Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Steel Panthers World At War & Mega Campaigns >> Page: <<   < prev  1 [2]
Login
Message << Older Topic   Newer Topic >>
- 7/11/2001 5:38:00 AM   
Guderian

 

Posts: 81
Joined: 5/3/2000
From: Poznan, Poland
Status: offline
quote:

Originally posted by Paul Vebber: but this diverges from the thread...some think that the combat in SPWW2 is way ahead of SP:WaW, particularly on the infantry side. I was hoping some SPWW2 fans who had tried SP:WaW 6.1 would comment on that? Or that the armor combat mods really are no different than SPWW2? That they add nothing to the game except added complexity and bugs? Nobody wants to discuss the pros and conns of the respective combat models? At least more than just listing things? Why is one better than the other? [ July 09, 2001: Message edited by: Paul Vebber ]
OK i'll take a shot. Infantry: In SpWaW, your best bet is to a) shoot apart from MGs b) get to their hex and assault. In versions 5.0 and before infantry died like flies, i recall eliminating a 14-man Jap squad using 1 Stuart and 1 USMC Squad. IMO it's better now with tougher infantry, still i prefer the predictability of Spww2 - firepower is effective from around 500m (save MGs), you get less kills but far more suppresion. The best way is to get close to 1 hex and get that nasty acc. bonus, then shoot the suckers out of their position. In Spww2 infantry retreats after 1-2 cas, in WaW sometimes they stand and take it all on. In general, Inf combat in Spww2 is more about suppresing things than killing them. I think SPww2 is heavily influenced here by Andy - he's a scottish infantryman and British ww2 infantry doctrine says "the purpose of firepower is to allow you to get close to enemy and assault", unlike "let's rip from MG42" (nazis) and "let's sit back and wait for arty/tanks" (US) or "Charge !" (Soviets) AFVs Right, Spww2 abstracts armour and slope. But the Game Guide says that according to SPC, tanks are big mobile guns/mgs, their role is to support infantry. That's why IMO there is no such detail with armor like in WaW. The designers concentrated on infantry and arty, leaving tanks more-or-less as they were in Sp1. In WaW, the detailed system is gret in small fights where every damage can turn the tide, but less so in mass battles where the question is: can it drive and/or shoot ? Besides, a huge differencew is made by WaW vehicles being very fast - you can blitz and waltz across the battlefield with ease. That changes much in mobile tank battles, since Spww2 panzers are less likley to jump from one place to another. Arty: Hmmm. WaW arty used to be a killer, now a bit less so. Still it's fast responding (but sometimes loses contact) - in ww2 arty is slower to respond but is always there and now. Spww2 arty covers more terrain, and Rocket Arty is spread wide, covering much area. I can't really say which game is better here. A note: Why the mortars in WaW loose ammo so quickly ? In ww2 you can shoot for 15+ turns, in WaW they go empty after 6-8 turns. Comments welcome (esp. from Paul...)

_____________________________


(in reply to Paul Vebber)
Post #: 31
- 7/11/2001 6:07:00 AM   
Mark Ezra

 

Posts: 340
Joined: 12/29/2000
From: Jasmin Ranch, Acton CA
Status: offline
Wild Bill refused access to an SP forum?...LOL...Bared for life because you have an opinion, I expect....Bruised egos and sour grapes...'tis a shame says I.

_____________________________

All Hail Marx and Lennon

(in reply to Paul Vebber)
Post #: 32
- 7/11/2001 6:21:00 AM   
Wild Bill

 

Posts: 6821
Joined: 4/7/2000
From: Smyrna, Ga, 30080
Status: offline
Somehow I've managed to survive, Warlord. It's okay, I bear them no ill will. I'm into this for the fun of it...still! Wild Bill

