Can campaign visibility be changed? (Full Version)

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Skandranon -> Can campaign visibility be changed? (11/3/2000 11:56:00 PM)

I've had a problem that's been niggling at me for the longest time, only now it seems to have become really annoying. The problem lies in spotting range in campaign games. I've never had a visibility rating over a mile (about 35 hexes), which seems unrealistic... especially in North Africa! What effect does this have on the game? A huge one, especially for later, long range field guns and anti-tank weapons. Weapons that were renowned for their near-horizon hitting ability and being able to engage enemies before they could even respond are handicapped or even rendered useless. For instance - heavy tank destroyers, like the Archer and the Nashorn weren't meant to dish it out in the optimal ranges of MBT's, but that's what they're forced to do. Both these vehicles (and many others) are not even worth having, since most tanks at 30 hexes can easily return fire and destroy the paper thin armored snipers. Long range AT guns are also in a bad way - I've found in the German campaign that a battery of 88's with their increased size are far, far less effective than 50's, or even 37's! The other guns will survive fire reasonably well, but the 88's (unable to use their monstrous range advantage) are spotted and die quickly under enemy fire. I'm sure Allied weapons like the 90mm would fare equally poorly. In short - is there a way to increase the upper range for visibility in campaign play? Please?




Warhorse -> (11/4/2000 12:42:00 AM)

Tankheads, or Fabio's page, I made a document on editing campaigns, that may help. ------------------ Mike Amos Meine Ehre Heisst Treue




BA Evans -> (11/4/2000 3:31:00 AM)

After firing my 88's I usually move them since they are artillery/direct fire magnets. If you only fire your anti-tank guns once or twice a turn, they usually remain unspotted. BA Evans




Skandranon -> (11/4/2000 7:36:00 AM)

Ah, thanks Mr. Amos, I was sure there had to be a way... will it work in generated campaigns, even? Oh, and Mr. Evans, I understand that, and that's my SOP as well, same for artillery if possible, but that still doesn't change the low visibility that makes it necessary more often than it should.




ncpanther -> (11/4/2000 7:54:00 AM)

quote:

Originally posted by BA Evans: After firing my 88's I usually move them since they are artillery/direct fire magnets. If you only fire your anti-tank guns once or twice a turn, they usually remain unspotted. BA Evans
a good move BA but check this out: I lost 5 yes 5 T34 in 2 turns to 88 fire in a PBEM. How you ask?? My opponet had it set up on a street and picked them off. Now I'm thinkin, ok theres no way he has this gun sittin in the middle of the ave. well guess what he did I and was so busy thinkin he didnt and lookin for it that it cost me 5 tanks.Dumb on my part yes. but also shrewd on his i think. He did exactly what he shouldn't have done! just wanted to throw this in here. Das ba don ya [img]http://www.matrixgames.com/ubb/biggrin.gif[/img] ------------------ NC Airborne Sappers Lead the way!! SAPPERS ATTACK!!!!




Warhorse -> (11/4/2000 7:57:00 AM)

quote:

Originally posted by Skandranon: Ah, thanks Mr. Amos, I was sure there had to be a way... will it work in generated campaigns, even? Oh, and Mr. Evans, I understand that, and that's my SOP as well, same for artillery if possible, but that still doesn't change the low visibility that makes it necessary more often than it should.
But of course!! [img]http://www.matrixgames.com/ubb/smile.gif[/img] ------------------ Mike Amos Meine Ehre Heisst Treue




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