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-   -   New elements in WinSPWW2 (http://forum.shrapnelgames.com/showthread.php?t=28830)

Pyros May 15th, 2006 11:14 AM

New elements in WinSPWW2
 
Which new element of WinSPWW2 impresses you the most?

cheers,
Pyros

MarkSheppard May 15th, 2006 11:21 AM

Re: New elements in WinSPWW2
 
off the top of my head, the new beautiful landing craft icons for the USA

Pyros May 15th, 2006 11:26 AM

Re: New elements in WinSPWW2
 
Hi,

There are several new elements in WinSPWW2 that will influence the human tactics.

One of those that IMO will turn to be a major bonus for infantry units (defending on a rough mountain) is the "Rough + Slop" trap for the vehicles.

This element (in the hand of a skillful player) will create a lot of problems for anyone who depends on blitz tactics.

cheers,
Pyros

narwan May 15th, 2006 11:41 AM

Re: New elements in WinSPWW2
 
Hmmm, I'd have to say the Kalpaki scenario! http://forum.shrapnelgames.com/image...es/biggrin.gif

Kuklinovsky May 15th, 2006 12:12 PM

Re: New elements in WinSPWW2
 
Hi, guys! There are a lot of new features in the WinSPWW2 but I must tell you about some drawbacks inherited from SPWW2. These drawbacks refer mainly to using artillery in the game:

- in the Encyclopedia and Purchase Screen I can't distinguish between ON-MAP and OFF-MAP artillery

- FOs loaded into their scout vehicles can't assign artillery until they are dismounted again

- in most cases artillery delay is identical regardless of who was called arty support (HQ or FO)

Maybe DRG could explain me all above strange things because in the WinSPMBT they look exactly otherwise. http://forum.shrapnelgames.com/image...s/confused.gif

Marek_Tucan May 15th, 2006 12:19 PM

Re: New elements in WinSPWW2
 
Quote:

Pyros said:
One of those that IMO will turn to be a major bonus for infantry units (defending on a rough mountain) is the "Rough + Slop" trap for the vehicles.


You mean the rough+slope creates a chance for immobilisation of the vehicle? Yummy! So far tried just the Pegasus Bridge scen so operated without vehicles...

narwan May 15th, 2006 12:27 PM

Re: New elements in WinSPWW2
 
Quote:

Kuklinovsky said:

- in the Encyclopedia and Purchase Screen I can't distinguish between ON-MAP and OFF-MAP artillery



It's not specifically mentioned, no. But you can distinguish them by looking at the units themselves. On map artillery pieces are displayed as single guns, ie with just one slot of the main gun. Off board units have more than 1 tube of the gun and will have 2 to 4 slots filled with the main gun calibre.
So if an artillery unit has just 1 cannon it's ON board, if more it's OFF board.
Note that this refers to artillery pieces, not mortar units (never off board).

Narwan

Pyros May 15th, 2006 12:28 PM

Re: New elements in WinSPWW2
 
Quote:

Kuklinovsky said:
Hi, guys! There are a lot of new features in the WinSPWW2 but I must tell you about some drawbacks inherited from SPWW2. These drawbacks refer mainly to using artillery in the game:

- in the Encyclopedia and Purchase Screen I can't distinguish between ON-MAP and OFF-MAP artillery


If you have problems to distinguish on-map and off-map artillery (when recruiting units) take notice that most of the off map artillery is placed last in the artillery list.


Quote:

Kuklinovsky said:- FOs loaded into their scout vehicles can't assign artillery until they are dismounted again

None unit loaded can actively participate in the game.
Once a unit becomes a passenger you may not select it until it is unloaded from their carrier unit.


Quote:

Kuklinovsky said:- in most cases artillery delay is identical regardless of who was called arty support (HQ or FO)

If the FO has enough experience you will notice a difference in the initial delay (for example a 80 experience FO will give you 1.2 initial delay while an 80 experience HQ will give you 2.2) .
But the biggest advantage of using an FO is the 0.1 delay in the shift of an already assigned artillery mission (the HQ will have a 0.2 delay)


Quote:

Kuklinovsky said:- Maybe DRG could explain me all above strange things because in the WinSPMBT they look exactly otherwise. http://forum.shrapnelgames.com/image...s/confused.gif

Please double check these issues because in the WinSPMBT the above are identical (except perhaps the off/on map labels).

I hope I helped you.

cheers,
Pyros

Pyros May 15th, 2006 12:51 PM

Re: New elements in WinSPWW2
 
Quote:

Marek_Tucan said:
Quote:

Pyros said:
One of those that IMO will turn to be a major bonus for infantry units (defending on a rough mountain) is the "Rough + Slop" trap for the vehicles.


You mean the rough+slope creates a chance for immobilisation of the vehicle? Yummy! So far tried just the Pegasus Bridge scen so operated without vehicles...

Not just a chance... but a BIG chance for immobilisation! http://forum.shrapnelgames.com/images/smilies/wink.gif

cheers,
Pyros

JohnHale May 15th, 2006 01:18 PM

Re: New elements in WinSPWW2
 

This:

"NOTE We went to the WAV format for WinSPWW2 becasue of the difficulties some people were having getting MP3's to run on their machines"

That's saved me about 2 hours of tedium working thru' the Goldwave utility before I can play!