_____________________________


In Arduis Fidelis
Wild Bill Wilder
Independent Game Consultant

(in reply to Paul Vebber)
Post #: 33
- 7/11/2001 10:04:00 AM   
Paul Vebber


Posts: 11430
Joined: 3/29/2000
From: Portsmouth RI
Status: offline
Like SPWW2 kept tanks pretty much as they werein SP1, SP:WaW kept infantry pretty much as they were. You raise some interesting philospical points about infantry combat. Should it be based on pure firepower? ie X amoutn bullets always casue Y amount of suppression? We took a more random tack where sometimes it takes a few shots to suppress an enemy, other times it takes a lot. And even when you think he's suppresed, he may still surprise you. Some gamers do like a "sure thing" to plan on, others like a more "chaotic" battlefield. In Combat Leader it will be tied more to morale, as state changes like ready - pinned - retreated will be more morale and leader ship dependant and less suppression dependant. If in poor cover SP:WaW troops typically retreat after taking a couple of casualties, but if "in cover" or entrenched, they will stick it out longer. I think each country had its doctrine, but forcing one countries on everybody detracts form the others strengths. German firepower was build around the MG34/42 and they were feared weapons beyond strictly a suppression instrument. Similar the others, but it does give SPWW2 a distinctive feel. I have been playing it a little lately and am frankly surprised by how bloody it can be! You seem to be "one casultied to death" as you were in pre-5.3 SP:WaW were you seem to often lose 1 dead regardless of what terrain you are in, particularly if moving. Again philosphical difference, some see movement as the critical factor in exposure regardless of terain, others that in good cover you move in small bounds and quickly get out of site making it difficult to direct effective fire. Interesting to put armor in a support role. Indeed that is true in many occasions, but not always the case. THe big reason I fought so hard to get the "detail" in teh armor system was becasue there were situations that the "old way" just didn;t handle well. Take a long barel PzIIIj against a t-34 - if given a shot 30 degrees to the flank say, in SP:ww2 you only get a penetration about 20% of teh time - in 115 shots I only got one kill. The "detail" allows the geometry to be better represened in SP:WaW such a shot results in a kill over 90% of the time, a proportion backed up by Lorrin Bird and Robert Livingston's new WW2 Ballistics book. So its not just a matter of "averaging out" results over large battles, but things having appropriate vulnerabilities. Using teh original system and data, many things are substanially under or over vulnerable, like that T-34. Matildas vs IIIh APCR is another strange situation with 40 hits in SPWW2 not doing any damage at 500m while about 3/4 of front hull hits are kills in SPWaW, born out by 90+mm pen for 50L42 APCR at 500m and only 70-80mm armor (though sloped well in places). These are not the sort of discrepencies that simply resolve themselves over teh cours of a big battle, but are fundamental problems in teh simpler sytem. THat is not to say SP:WaW is perfect! We doing a substantial overhaul of teh whole system to add more armor locations, differenctiate between more types of rounds and armor (AP vs Face hardened armor is a totally different animal than Capped AP vs Cast armor...) We currently deal with none of that either, but I think to dismissing it to "evens out in the wash" is poor comfort to those PZIIH drivers who should shred Matildas inside 600m or so...especially with the ample APCR they are given in SPWW2. Mobility is only good if you can use it! Hit chances and special opfire make such "end runs" very iffy if you defend your flanks. DOn;t defend your flanks well, or lose a key position and you can be a long way quick. I think an SP:WaW turn typically represents a little more time that is wher you tend to get more movement and fire in a turn - 2-4 minutes or so wil isn't SP:WW2 more like 1-2? Artillery is the part of SP:WaW i'm least happy with, the whole SP methodology is really in need of overhaul. The whole issue of "call for fire" supprt as opposed to pre-planned fire really needs to be protrayed better in both games. THe restricitons on who could direct what guns and the need for spotting is really glossed over. We hope to beeter in Combat Leader. The rare of fire is high and ammo loads for mortas tend to be less becasue humping even the rounds we give a mortar would be dificult. 7 guys carrying 2 mortars and 120 rounds? I even blush at our 10 guys with 2 mortars and 80 rounds...but with the longer time frame and higher rate of fire they do go dry fast! I think both games have their strengths and limitations, and there is plenty of room for improvement!

