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7.1 OoB and MG effectiveness

 
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7.1 OoB and MG effectiveness - 8/28/2002 12:24:10 AM   
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David Lehmann
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Hello,

I have found "Steel Panthers World At War v7.1x OOB's!
Last revised OOB's by Paul Vebber, never released before.
Posted: 07/04/2002" on the url http://www.fprado.com/armorsite/sp_waw.htm ...
Are these files considered as the last revision of the OoB files ? What are the changes, there is no text document joined with the files ? Did someone tested them ? They do not seem to be downloadable from the matrix site, is it because something is wrong with them ?

Second point, in the 6.1 we had splash bug and quite ineffective grenades an light mortars ... in 7.1 the bug is fixed and these support weapons are effective but the MGs and other weapons like the FG42 seem to have lost 70% of their power ... Do you also noticed that ? what happened ?

Thanks,

David

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- 8/28/2002 12:29:14 AM   
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JediMessiah
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i agree, ive found that the large caliber mgs are still effective against light armor, but all mg (and maybe even 2omm) have lost killing power against inf, even moving infantry at close ranges (though sometimes you still get some impressive kill #s


-jedimessiah

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- 8/28/2002 1:25:39 AM   
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Belisarius
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I've noted that 20mm autocannons has turned into a bb guns. :rolleyes:

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What was fixed in 7.1x OOB's - 8/28/2002 4:54:54 AM   
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Supervisor
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Here are the major points addressed in the batch your inquiring about.

Fixed issue with some flame thowing engineer groups not having any FT's

This fixes several vehicles that still had the old front armor. Most vehicels in the Germ/Sov oobs were correct.

Fixed the mortars for a few countries and reclassed the minedogs as sniper class.

Fixed the prices on a few heavy tanks

Fixed a few remaining "weird" weapon assignments (Ger Recon with 240 rounds, the US 30cal inconsitency and a couple other things - some infantry unit was carring around a 500lb bomb instead of a rifle...etc.)

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- 8/28/2002 9:38:36 PM   
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Warhorse
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Of course you realize that classing the minedog as a sniper means it won't use the icon I made??!! The sniper is hard-wired to use infantry icons.... I've recently made a unit called K9 patrol, for the USMC, made an icon with 3 men, and a dog on a leashn with same sound as minedogs, only way to get it to suffer losses correctly, and die w/o burning wreck is to class it as a pack animal, it works well..

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dog ? - 8/29/2002 12:28:27 AM   
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David Lehmann
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Thanks for your answers, but where do you got a dog ? I never saw a patrol with a dog in the OoB :o)
And do someone know for what reason the MG effectiveness has been dramatically reduced ? Did the development team judge them not realistic in version 6.1 ?

David

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- 8/29/2002 4:59:09 AM   
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Mike, I didn't make the to choice for the minedog Paul did when he redid the OOB's. I would have thought he had known.

Minedogs make their apperance in the LV MegaCampaign, they are part of the Norway OOB.

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Re: 7.1 OoB and MG effectiveness - 8/29/2002 9:40:08 AM   
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Warrior
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[QUOTE]Originally posted by David Lehmann
[B]... in 7.1... the MGs and other weapons like the FG42 seem to have lost 70% of their power ... Do you also noticed that ? [/B][/QUOTE]

I don't see this at all. I'm still getting squads chopped to pieces by MG's. :eek:

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Re: dog ? - 8/29/2002 6:48:50 PM   
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Warhorse
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[QUOTE]Originally posted by David Lehmann
[B]Thanks for your answers, but where do you got a dog ? I never saw a patrol with a dog in the OoB :o)
And do someone know for what reason the MG effectiveness has been dramatically reduced ? Did the development team judge them not realistic in version 6.1 ?

David [/B][/QUOTE]

That's because it's not included in the game, I just made it for my home installation, it would require you putting an icon into a shp file, and oob editing... Was just saying that I got it to work pretty well, without making it a sniper class, that would make the icon revert to a single man graphic instead!!

@ Gmenfan, yeah, I think I told Paul that would happen, but I can't remember for sure!!

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