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Some gameplay questions and a couple not
Hi all.
I have some questions that I would appreciate if anyone would be willing to answer for me. V3.5 free download version. First of all, I always play on current dates, for example 2007-2008. Usually as Greece vs a variety of opponents. Core points 9999. Mines off. 1)Do aircraft (SEADs or Strike Elements) ever refill their ammo? If yes, how? Same question for off-map artillery. If no, doesn't this make them useless? Or at least the least cost effective units in the game? Apart perhaps from the SEADs. 2)Is it possible to strike enemy off-map artillery? 3)Enemy plane (IIRC F-16) approaching from the west. Attacks and leave. On its flight path to the east I have 3 AAA. One that moves the last turn and two that haven't moved at all, all battle (about 10 turns in iirc). None of the AAA guns fire at the enemy plane. Two of them are on top of hills, 1 is on a road with closest hill to the west about 15 hexes. 4)I try to have an artillery observer, either inf or apc to visualy locate (able to T target)the enemy. I find it most of the time wasteful. If I want to target close enough enemy units then by the time the artillery fires (a couple of turns) it is too late since the enemy is either destroyed or moved. If the enemy is far away, for example enemy artillery, then there is no way other than complete luck, to have my arti observer close enoughto be able to spot the enemy units. The game doesn't let me use UAVs for some reason (it's ok) so my only hope is to either rush with several arti observers in "jeeps" or apcs and hope to reach the enemy, or use scout helicopters which at least in my case, don't see to be all that good in surviving. So, am I right that I might as well just use no arti observers for my artillery? 5)When a vehicle is hit I get some numbers. What exactly do they mean? For example PEN 39, Arm 32 @54 degrees from a Leopard 1A5GR2 hitting but not killing a Type 59 tank. 6)The stats of ACC, KILL and PEN, how can I use them in a meaningful way? How much is the difference in real terms between a value X and a value Y? 7)Is there any good reason to use the tank carriers in a battle? Or are they there for scenarios only? 8)When playing a campaign, Generated one, does the enemy also have core units etc and has to repair his units or only you? 9)When playing a PBEM game I use the Green Box on the top right and I rarely get any info or animation from it. If I am lucky I will listen to some guns firing etc, but not actualy see anything, the map doesn't move to show who is firing or anything else, but when in a single player when the AI plays I can see everything. Is this normal? Or does the other guy cheats in some way? Or something else? 10)Is it possible to buy the full version but without the CD or at least the CD and a digital download of the game? For the last year or so I prefer by 95% to buy my games that way (Matrixgames, Totalgaming, Steam, gamersgate). I would love to be able to do so with this game too. 11)Some times I aim at an enemy unit and I get a percentage hit of say 67% but as soon as I give the order to fire, it gets much much lower even to single digits, is this normal? Well, that's it. http://forum.shrapnelgames.com/images/smilies/happy.gif EDIT:Is it possible for someone to please post a screenshot from 2 zoom levels out at a resolution of 1600x1200 during a game battle of course. |
Re: Some gameplay questions and a couple not
I'll answer the ones I can
1) No and no. Strike elements and other air units are as effective as you make them. As for being the least cost effective units in the game, when they range in price from 70-400 credits, there's a lot of variance in there to say that. If you point them randomly, then yes, they might be useless, but especially if you're playing against the AI its easy to learn where their marshaling points will generally be and strike there, even with "blind" bombers. 2) Yes, but only with your off-map artillery. Counter-battery fire is based on additional rules I can't remember specifically right now, and is noted when it happens. 3) What were the other factors? Type of aircraft (its speed and EW values), range, visibility of the AAA units and general visibility on the map, other obstacles if any? There are a lot of factors that affect engagements. 7) Probably not and yes. Regardless they are generally unrealistic outside of specific scenarios. |
Re: Some gameplay questions and a couple not
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The general visibility should be good. There wasn't much if any smoke on its flight path and no trees or higher ground in the LOS of the AAA guns towards the incoming plane. No trees, other units, buildings even near the guns for 7 or so hexes but even those that existed they were at a lower elevation since the AAA were on top of hills of 2 or 3 levels and the obstacles were on zero level ground. I don't remember the EW rating of the plane but the specific AAA guns (I think they were the Artemis, with AA Radar F/C of 100, ranger finder 10 and EW 2). The thing is, even if the EW is lower than of the plane, wouldn't the gun at least fire once? |
Re: Some gameplay questions and a couple not