_____________________________


(in reply to Paul Vebber)
Post #: 34
- 7/13/2001 12:39:00 PM   
Slayer

 

Posts: 63
Joined: 11/26/2000
From: Toronto, ON, Canada
Status: offline
I downloaded SPWW2 just to take a quick look, and found something I've been thinking about a lot lately: It shows a unit's ammo loadout in the encyclopedia. It may be a small point, but sometimes I like to just go in the encyclopedia and look around, 'window shop', I guess, and knowing a unit's ammo loadout it quite handy for making comparisons. In SPWAW I may perhaps look at the KV-2 and say it has great armour penetration for the time, but not know that it hardly carries any AP ammo, if any, unless I am actually choosing my forces for an actual mission. With SPWW2, I at least know exactly how much of what type of ammo it carries. Like I said, it is not a major point, but it's something that I really would like to see in SPWAW.

_____________________________


(in reply to Paul Vebber)
Post #: 35
- 7/14/2001 1:21:00 PM   
Andy Brown

 

Posts: 183
Joined: 2/20/2001
Status: offline
Paul, Perhaps the first question you need to ask if you are trying to get a steer for future game development is: "Given Combat Mission, why is anybody still playing SPanything?" I believe CM is the most realistic commercial tactical wargame I've ever come across. Without staring at my navel too deeply, however, I have stuck with SP because: It offers vastly more comprehensive coverage of WW2. SP was REALISTIC ENOUGH. I could recreate the battles I wanted to recreate in an acceptable manner. CM wasn't MORE realistic enough to make it worth while learning a completely new gaming system. I personally prefer SPWW2, probably because it plays more like the original SP than WaW. IMO, Camo concentrated on the things that needed to be concentrated on: terrain, orbat and AI improvements. I appreciate the work that went into your armour model but it always struck me as a waste of development time when the user could edit or mobhack any vehicle's characteristics if they didn't conform to his own particular idea of reality. Additionally, WW2 battlefield decision making stopped at a "Tigers good, Shermans bad, flank shots are better than frontal shots" level of detail. WaW's more complex armour/anti-armour model makes no additional input to a player's decision making. "Perfect is the enemy of good enough." Regards, Andy Brown

_____________________________


(in reply to Paul Vebber)
Post #: 36
- 7/15/2001 1:21:00 AM   
Wild Bill

 

Posts: 6821
Joined: 4/7/2000
From: Smyrna, Ga, 30080
Status: offline
Hi Andy Brown! It is good to see you here. I love CM too, as you know, I'm sure, but my affinity and love for things SP is as strong as ever. It just widens my choices for play. WB

_____________________________


In Arduis Fidelis
Wild Bill Wilder
Independent Game Consultant

(in reply to Paul Vebber)
Post #: 37
- 7/15/2001 4:08:00 AM   
Paul Vebber


Posts: 11430
Joined: 3/29/2000
From: Portsmouth RI
Status: offline
Andy, Which was the last version of SPWaW you played? Infantry combat in SP:WaW was kept very close to original SP while SP:WW2 was readically changed, so its interesting you felt SPWW2 closer to the original? Didn't thinkthe drastic reduciton in casualty rates make it considerably different? I urge you to give the newest version a try as now the effect of terrain and cover are much more eviden. Moving quickly in teh open inforn to a machine gun will remind you why an MG was so feared. Moving cautiously in cover can offer considerable protection. Both games offer significantly enhanced terrain types. One can question the need for a half dozen variation s in teh OOB on what is in game terms an identical unit with different names? Different strokes for different folks. As I pointed out elsewhere in this thread, the "standard SP" armor "factos" do not allow the slope of the armor to be properly accounted for. The ratings given in teh cases of well sloped armor are wrong, using the simple LOS thickness of teh armor when in fact the effect of sloping is considerably more than that. The result is the the original SP armor ratings produce a great many cases of situations where vehicles ineffective when they should be and require tactics that expose you to effective counterfire, when you should not. In fact in many cases teh SP:Ww2 methodolgy results in cases where flank aspects that should expse a considerable vulnerability, are almost invulnerable instead. (see the T-34 discussion above). The esence of WW2 armored warfare decision making revolved around "what range can I kill him where he can't kill me". The "old" SP methodology misrepresented this in significant ways. Combat Leader will add the effects of a wider variety of ammo types and types of armor. I suggest you buy and read Lorrin Bird and Robert Livingston's WW2 Ballistics book, as you will see what is behind a number of these issues and why it is important! If understanding the battlefield relationship of "who can kill who at what range" is the basis for tactical decision making (and you casre about when flank shots ARE good and when bad...) then you will see how even teh SP:WaW methodology can be improved upon giving the player greater insight into the tactics of the day. If you are Sherman and you have to face a Tiger, don't you want at least to know how close you have to approach to have a chance for a penetrating flank shot, and if that is not represented properly in a game, don't you think that is significant? Similarly if you have a few rounds of APCR in your PzIIIh and see a Matilda, do you think it irrelevant that you have to close to 200 yards or closer in te "old sysstem" to have a chance for a kill, when you should be able to achieve success form 500 yards or more?