Kuklinovsky May 15th, 2006 01:52 PM

Re: New elements in WinSPWW2
 
Thank you! So, I must explain my questions:

1. On/OFF MAP artillery - I still don't know well what kind of artillery is ON/OFF map but it seems I have to familiarize with game better for using your guidelines. But I think it would be much easier to openly name OFF-MAP assets similiar to the WinSPMBT. Moreover I have one more question: Is there any "Nebelwerfer" as an OFF-MAP artillery in the German OOB???

2. Mounted FO can't assign artillery - Let's stay at German OOB for good example. If I choose "110-Artillerie VB/M" unit including FO and its scout vehicle, I can't order him to ask artillery when he is mounted. But if I choose "75-Artillery VB" unit consisting only FO scout vehicle, I can always ask it for artillery fire!

3. Artillery fire delay - OK, I know there is an FO unit experience displayed in the "Purchase Screen" but all these units have an "Experience Mod: 0". Well, how I can buy some FO units with greater experience numbers???

4. WinSPMBT vs. WinSPWW2 FO differences - in the WinSPMBT you can choose in the Russian's OOB "77-AOP(ACRV)" unit with its composition similiar to the German's OOB "75-Artillery VB" unit in the WinSPWW2, but when Russian FO is mounted on its ACRV/PRP-2/PRP-3 vehicle, he can still ask for indirect artillery fire!

Nox May 15th, 2006 01:58 PM

Re: New elements in WinSPWW2
 
Looks great! Been playing WinSPWW2 only for a couple of hours now, but I immediately noticed that the screen now centers on moving AI units when watching the AI's turn. That is a wery nice improvement IMHO.

narwan May 15th, 2006 02:07 PM

Re: New elements in WinSPWW2
 
Quote:

Kuklinovsky said:
Thank you! So, I must explain my questions:

1. On/OFF MAP artillery - I still don't know well what kind of artillery is ON/OFF map but it seems I have to familiarize with game better for using your guidelines. But I think it would be much easier to openly name OFF-MAP assets similiar to the WinSPMBT. Moreover I have one more question: Is there any "Nebelwerfer" as an OFF-MAP artillery in the German OOB???

2. Mounted FO can't assign artillery - Let's stay at German OOB for good example. If I choose "110-Artillerie VB/M" unit including FO and its scout vehicle, I can't order him to ask artillery when he is mounted. But if I choose "75-Artillery VB" unit consisting only FO scout vehicle, I can always ask it for artillery fire!

3. Artillery fire delay - OK, I know there is an FO unit experience displayed in the "Purchase Screen" but all these units have an "Experience Mod: 0". Well, how I can buy some FO units with greater experience numbers???

4. WinSPMBT vs. WinSPWW2 FO differences - in the WinSPMBT you can choose in the Russian's OOB "77-AOP(ACRV)" unit with its composition similiar to the German's OOB "75-Artillery VB" unit in the WinSPWW2, but when Russian FO is mounted on its ACRV/PRP-2/PRP-3 vehicle, he can still ask for indirect artillery fire!

1. You're right that off-map artillery isn't named as such in the unit name as it was in WinSPMBT. That does make it a bit harder to distinguish them from on-map units. Maybe something to consider for the future.
As far as I know there's no nebelwerfer unit as off map arty. There is the 60cm mortar 'Karl' now though!

2. Mounted FO's have never been able to assign artillery while mounted, not in WinSPMBT either. FO vehicles are specifically designed for FO tasks. They are not merely vehicles carrying an FO. They ARE the FO. They have their FO equipment as part of their vehicle. Regular FO's (on foot) carry their equipment with them and can jump in a vehicle for a ride like any unit. That doesn't turn their vehicle into an FO vehicle. So you have to make the distinction between specific FO vehicles and regular vehicles that happen to carry an FO leg unit.

3. That's mostly reserved for generated campaign games. For regular games there is little difference in calling times between FO's and other callers (same in WinSPMBT). The big advantage for FO's is the 0.1 increase instead of 0.2 when shifting fire. They're also more likely to get fire on target (AFAIK).

4. The russian FO isn't mounted on the ACRV/PRP-2/PRP-3 vehicle in your example, the ACRV/PRP-2/PRP-3 vehicle IS the FO.

Narwan

Marek_Tucan May 15th, 2006 04:35 PM

Re: New elements in WinSPWW2
 
Quote:

Pyros said:

Not just a chance... but a BIG chance for immobilisation! http://forum.shrapnelgames.com/images/smilies/wink.gif

cheers,
Pyros

IOW no need to put just the Impassable to points which are...well...impassable and moreover located on slope? Great!

DRG May 15th, 2006 10:15 PM

Re: New elements in WinSPWW2
 
Quote:

Kuklinovsky said:
- in the Encyclopedia and Purchase Screen I can't distinguish between ON-MAP and OFF-MAP artillery


Maybe DRG could explain me all above strange things because in the WinSPMBT they look exactly otherwise. http://forum.shrapnelgames.com/image...s/confused.gif

I'll explain this one point as that all the time I have available tonight but if others haven't explained them well enough by tomorrow I'll see what I can do


Anything in the "Howitzer" class is ON map arty

"Artillery" class is OFF map ( light artillery, artillery and Heavy artillery )

"Howitzers" tend to show up on the first page of the purchase screen as a general rule of thumb and the off map arty is generally the last things on the arty list

Don


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