RobertMc -> Big Bad MuthaFlamer (5/27/2000 4:56:00 AM)
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If any of you want to see a big bad machine, try the Flammenwagen/16, otherwise known as the SdKfz 251/16. With double flamethrowers and under the right circumstances, this weapon can be devastating to both infantry and machines.
Couple more things:
1. Snipers' movement may be too high. I've set mine at "5" in the OOB, because otherwise they rush to the front. The game is set up to reward slow, methodical movement (a shame the AI doesn't understand this and never did) and it seems to me a sniper ought to move slowly to take advantage of the terrain and take time to have a look around. Also, moving so fast attracts too much attention.
2. Tank machine guns (excepting AAMGs) may be set too strong in the chance-to-hit at long range department. Awfully hard to effectively fire a tank BMG or CMG in real life, and with battlefield smoke and dust it would be problematical to hit anything. I wonder if the tank MGs ought to be reduced to say three hundred yards range (6 hexes, of course), as I doubt tankers are going to be firing and hoping to hit much beyond that. This also gives an incentive to keep infantry close to their tanks, unfortunately which the AI also does not grasp.
It's not that the tank MGs couldn't shoot long distances, I just don't think the gunners would waste the bullets.
This would also cut down on the long opportunity fire exchanges, tank MG versus tank MG at more than three hundred yards.
3. Note that, as in all SP games, fire lethality falls off dramatically when opposing units are in the same hex, when it seems to me this should be the time for do-or-die Close Combat. Too bad there's not room for one more weapon for all infantry units to add a 1 to 0 hex "Close Combat" or "Intense Fire" weapon that would generally encompass the use of hand grenades, assault fire, hand-to-hand or what-have-you.
Great game, getting better all the time.
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