Apollo11
Posts: 24082
Joined: 6/7/2001 From: Zagreb, Croatia Status: offline
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Hi all, quote:
ORIGINAL: Yamato hugger Based on tests that were done long long ago by I believe Apollo, the search engine has always been geared to only work out to 10 to 12 or so hexes regardless of the range of the search aircraft. In WitP this translates to 600 to 720 miles. Now admittedly I havent thoroughly tested this aspect of AE but it appears that this same 10 to 12 hex limitation is still in place, which means a 460-550 mile range (8-9 hexes in WitP) which means there are huge holes that cant be covered in the eastern pacific (by both sides). And putting picket ships out there wont do anything other than be a target. I had a merchie convoy engage the Yorktown group in a night surface engagement and that too failed to "sight" the carrier so the only effect that pickets will do is let you know they got sunk by airplanes and the general direction the strike came from. Putting AVs or CSs out there wont do a lot of good either as their range isnt any better than the SBDs or Vals that would spot them meaning you would be tossing them away also. I suppose the Jap player could put a wall of Glen boats out there, but what of the allies? One of my tricks in WitP is to drive the Hiyo and Junyo around behind Pearl when I know there are no enemy carriers in the area to disrupt things but in WitP, seemingly carriers that launch are spotted (for a turn anyways) so the other player knows where they are at least, in AE they are not. AE also has a setting to narrow the search arc which I have read increases the chance to sight something in this arc (no explanation on how much of an increase) again something I was intending to test but since the "code freeze" (meaning no more changes - which to me is GOLD) I didnt see a need since if found to actually be a problem, it wouldnt be changed before release anyways so seemed pointless to me to pursuit it. Dont get me wrong, there are a lot of really good things about AE. I think as a 1 player game people will find it superior in almost every facet to WitP. However. In my opinion it has problems in a 2 player mode. These problems will likely be corrected in patches but personally I dont play 1 player games. WitP will not be replaced by AE on my computer. At least not yet. Others will disagree. Thats their right. This is just my insight to it. That is MY right. Some things havent had a chance to be tested simply because of how long it takes to play the game like production for example. Sure it has been tested in an AI v AI mode but long term effects in a player v player mode havent, and really CANT be done, so problems might arise from this as well. Those that have been around a while will remember a lot of game killing problems when WitP first came out. Patches that forced restarts of games that were needed to fix serious issues. Dont be surprised if they also pop up here. And frankly I think everyone expects that and wont be seriously outraged by it if it occurs. Good news guys - thanks for all hard work on WitP-AE! BTW, I will make my ASW search tests with WitP-AE as soon as I get the AE (and I will be getting it ASAP)... Leo "Apollo11"
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Prior Preparation & Planning Prevents Pathetically Poor Performance! A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF P: UV, WitP, WitP-AE
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