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SPWW2 discussion
found no existing thread, and i'd like to start some general discussion on SPWW2. http://forum.shrapnelgames.com/images/smilies/happy.gif
here's some proposals that came into my little mind while playing the game: - when artillery (or sth else) causes a building to collapse, any infantry unit on the hex should suffer additional damage. - the support points ratio for attacker/defender should also depend on map size. i am currently playing 2 PBEM game, one with a huge map, the other with a narrow one. being the defender, i am losing the first one, but clearly winning the second game. - it seems that the spotting/scouting abilities of units are temporarily decreased when they are on the move. however, i am not sure whether this is also true for units that have spent some of their shots in the current turn. (-> units involved in firefights are likely to concentrate on their enemy and disregard the surroundings) - the 88 flak has 3 shots per turn. i have once seen a video of 2 88's in full action, and wow! it was amazing, the guys kept pouring in barrels in about 3 second intervals. given the assumption that one turn represents several minutes, i wonder why you didnt increase the firing rate of such weapons above 3 per round. this is what i'd call a bug: - by checking the info of any enemy vehicle, you can see which unit it is transporting. this is stupid, why would i see that an APC is carrying a SMG squad before it disembarks etc.? any comments? additionally, i'd like to point out that i'm open for any cool PBEM games on SPWW2 and also SPMBT.. astat@aon.at |
Re: SPWW2 discussion
oh and let me add that, in 1940, the german light tank t38 costs more than the french superheavy Char B-1. (note that the t38 cant kill a char from the flank at 50m range)
and this is just a striking example - the imbalance is a general one, with all german units being by far more expensive than the french ones. (for comparable units, the ratio is about 1:1,7) |
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