_____________________________


(in reply to Paul Vebber)
Post #: 38
- 7/15/2001 6:02:00 AM   
Andy Brown

 

Posts: 183
Joined: 2/20/2001
Status: offline
Wild Bill: Good to see you still going strong, mate! Paul: I'm an old grunt and freely admit to not understanding the finer points of ballistics modelling. Neither, however, did most tankers in WW2. If you are telling me that simply changing the armour/penetration/ accuracy/warhead size/etc variables in the original SP data base could not achieve reasonably "realistic" results in any combination, then clearly, Matrix' good work was justified. Hundreds of wargamers obviously think so. However, that particular aspect of the system was "rough enough" to satisfy me. Matildas were hard work for PzIIIhs whatever the finer points of the appropriate ballistics. "If you can hit it, it's dead"/"Sometimes"/"Up close and dirty"/"Never" is all I need to know. I don't claim to speak for everyone. You asked for points-of-view and that's mine. Cheers, Andy

_____________________________


(in reply to Paul Vebber)
Post #: 39
- 7/15/2001 7:33:00 AM   
Guderian

 

Posts: 81
Joined: 5/3/2000
From: Poznan, Poland
Status: offline
It's me again... Thanks for big juicy nice reply, Paul. Frankly, IMO it depends just what one considers to be important for ww2 wargame. I always thought of SP as a bit of "paper rock, scissors" when it comes to armour. A detailed system like in WaW is nice when "close call" situations arise - like the Pz IIIh vs Matilda. Seems that some consider WaW's AP system to be over the top while the others shake their heads at Spww2s multitude of infantry types. The situation reminds me a bit of Quake 1 vs. Q2 and Q3. Q 1 is a bit behnd with tech and support, but with it's own distinct engine, indistinguishable (damn i HATE that word !) from the others for an "everyman", but with subtle nuances quickly caught by veteran gamers. The community keeps arguing which one is better, but in fact, both a good, but it's just the small differences that make some swear by one. Just like with WaW and ww2 it depends who feels "right" with the game. If we are to discuss engine finer points, i suggest to wait for v5 of ww2 and see then. SPC is tight-lipped on changes so i don't know what new things will be in really. We shall see.

_____________________________


(in reply to Paul Vebber)
Post #: 40
- 7/15/2001 9:41:00 AM   
Alby


Posts: 4855
Joined: 4/29/2000
From: Greenwood, Indiana
Status: offline
HEHEH sure is funny seeing Paul and Davids names listed as "raw recruits" over at the SPWW2 forum :D http://www.wargamer.com/cgi-bin/forumdisplay.cgi?action=topics&forum=Steel+Panthers+Series&number=24&DaysPrune=1000&LastLogin=

_____________________________



(in reply to Paul Vebber)
Post #: 41
- 7/15/2001 10:25:00 AM   
Paul Vebber


Posts: 11430
Joined: 3/29/2000
From: Portsmouth RI
Status: offline
Its refreshing to be able to discuss these things in a reasonable fashion. Thanks to Guderian and Andy for providing your persective There will always be those for whom a "simpler more understandable" system is "good enough". Others what to see "progress". Can't really do both at the same time. I have no doubt that SPWW2 v5 will have a host of improvements. We can do an SPWW2v5 vs Combat Leader comparison this winter ;) An interesting exercise might be to make up a couple similar sceanrios in each game and have players comment on how they differ under the two systems?

