about reduced artillery effects in deep sand & snow?
(Although airbursts might be a complication.)
Regards,
Warwick
|
February 8th, 2011, 07:39 PM
|
|
National Security Advisor
|
|
Join Date: Mar 2005
Location: Dundee
Posts: 5,957
Thanks: 465
Thanked 1,899 Times in 1,237 Posts
|
|
Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
Originally Posted by Warwick
How about reduced artillery effects in deep sand & snow?
(Although airbursts might be a complication.)
Regards,
Warwick
|
Sand dune hexes and deep snow hexes reduce arty effects a little already, as do mud hexes.
"Airburst" ammo is simply HE cluster in game terms.
Cheers
Andy
|
The Following User Says Thank You to Mobhack For This Useful Post:
|
|
February 8th, 2011, 07:56 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,495
Thanks: 3,966
Thanked 5,704 Times in 2,815 Posts
|
|
Re: Ideas how to improve WinSP MBT/WW2 !
Set up a test game with a custom map using those features and do a bombardment with blast effects on. You will see a reduced blast radius and as well the overall effect on soft targets is less
Don
|
The Following User Says Thank You to DRG For This Useful Post:
|
|
February 24th, 2011, 12:57 PM
|
Private
|
|
Join Date: Feb 2011
Posts: 4
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Ideas how to improve WinSP MBT/WW2 !
First of all I'd like to thank the developers for creating such a masterpiece, it really is a game that if you play it once, you'll always come back for more.
I wish my first post wouldn't be a request but there is one situation that troubles me in each and every battle, enemies hiding inside buildings. I couldn't find any unit/tactic to counter this disadvantage. I understand that being invisible its a vital aspect in setting up ambushes and its realistic for the enemy to be invisible to my regular units while being static and not engaging me but specialized units like FOs, snipers or any kind of vehicles with high enough vision(>40) should be able to spot them even if they're hiding.
Maybe not instantly, for eg. my unit should not move for 1-2 turns while looking in that direction or maybe add some kind of special ability...
I don't know if anything can be done and this issue isn't of course a deal breaker but I would like to hear your thoughts regarding this particular inconvenience.
|
February 25th, 2011, 11:07 AM
|
Sergeant
|
|
Join Date: Jan 2010
Location: Espoo, Finland
Posts: 359
Thanks: 56
Thanked 136 Times in 104 Posts
|
|
Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
Originally Posted by BogdanM
I understand that being invisible its a vital aspect in setting up ambushes and its realistic for the enemy to be invisible to my regular units while being static and not engaging me but specialized units like FOs, snipers or any kind of vehicles with high enough vision(>40) should be able to spot them even if they're hiding.
Maybe not instantly, for eg. my unit should not move for 1-2 turns while looking in that direction or maybe add some kind of special ability...
|
How long would you need to stare at a properly camouflaged person from distance to reliably recognize him?
http://en.wikipedia.org/wiki/File:Ma...illie_suit.JPG
It's realistic that people who are in good hiding and not moving are hard to spot. Let's suppose that you have thermal vision - even then you'd have to spot the tiny area where this person is exposed at your direction. I remember one cold Finnish night, we were among the first batch of infantry that got hands into TI equipment. During the night I many times thought I'd seen some movement behind the trees and rocks, turning my night vision equipment over there just to see nothing at all.
My solution to your problem is to drop enough munitions to the area where I know or suspect the enemy troops to be. Rockets, especially CM, is good for that.
|
February 25th, 2011, 12:32 PM
|
|
Lieutenant General
|
|
Join Date: Apr 2007
Location: Salt Lake City, UT
Posts: 2,829
Thanks: 542
Thanked 797 Times in 602 Posts
|
|
Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
Originally Posted by BogdanM
I wish my first post wouldn't be a request but there is one situation that troubles me in each and every battle, enemies hiding inside buildings. I couldn't find any unit/tactic to counter this disadvantage. I understand that being invisible its a vital aspect in setting up ambushes and its realistic for the enemy to be invisible to my regular units while being static and not engaging me but specialized units like FOs, snipers or any kind of vehicles with high enough vision(>40) should be able to spot them even if they're hiding.
