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September 8th, 2005, 05:58 PM
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Major
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Join Date: Jun 2005
Location: Crossville, TN
Posts: 1,189
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Re: Playtesting WinSPMBT patch
FALSE ALARM!
I figured it out. I had some SP-SAM units I had set the range to 0 and hid out of the way in the woods while I was running different tests. It seems they must have ben emitting their radars as the planes were occasionally trying to take them out. Since I had the flags off and the planes didn't kill the SAM's there were no extra explosions. Without the flags I didn't see them hidden in the woods. 
I ran some other tests with a fresh scenario and things seem ed to work really well. I did notice that planes occasionally targeted the SP-SAM's this time BUT at least now I know what they were off chasing. These were fighter-bombers aremd with missiles, not bombers. The bombers went straight for the original targets.
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September 8th, 2005, 06:24 PM
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Sergeant
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Join Date: Jun 2005
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Re: Playtesting WinSPMBT patch
More on the Helcopter ATGM problems...
Useing UK Javelin teams next to ammo canister's and WAH-64's in June 2010 Vs Iran. the following results where recorded.
Javelin:
29 Missiles fired, 31 Kills (Somehow despite haveing only 4 rounds some units got 5 kills? Maybe take into acount destroyed units carried?)
WAH-64:
37 missiles fired, 9 kills. (This is discounting the moveing apache's).
I'll run a couple of test games.
EDIT:
Test game 1, UK Vs Iran, Same ranges for all units, Only 1 turn played:
Shooting at Ferret AC's
Javelin: 8 missiles, 5 kills
WAH-64: 20 missiles fired, 3 kills
And as a side note: I had the Iranian Deploy and Pick as human, but AI controlled. I tried to load the autosave game and it had the Iran side as human controlled.
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September 10th, 2005, 06:39 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
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Re: Playtesting WinSPMBT patch
29 Missiles fired, 31 Kills (Somehow despite haveing only 4 rounds some units got 5 kills? Maybe take into acount destroyed units carried?)
[/quote]
If you destroy the vehicle and the crew bails out then you "neutralize" the bailed out crew that's two kills
Don
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September 10th, 2005, 07:15 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
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Re: Playtesting WinSPMBT patch
If you slot the vehicle, the bailed crew, and any passenger units that can be a few kills added.
BTR + bailed crew dies on bailing or in the co-ax MG spray + a carried rifle section + a carried SA-7 team = 4 kills credited for the 1 fire event.
Cheers
Andy
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September 10th, 2005, 07:54 PM
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Sergeant
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Join Date: Jun 2005
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Re: Playtesting WinSPMBT patch
I had disabled all weapons apart from ATGM's for the purpose of the test. I also chose vehicles with no carry capcity.
I still feel that there is some form of Inaccuracy from helicopter ATGM fire. I've had that feeling for some time, but the above figures at least add some back up information.
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September 10th, 2005, 08:34 PM
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Sergeant
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Join Date: Jun 2005
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Re: Playtesting WinSPMBT patch
Supper accurate first turn hits.
I've found that on the first turn, you have a vastly increased chance to hit the other sides units.
I've just got 100% on a volley of fire at over 2.5 KM against dug in enemy units. One BTR-152 was hit at 2950 when he was dug in.
Yes it was 100% hit rate against dug in enemy units. 8 shots fired, 8 hits and Kills.
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September 10th, 2005, 10:33 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
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Re: Playtesting WinSPMBT patch
Listy, don't you think mentioning what you were firing WITH would be useful information to include in a test report?
I do.
If it's not too much to ask from everyone if you make reports about game performance include ALL the relavant information PLEASE. BTR-152's went out of service with the Russians in 1960. Am I to assume you were firing at them with Centurion Mk5/2 ??? and scoring 100% at 50 hexes?
Have you checked your preferences lately? Is everything set to either 100% or XXX ?
Don
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