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Tomanbeg -> (6/4/2001 6:55:00 AM)

I've yet to see any damage done by these special point blank op fires. I havn't done a test yet (It is on my list though) but It looks like just the text is being shown. So far I havn't lost a man or suffered any supression so I quit worring about it. I can't understand why a unit fleeing in panic will suddenly get shot at and turn into a bunch of Rambo's led by John Wayne. To bad its such an old game and I presume we are stuck with three classes of suppression. If a forth class of withdrawing under fire was there the behavior would be understandable. Put it between pinned and retreating and everything becomes clear.




Fredde -> (6/4/2001 7:41:00 AM)

No sane man keeps running when fired upon. You hit the ground for cover.. that's why the pinned status is regained. Why wouldn't they fire back if it improves their chances of survival. This has been said plenty of times before here.. ;)




Tomanbeg -> (6/4/2001 11:30:00 AM)

quote:

Originally posted by Fredde: No sane man keeps running when fired upon. You hit the ground for cover.. that's why the pinned status is regained. Why wouldn't they fire back if it improves their chances of survival. This has been said plenty of times before here.. ;)
Thanks you gave me the clue I needed. You are treating pinned, retreating and routed as if they are physcial states. What the words describe are mental conditions. To you pinned means lying on the ground. To me it means being aware that I am the one being shot at and I need to hide better. Retreating to you would be what I consider running for my life. You don't stop to shoot because if shooting was doing any good you wouldn't be running in the first place. Let me rephrase that, just so the Illogic of this position is clear. Your unit is in a shootout and the incoming fire is outdoing the outgoing fire, so, wanting to live, you take off running. The volumn of incoming fire increases, so you stop and restart the fight you just lost, under even worse conditions. Right. Sounds sane to me. A routed unit shouldn't have weapons. They throw them away, because they are done fighting and don't need them anymore. A routed unit is looking for someone to surrender to. My source is S.L.A. Marshall. What sources were quoted previously? T. P.S. there are no Sane men in a combat unit.




Alexandra -> (6/4/2001 7:33:00 PM)

Snipers typically get higher chances beacue they are "especially small targets" and are assumed to be stealthy as well, being better able to remain hidden and strike the tank unawares.[/QB][/QUOTE] Strike with what??? I'm sorry, Paul, but I don't picture a sniper rifle as able to kill a tank :) I think snipers should rarely assault as thier job is to scoot and shoot. Or to be cheap scouts :) I also don't think that a sniper should have better assault changes than combat engineers as the engineers have weapons that can hurt a tank. Still, my test is still way ongoing so don't take this as a flame :) I'll save those for tanks :) Alex




Paul Vebber -> (6/4/2001 11:06:00 PM)

Rmeber Assult routine assumes the unit(be it sniper or squad) has a small chance of having found or improvsed a weapoon not listed in its weapon list "for just such an emergency"...




Igor -> (6/5/2001 10:07:00 AM)

"If you did not repeat it and find that retreated crews always get 85% kill chances (which I just did and they don't... THEN WHAT THE HECK MAKES YOU THINK ITS A BUG AND NOT A LUCKY SERIES OF DIE ROLLS!!" Because I had never read the FAQ in the manual, and wasn't aware that close assaults were at least partly random numbers. Which is why I jumped down your throat when you persisted in not regarding random assault percentages as a bug. For which I apologize. I am curious, however; how did you get such high (90+) percent chances for 3 man engineer squads? I ran this dozens of times and never broke 45% for spotted troops attacking out of cover.




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