Maybe not instantly, for eg. my unit should not move for 1-2 turns while looking in that direction or maybe add some kind of special ability...
|
While I'd tend to agree that ATGMs, tanks, and other such stuff should probably be spotted after a shot or two ... even knowing for certain an infantry squad is in a 50x50m area is hardly the same as having them spotted well enough for aimed direct fire.
FO's really don't pay much attention to anything smaller then a platoon (unless it's shooting at them ).
Since their job is to hit target areas rather then specific targets.
I know this because I use to be one
As to snipers or scouts, yea, they should, and do get a bonus to spot stuff (check the game manual).
__________________
Suhiir - Wargame Junkie
People should not be afraid of their governments. Governments should be afraid of their people.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." - Albert Einstein
|
February 25th, 2011, 01:22 PM
|
|
National Security Advisor
|
|
Join Date: Mar 2005
Location: Dundee
Posts: 5,957
Thanks: 465
Thanked 1,899 Times in 1,237 Posts
|
|
Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
Originally Posted by Suhiir
Quote:
Originally Posted by BogdanM
I wish my first post wouldn't be a request but there is one situation that troubles me in each and every battle, enemies hiding inside buildings. I couldn't find any unit/tactic to counter this disadvantage. I understand that being invisible its a vital aspect in setting up ambushes and its realistic for the enemy to be invisible to my regular units while being static and not engaging me but specialized units like FOs, snipers or any kind of vehicles with high enough vision(>40) should be able to spot them even if they're hiding.
Maybe not instantly, for eg. my unit should not move for 1-2 turns while looking in that direction or maybe add some kind of special ability...
|
While I'd tend to agree that ATGMs, tanks, and other such stuff should probably be spotted after a shot or two ... even knowing for certain an infantry squad is in a 50x50m area is hardly the same as having them spotted well enough for aimed direct fire.
FO's really don't pay much attention to anything smaller then a platoon (unless it's shooting at them ).
Since their job is to hit target areas rather then specific targets.
I know this because I use to be one
As to snipers or scouts, yea, they should, and do get a bonus to spot stuff (check the game manual).
|
Scouts and snipers do not get any specific spotting bonus due to their class.
- If in own formation, they usually have a small experience bonus. Experience counts in spotting. But 3 points is neither here nor there. It may just tip the element over a limit though.
- They tend to be size 0 elements, so can get a hex or 2 closer without themselves being spotted, but usually being able to see size 1 elements fine. (Always provided that you remember to move them 1 hex at most, perhaps on alternate turns if you think defenders are within ~500m. Movement is about the biggest give-away to being spotted.)
Thermal Imaging sights (40+ vision) can spot infantry type elements a few hexes further away than plain vanilla vision as well.
But generally speaking - if you suspect the enemy is in an area, dust it down with arty. Arty is an area fire weapon after all - and delousing is part of it's job description.
Andy
|
February 25th, 2011, 02:55 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,495
Thanks: 3,966
Thanked 5,704 Times in 2,815 Posts
|
|
Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
Originally Posted by Suhiir
........As to snipers or scouts, yea, they should, and do get a bonus to spot stuff (check the game manual).
|
You're going to have to check the game manual and tell us where it says that.
What it does say is this
Quote:
Size 0 infantry units can get a hex or 2 closer, so may well notice things the other infantry have not yet seen and that is why some players may feel scouts have special spotting abilities but they do not.
|
Don
|
November 25th, 2012, 12:25 PM
|
|
Corporal
|
|
Join Date: Aug 2006
Location: Russia, St.- Petersburg
Posts: 130
Thanks: 86
Thanked 22 Times in 20 Posts
|
|
Re: Ideas how to improve WinSP MBT/WW2 !
In WinSP not so well is visible a relief, to especially beginning players who have not got used to game.
I offer "slope" to display other color (it is On./Off. in preference).
Or somehow differently to facilitate reading map.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|