_____________________________


(in reply to Paul Vebber)
Post #: 42
- 7/15/2001 11:27:00 AM   
Slayer

 

Posts: 63
Joined: 11/26/2000
From: Toronto, ON, Canada
Status: offline
Will the new game have the option of choosing whether firing ranges are shown in hexes or meters? When I first saw weapons fire in SPWW2, I was surprised that it said it was firing at 350yds instead of 7 hexes. It's another small thing, but it was surprising just how just this made the experience seem that much more real and involving. Seeing a range described as 'hexes' in the middle of a period of heavy combat adds a bit to disbelief.

_____________________________


(in reply to Paul Vebber)
Post #: 43
- 7/15/2001 12:26:00 PM   
Paul Vebber


Posts: 11430
Joined: 3/29/2000
From: Portsmouth RI
Status: offline
This is in SPWaW already added at version 5 I think its the @ key that toggles it. Cpress the "help" button it should say "toggle range display" or the like. [ July 15, 2001: Message edited by: Paul Vebber ]

_____________________________


(in reply to Paul Vebber)
Post #: 44
- 7/15/2001 1:40:00 PM   
Tomanbeg

 

Posts: 4385
Joined: 7/14/2000
From: Memphis, Tn, CSA
Status: offline
W@W is a better program, WW2 is a better game. W@W is biased toward solitaire play; scenarios and campaigns, while WW2 is the way to go for PBEM. The same random results and fog of war that makes the AI interesting is frustrating when playing another human. 6.1 and no astrick is getting there. I have 1 game of WW2 to finish and then it will be W@W, at least until Cammo group finishes modern war. I got razzed for bringing this up before, but the interest in post 1950 (Cold War)combat is higher then WW2. Almost forgot, C&C is a big plus for W@W, when I can get someone to play with it on. WW2 has the edge in maps. Washed out? Have you thought about a new monitor? Play a battle in India or Norway and check out a cliff with a river on one side and level 15 terrain on the other. Put them Rangers to work. T.

_____________________________

"The 15th May, 1948, arrived ... On that day the mufti of Jerusalem appealed to the Arabs of Palestine to leave the country, because the Arab armies were about to enter and fight in their stead."
– The Cairo daily Akhbar el Yom, Oct. 12, 1963.
[IMG]http

(in reply to Paul Vebber)
Post #: 45
- 7/16/2001 12:25:00 AM   
Alby


Posts: 4855
Joined: 4/29/2000
From: Greenwood, Indiana
Status: offline
Well I tried spww2 againn as this thread peaked my interest, I noticed the AI uses smoke, pretty well in fact, altho I do not play much if at all vs the AI, I found this to be a good thing. Also the VHexes are not all bunched together, making for a better battle, not the "mad dash for the hexes" I even like the maps in spww2, but the oobs seem to just repeat units over and over with different names, the sounds still bad, graphics bad. Incorporate spww2 AI and maps into spwaw and you would have something there!! All in all SPWAW still the better game

_____________________________



(in reply to Paul Vebber)
Post #: 46
- 7/16/2001 1:48:00 AM   
Slayer

 

Posts: 63
Joined: 11/26/2000
From: Toronto, ON, Canada
Status: offline
quote:

Originally posted by Paul Vebber: This is in SPWaW already added at version 5 I think its the @ key that toggles it. Cpress the "help" button it should say "toggle range display" or the like.
Sorry about that. :rolleyes: I guess I missed that particular feature. Thanks for the help!

