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February 28th, 2010, 02:11 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,493
Thanks: 3,965
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Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
Originally Posted by EpoletovSPR
Probably this problem has been told by other comrades.
It is not visible where fall bomblets round at viewing turn the opponent.
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Yes, this has been reported before and the answer is the entire cluster munitions routine is a variation of the fast arty code and you don't see cluster replays for the same reason you don't see fast arty replays in PBEM
It *may* be something that can be adjusted becasue the graphics routine is the same as regular arty just with different SHP files but it's the code that records and decides if hits are made that is the problem for the reasons cited above .
It is for certain any investigation of this won't be until later in the year, not this next release.
Don
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March 8th, 2010, 03:20 AM
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Corporal
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Join Date: Aug 2006
Location: Russia, St.- Petersburg
Posts: 130
Thanks: 86
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Re: Ideas how to improve WinSP MBT/WW2 !
Now tank riders are not visible for observers.
Not clearly there is someone on vechicle or not.
Well that as earlier this information was accessible in " inform window ", press button "I".
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March 8th, 2010, 06:20 AM
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General
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
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Re: Ideas how to improve WinSP MBT/WW2 !
This was changed a few patches back so riders/passengers are not vissible to the other player. Reasoning behind it far more units ride in vehicles than on them so you would not know if its full or empty let alone the unit type in it so lesser of the 2 evils.
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March 8th, 2010, 01:53 PM
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Lieutenant General
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Join Date: Apr 2007
Location: Salt Lake City, UT
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Re: Ideas how to improve WinSP MBT/WW2 !
I have a suggestion...that will hopefully require very minor/easy code tweaks if implemented.
As it stands now "Air Op Aircraft" (Unit Class 50) are all treated the same.
While the smaller size, and usually higher EW rating, of UAV's generally makes them hard to hit...the requirement for an artificially high (and purely guesstimate) EW rating makes them expensive cost wise.
I've looked over the OOBs and many of the non-UAV "Air OP Aircraft" are speed 2.
Would it be possible to make:
Unit Class 50
Speed 1
EW 0
not trigger fire by SAM's ?
Area SAM - Unit Class 16
Infantry SAM - Unit Class 29
SP SAM - Unit Class 30
Valuable, and scarce, missiles wouldn't be wasted on a UAV in reality.
And the "gamey" tactic of having a UAV make a pass or two forcing an opponent (AI or player) to waste their SAMs on it would be eliminated.
Now, I'm not sure what, if any, effect EW rating has on regular AA (AAG, AAMG, etc.) fire so perhaps the EW 0 won't work for one of the code triggers not to fire SAMs. If not will UC=50, Spd=1 be sufficient?
Discussion?
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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
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March 8th, 2010, 03:42 PM
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General
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Join Date: Jul 2008
Location: Uk
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Re: Ideas how to improve WinSP MBT/WW2 !
Speed effects all AAA fire at as far as I know the faster it goes the longer the gap between shots at.
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March 8th, 2010, 05:47 PM
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Corporal
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Join Date: Aug 2006
Location: Russia, St.- Petersburg
Posts: 130
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Thanked 22 Times in 20 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
Originally Posted by Imp
This was changed a few patches back so riders/passengers are not vissible to the other player. Reasoning behind it far more units ride in vehicles than on them so you would not know if its full or empty let alone the unit type in it so lesser of the 2 evils.
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Yes, I agree and I know about it.
There is a hope what probably to divide riders and passengers (inside vechicle).
It would add realism.
If it is inconvenient, certainly it is better to choose smaller from two harms.
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March 8th, 2010, 07:35 PM
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Lieutenant General
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Join Date: Apr 2007
Location: Salt Lake City, UT
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Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
Originally Posted by Imp
Speed effects all AAA fire at as far as I know the faster it goes the longer the gap between shots at.
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Actually I was wondering what (if any) effects EW rating had on AAA.
If the slower speed of UAV allows them to be shot at more frequently I think it's pretty well offset by their size.
True, this holds for missiles as well, but the point is to not allow game mechanics to allow you to sucker an opponent into wasting their expensive SAMs on UAVs.
__________________
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
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March 8th, 2010, 09:29 PM
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First Lieutenant
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Join Date: Sep 2008
Location: Brazil/France/Somewhere over the Atlantic
Posts: 660
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Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
Originally Posted by Suhiir
Quote:
Originally Posted by Imp
Speed effects all AAA fire at as far as I know the faster it goes the longer the gap between shots at.
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Actually I was wondering what (if any) effects EW rating had on AAA.
If the slower speed of UAV allows them to be shot at more frequently I think it's pretty well offset by their size.
True, this holds for missiles as well, but the point is to not allow game mechanics to allow you to sucker an opponent into wasting their expensive SAMs on UAVs.
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Maybe no aamg fire aswell, it's probably kinda hard to hit such a small thing like an UAV.
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I am not responsible for any damage your brains may suffer by reading the text above
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March 8th, 2010, 11:17 PM
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Lieutenant General
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Join Date: Apr 2007
Location: Salt Lake City, UT
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Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
Originally Posted by iCaMpWiThAWP
Quote:
Originally Posted by Suhiir
Quote:
Originally Posted by Imp
Speed effects all AAA fire at as far as I know the faster it goes the longer the gap between shots at.
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Actually I was wondering what (if any) effects EW rating had on AAA.
If the slower speed of UAV allows them to be shot at more frequently I think it's pretty well offset by their size.
True, this holds for missiles as well, but the point is to not allow game mechanics to allow you to sucker an opponent into wasting their expensive SAMs on UAVs.
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Maybe no aamg fire aswell, it's probably kinda hard to hit such a small thing like an UAV.
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True, but their size will take care of that.
I just want SAMs not to be wasted on them.
I'd think they'd be easier to hit with an AAMG then a SAM actually...not that it'd be easy.
__________________
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
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March 9th, 2010, 07:59 AM
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General
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
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Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
True, but their size will take care of that.
I just want SAMs not to be wasted on them.
I'd think they'd be easier to hit with an AAMG then a SAM actually...not that it'd be easy
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See what you are saying probably the easiest thing would be a rule, change EW to 90 plus the original EW so EW 2 becomes 92.
Could then restrict SAMs so dont target while allowing guns possibly MANPADS to as normal, rational for MANPADS not radar so visibility normaly restricts range.
When the new patch comes out as your OOBs nearly done would you fancy a PBEM game happy to use any side using sensible buy vs USMC, happy with house rules if you want to try & create a specific situation.
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