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When the PEN number is above the ARM value and doesn't result in a kill, it means that the round penetrated but did not destroy the vehicle or something similiar. Usually this also results in some system on vehicle being damaged. |
Re: Some gameplay questions and a couple not
Hello and welcome,
I'll give it a try as well http://forum.shrapnelgames.com/image...es/biggrin.gif Quote:
Both offmap arty and planes are meant to be one-shot assets, detached from a superior command, i.e. not units you have direct authority over like the ones that are on the map. Quote:
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Otherwise, if you are positive it flew on the map, attacked something at short range, then turned around and went away, it may be a problem of field of view, or AA unit morale. Quote:
Also, light helicopters don't survive much when there's even AAMGs and infantry SAMs on the other side. What I generally do is make them pop up at high altitude to wake up the enemy SAMs, spot some moving or firing units, then take it back to ground level, move it back again, repeat until it can move without much risk and only then use it as arty spotter. Quote:
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Most of the weapon stats are less relevant than unit stats. E.g. ACC(uracy) effect can be neglected in regard with the unit's Fire Control, Rangefinder, Stabilization values and of course the crew's experience rating. Penetration figures, now, can help you figure out if it's even worth the bother engaging certain enemy units with a specific unit of yours. AP and APCR values are kinetic penetration values at range 0 of AP and Sabot rounds. This draws down over range, so take the range to target into account. As far as I've calculated the penetration value gets down of 2/3 of the max value over the whole range, e.g. a tank round with 60 sabot penetration and 100 sabot range will penetrate 40 armor (at angle 0°) out to 50 hex, and 50 out to 25 hex. HEAT value is the penetration of the hollow-charge (chemical-energy) rounds. This one doesn't draw down with range, but takes on the "HEAT armor" value of the target, which is higher than steel armor if there is composite or standoff armor in it. All these values are subject to slight variations. HEAT warheads can be considered defective and yield down to 25% of their nominal penetration. Any round can be a dud and not penetrate a thing (don't ask me what a dud AP round is though...). On the other hand you can hit critical spots of the target and gain random penetration bonuses. Quote:
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Hope that helps, don't hesitate to come back if you have more questions. Also reading the game guide through and through (and through) helps, dunno if you did. |
Re: Some gameplay questions and a couple not
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[/quote] BOTH players in a PBEM need to be set up in Preferences with "Fast arty OFF for you to see everything that happens. Don |
Re: Some gameplay questions and a couple not
As far as tank transporters go, I have found one use. The next time your MBT gets immobilised in a completely bad by an 81mm mortar or by crashing through a house, load it on a transport and move it somewhere to act as a pillbox. This seems like another additional support unit to waste precious points, but it can save a battle when you only have 2 or 4 tanks to begin with.
But be careful, the transports die easily. Will |
Re: Some gameplay questions and a couple not
Thank you all for your answers.
I am still a bit confused about the APCR and the ACC and the KILL values. Also the PEN : XX:YY the first number is at distance 0 and YY at max? The ACC is percentage? The APCR is straight value? What about KILL? What does it mean a 9:0 value? I ordered the game, CD and all, a couple of days ago. Don't know how long it will take to arrive in Greece, but here is hoping. Do you know if it is possible to continue an on going campaign with the retail version or do I have to finish it with the free version? Do I have to uninstall the free version before installing the full? I am excited about the game and my eyes are more. 800x600 on a 24" widescreen monitor is not THAT good. Pity there is no support for 16:10 resolutions, but lets not forget how old the game is. Oh yeah, and do your units choose automaticaly what ammo/round they will use or can you actualy let them know what you want? Again, thank you for the replies. |
Re: Some gameplay questions and a couple not
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Re: Some gameplay questions and a couple not
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Here's a few answers: i. It's not. You cannot chop and change a PBEM game between installs. It's to prevent chaps who are not gentlemen cheating in PBEM, if you think about it for a mo. ii. No - when the cd prompts you to enter the file name (C/program files/shrapnel games/camo group/ etc etc.) simply tag on a suffix such as "cdversion" or such-like. Then it will be installed in a new folder and will not overwrite the DL version. I'm running WinSPMBTcd and WinSPMBTcdpbem in addition to the original DL Winspmbt installation folder. PS - you'll have to patch the cd version up to 3.5. When I got mine about six months ago, it was delivered as v1.0 |
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