RockinHarry -> (2/25/2003 9:21:55 PM)
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[QUOTE]Originally posted by Panzer Leo [B]Here's what happened so far: - reduced spotting and raised morale (resulting in stiffer infantry) - Finnish and Russian OOB reworked - Sniper lethality increased - Bazookas reworked (reduced range) - lethality of handgrenades increased, amount available reduced - crew raised in value (15pts) and small arms decreased in lethality - small arms added to all guns for close defense - rare and what-if equipement for Germany available for purchase in the Norway OOB from Jan 41 on - what-if German equipement added (like X-7 AT rocket or Kingtiger with night vision and rangefinder) - many little adds from requests - all scenarios and campaigns made for H2H will be put into the patch - a bundle of ready-to-go maps for PBEM (vic hexes and start lines preset on designed maps) Right now we're working on the winter camo for Germany, Russia and Finnland. I'm sure I forgot to mention a few changes... :D The patch will take at least a few weeks more, as some testing and final changes are still required. [/B][/QUOTE] I see the point when H2H (I mean hotseat and PBEM) players want self defense weapons for their AT guns ect., but when it comes to play vs. the AIP the this extra weapons put the AI at a serious disadvantage as it simply is unable to use them properly! I always get p****d when AT guns unnecessarily reveal their positions by shooting their secondary weapons at long range! A human player wouldnīt do (intentionally), but tell the AIP?!;) I think this was the reason for deleting the secondary wepons from the V7.11 OOBs IMO. A proper tactic to defend your AT guns would be either to give em some extra medium machine gun unit nearby or use shoot and scoot tactics!;) The "Misc small arms" weapon isnīt that bad actually when compared with other small arm weapons, so I wonīt change it! Does it have a range of 6? Maybe even reducing its range would be a better idea (see crew smoke posting)! As scenario designer, designing scenarios for play vs. the AIP I try to use evrery means to improve the AIPīs play! One of my most preferred is to give the defending AIP infantry some short range rifle when available, like the Kar98 carbine for weapon slot1. Why? This rifle has a (effective) range of six hexes and the AIP donīt wastes shooting at max range (most rifles 10-12 hexes) anymore. Unfortunately there are few OOBīs that have short range versions available. What I mean is to add short range version rifles for all OOBīs, that can be used by scenario designers to improve AIPīs behavior.:) Would be the M1 Garand, the Mosin Nagant, Lee Enfield and so on and so on..... When investigating the OOBīs you very quickly find many unused weapons that can be changed to short range version rifles. Thereīs an excellent OOB editor, called STUKOBHACK (by Stuart Trounson), formerly available from Fabio Pradoīs site. This editor has a nice feature, it can remove unused weapons with a single mouse click and all available free weapon slots can be seen at a glance!:) Reducing amount of handgrenades is another good tweak for the H2H mod, thanks. :) IMO no more than 2-4 should be available, instead of the usual 4-12. Only occasion I could think where should be more handgrenades is infantry in prepared positions. Please keep INF weapons like Panzerfaust 60/100 at their range of 2! Same reason as with short range rifles. The AIP simply is too stupid to use these weapons. It always shoots at max range, thus wasting most shots and revealing its defense positions. :rolleyes: I know itīs fun lobbing some panzerfaust or bazooka round into enemy positions, but the AIP does not know about it!;) I know your mod is meant to be played mostly for PBEM and hotseat play, but please donīt forget scenario designers and people who fight the AIP!;) BTW: Next Arsenal Raiders release will have some new scenario of mine added, including version designed for your H2H mod! Dont miss it!:)
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