General Mayhem
Posts: 180
Joined: 6/13/2001 From: Country of six thousand lakes and one truth Status: offline
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quote:
Originally posted by Paul Vebber:
we are testing a build for teh new megacampaign that I think briges the gap between the 5.01 and 5.3 fans.
Because all the MC scenarios were created and tested using 5,01, we had to adjust some things in teh routines and default prefs so that those scenarios are not significantly affected. The philosophy behind 5.3 is there, but toned down somewhat.
Those who like the current 5.3, will be able to closely approximate it with a preference adjustment.
Several minor changes were made in a number of things, but the primary change is the better synching of the results to the hit chance for infantry combat. Small arms causes suppression primarily out past about 350m, but chance for casualties ramps up quickly as you get closer.
If you are not in cover, you are much more vulnerable now - "in cover" in the open helps you mostly against artillery, its assumed that for small arms, at least one guy or so will get a clean shot. CLear terrain is now called "mixed" terrain to better make clear that every clear hex is not a golf fairway. Being in cover helps much more in terain that provides cover to get in...keeping the primary design tenets for 5.2 intact.
Units in teh open (especially moving) are in big trouble, but now they are not quite as vulnerable as they were in 5.3, but there is a higher chance of a "big kill" now since added some extra looping in the routine.
Units in good protective terrain are hard to hit and if hit, are much less likely to take collateral damage. Being "in cover" now helps more vs HE fire, than small arms, accepting the argument that at close range (inside 350m) there is a good chance somebody will have a shot.
We will keep you posted on how this develops.
Sounds like you're doing lot of fine adjustements that go to opposite directions.
Personally I think 5.3 is enough good, but I do understand why you're tweaking it to 5.4
way you are.
I just think effectives of fire in 5.3 was
easy to understand. With above changes, I suspect effectivess of MG's and other long range fire high rate fire will be lot less ín practice, while already potent SMG's can maybe get too many 'lucky' hits, swiping whole squads far too easily.
We'll see, but this is my guess, because
finding the right balance there can be tricky.
[ July 02, 2001: Message edited by: General Mayhem ]
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