Quote:
Originally Posted by Imp
Do not quite understand what you mean but lets say
unit fired on turns to look in area so has a good chance of spotting next shot.
now fired on again suppresed more so does not spot
next fire does but due to suppresion now has reduced number of shots to return fire.
I could be imagining it but its great there is a very minor delay passing on info rather than silly SPWAW every one opens up.
Seems to me often when he spots & returns fire other units not in contact take a while longer to react, think of your tanks in overwatch for instance.
This simulates things like a formation breaking cover simultaniosly pretty well considering you move units individually. Its also another advantage you have over the AI as it only manages by fluke.
Personnel prefrence I think WW2 MBT simulate pretty well you seem to want SPWAW RTS instant awareness.
Note the dealy is realy to small but has to be because when its your turn you have the eye of God.
This is my last on subject & nit picking if you like SPWAW play dont compare it.My view though is it does a couple of things nicely but is generally much more gamey so I have not played it since discovering the Camo games.
This is not RTS you have overall control but only limited control over indivudual units. More control & its just a game unexpected things happen in combat & as I stated earlier the routines controlling units are far superior in these games
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I'm not sure if this message was meant for me or not, but if you thought I was in favor of SPWAW you're completely wrong. I was merely pointing out some differences, mostly to SPWAW's disadvantage. I told you that I thought you picked up this instant reaction for units with instant adjusted range, when fired upon, from SPWAW, not winSPWW2. I know for a fact SPWAW is that way, but I doubt winSPWW2 is. Both games have a reaction fire, but my memory is a little cloudy regarding SPWAW.
It seems to me that the only way the reaction fire "controlled by the human" occurred, was if the firing unit was within adjusted range and spotted. Where the range was lengthened automatically, was in the greater portion of the turn when the rest of the enemy actions occurred after the human-contorrled reaction has expired and the program controlled opfire. That was a teaching by the Matrix guys that helped you get around some of the poor units being selected for the human-controlled portion of the reaction opfire. Then I suppose the rule of targeted units automatically lengthening their range was a way to compensate for the player losing some of his units do to cutting their range so they wouldn't be selected to use the human opfire portion. I hope that makes sense to you.
Anyway, I don't think winSPWW2 has anything to do with targeted units getting their range automatically lengthened in order to react to being fired upon. As I said. I don't see my infantry doing that, but then it's harder to watch such things when the AI has it's turn, as opposed to firing on the AI. You can never be too sure what the AI range is. I was hoping somebody, besides you or I, would clarify this. It's been nice talking to you.