Dean Robb
Posts: 204
Joined: 5/25/2000 From: Va Beach, VA USA Status: offline
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Right off...GOOD JOB, GUYS! Why didn't you tell me about this when I worked for TGN?
All in all, I'm finding SPWAW a lot of fun. Seriously eating into my sleep time (what little I get anyway). But I've found a few things that are bothering me - apologies if they've been mentioned before; I scanned the whole board to avoid duplication but may have missed some things. Comments and debate welcomed.
1. Units with close range assault weapons (satchel charges, Molotov's, etc.) don't use them in an assault. They'll use them against other infantry units, but hang on to them when assaulting vehicles and fortifications. Most annoying to work one's engineers around behind the bunker only to find they won't toss that bag o' boom into it. Even deselecting every other weapon in the loadout doesn't work.
1a. Along this line, infantry with grenades should, IMO, get a "bonus" to their assault to mimic tossing the ol' pineapple in through the firing slits/ventilation/etc. For all intent and purposes, once an infantry unit got behind a fortification, the strongpoint was toast in real life.
1b. What's the logic behind units being told to assault who don't but DO suffer serious disruption? I've never figured that one out.
2. The bomb issue. What appears to happen is that planes with bombs will drop them (the message "xxx bombing hex" pops up) but they "get lost" - the bombs don't fall, no explosion, etc.
3. Agree that a/c accuracy is a bit too low. Especially when there's a long, clear approach to a spotted target, I should be getting some hits. A/C were great tank killers...but they're not very useful right now.
3a. I don't know that I agree that aircraft are too fragile. Ground attack was *HIGHLY* dangerous...you were much more likely to buy it from ground fire than another pilot. However, even if an aircraft it hit, it should return unless it's severely damaged. A bullet hole in the fuselage isn't going to ground a plane; a whole bunch of them will. Might want to tweak the percentage chance that a damaged aircraft will return upwards some. Pretty aggravating to see all your mud movers parked with 2-3 damage values, especially the dedicated attack planes.
4. Morale is waaaaay too high for these units. When I kill 10 out of 12 guys in a platoon in one turn...the platoon is gonna be a lot more than "pinned". For units with traditionally very high morale (USMC), give them a better rally number - we can consider the retreat to be merely falling back to regroup .
5. Smoke disapates too quickly. It appears that smoke counts the turn it's popped as one of it's persistance turns. This means, for example, that popping the smoke dischargers on a tank in turn 5 is useless because the smoke is disappated by turn 6. At the least, the smoke should be good for the turn immediately following the one in which it's popped.
6. Arty is too inaccurate. With each hex being 50 yds across, the majority of rounds should fall in hex. Even WWII artillery was accurate enough to pull that off. The current scattering of up to 200 yards *when the target is spotted* is unsat. In the first (Kursk) scenario, I called in 4 volleys of 150mm on a hex; the spotter had a clear LOS and an arty rating of 52 - and NOT ONE of the rounds landed on target. I actually found the arty model in SP:WW2 to be pretty reasonable...maybe that could be plugged in?
6a. The entire unspotted artillery paradigm needs to be examined. In real life, what's gonna happen is the observer guesses at the target location and the artillery shoots at that location. The scatter that currently is modelled simply doesn't happen...the guns don't shoot all over the place, they shoot accurately at the (possibly) wrong place. This is especially true when the unspotted fire is on a hex offset from an aimpoint. Perhaps an "area fire" option needs to be added to the artillery page to allow scattered, harrasing fires.
6b. Counterbattery fire: WAAAAY too much of it. In playing the first (Kursk) scenario, I was trying to save my 105mm until I had solid targets. I never got to use them - they shot off all their ammo on c/b.
6c. Arty effectiveness is too low...but this likely ties in to the testosterone-flushed units. Arty isn't a great tank-killer, but it is a pretty good tank scarer and immobilizer. Tracks don't like sudden deep craters forming beneath them . Once the soldiers realize that they are, indeed, but mortal men I think the effectiveness will increase to realistic levels.
6d. If C&C is off, how is it that I have off-board batteries "out of contact"? Especially since they're NOT shoot 'n scooting? And there's no c/b against them?
7. Mines. I don't like the "may or may not attack" nature of mines in SPWAW. It's just really, really hard to accept that 5 infantry units can move through a hex and not notice (or be attacked by) the minefield (especially when we KNOW there are mines around!). I can understand buttoned vehicles not spotting mines very well, but infantry in a mine environment are gonna be looking for them; using metal detectors, etc. And if a vehicle moves safely through a mined hex, then successive units should be able to move through them safely too because once you know that mines are present in an operational area, drivers are supposed to follow in the tracks of the preceding vehicles. So mines should be a bit easier for infantry to spot (esp. moving slowly) and they should be less random in going off.
8. Resupply. I think the reload rate needs to be increased. While it may be realistic to have units reload slowly, it hurts gameplay. In practice, once a unit is out of ammo (or a type of ammo), you may as well just park it out of the way because the battle will be over by the time it's reloaded. I'd suggest a fixed number of rounds...say 10/turn. With a "typical" load being around 25 rounds of a certain ammo type, you're talking a unit being out of action for 3 turns, PLUS a couple of turns getting to the ammo truck and a couple more getting back to the FEBA. Being out of action for 7-10 turns should be adequate penalty .
8b. The penalty for multiple units resupplying is unrealistic. It assumes that only the crew of the ammo truck is humping bullets. In reality, most of the combat crew is humping the rounds for their unit so several units should be able to resupply from one truck with no penalties.
But SPWAW still beats the hell outa anything else around... .
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Job Security: Being a Micro$oft lawyer...
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