_____________________________


(in reply to Paul Vebber)
Post #: 47
- 7/16/2001 3:24:00 AM   
Charles2222


Posts: 3993
Joined: 3/12/2001
Status: offline
Just downloaded SPWW2 again, and I've noticed a few things which I hadn't before. In some cases the graphics are on a par with SPWAW, such as the PZIVF2, but some of them are fairly poor (but acceptable in my thinking), such as the infantry (they look like doughboys). I love the sounds of the tanks rolling in that game, right on a par with the KTIger when it rolls in this one. One last key thing though. It seems as though the pricing is more favorable, and unless I'm mistaken it probably works much better with the campaign and the amount of points it gives you. Some pricing examples? One of the 76L54 Sherman is 35, the Tiger is 75, the KTiger 110, and the Maus is 350 (how did they manage something over 250???). If there is any serious attempt to do repricing in this game, SPWW2 might just make for a good model, but the campaign points given to both core and support would need changing too.

_____________________________


(in reply to Paul Vebber)
Post #: 48
- 7/16/2001 3:34:00 AM   
gators

 

Posts: 106
Joined: 5/16/2001
Status: offline
A thing I really like about Spww2 is spotting planes. I miss those in WAW though overall I like it better. I think the rarity feature is tres realisme!

_____________________________

"It ain't the gun, Sonny. It's the operator" Bob the Nailer

(in reply to Paul Vebber)
Post #: 49
- 7/16/2001 5:31:00 AM   
Antonius

 

Posts: 209
Joined: 6/6/2000
From: Saint Arnoult en Yvelines FRANCE
Status: offline
SPWW2 has better random maps and a better AI so random battles and generated campaigns against the AI are more varied. However the poor graphics and IMHO poor combat model put me off. But I find the SPWAW combat model much better and realistic and SPWAW gives plenty of tools to build great maps and make the AI into an accepable oppponent so I like it better for PBEM, scens and well-designed linked campaings. Combat Mission is a great game which I do play a lot too. I think it is very well suited for very small battles but the amount of micro-management and LOS checking makes it unfit for big ones. In fact I view and play it as a crossbetween of a tank sim and a tactical game.

_____________________________

Wargamo, ergo sum

(in reply to Paul Vebber)
Post #: 50
- 7/16/2001 5:34:00 AM   
Wild Bill

 

Posts: 6821
Joined: 4/7/2000
From: Smyrna, Ga, 30080
Status: offline
SPWAW and CM are my two current favorites too, Antonius. They make a fine little package for the avid gamer. I still jump into an occasional battle of SPWW2, believe it or not ;). It is on my hard drive. Wild Bill

_____________________________


In Arduis Fidelis
Wild Bill Wilder
Independent Game Consultant

(in reply to Paul Vebber)
Post #: 51
- 7/16/2001 6:24:00 PM   
gators

 

Posts: 106
Joined: 5/16/2001
Status: offline
And lest we forget WW2 gots German mountain troops! :cool:

_____________________________

"It ain't the gun, Sonny. It's the operator" Bob the Nailer

(in reply to Paul Vebber)
Post #: 52
- 7/17/2001 9:45:00 AM   
Figmo

 

Posts: 556
Joined: 5/28/2000
From: Pennsylvania, USA
Status: offline
To say it's OK to changing the infantry but not the Armor because people can modify the Armor if they like - IMO is a contradiction - because people have always been able to modify both to their hearts desires and if you're going to make one better why not the other. So, to change both is what I feel SPWaW has done and well!! IMO - The infantry in SPWW2 is a lot like Scott Grasse's OOBs in SP1, not the original game - if you liked those you'll like SPWW2. In SPWaW they are a combination of the best parts of All three (SP1, SP2, & SP3) and that is the best combination for me. Figmo [ July 17, 2001: Message edited by: Figmo ]

_____________________________

"Laws that forbid the carrying of arms...disarm only those who are neither inclined nor determined to commit crimes ...Such laws make things worse for the assaulted and better for the assailants; they serve rather to encourage than to prevent homicides, f

(in reply to Paul Vebber)
Post #: 53
Page:   <<   < prev  1 [2]
All Forums >> [Current Games From Matrix.] >> [World War II] >> Steel Panthers World At War & Mega Campaigns >> Page: <<   < prev  1 [2]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.781