Super LCM's (Full Version)

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nikb -> Super LCM's (7/4/2000 4:41:00 PM)

Man alive, I have just been playing Omaha Beach on the WWII campaign...boy have I got super movable LCM's. I tried to lay a little suppression down prior to moving. I fired first, then moved to the end of my alowable movement radius. I then fired again - well - it gave me a whole new movement allowance! Ripper, that gave me the chance to land a few of my Flails and the like prior to getting wiped out. I somehow don't think this should be happening? Unless I have got a new secret propeller or perhaps hyper drive... Nik




rexmonday -> (7/5/2000 9:46:00 AM)

I think this one was in SP:WW2 as well. I seem to recall seeing the same thing happen in the Canadians at Dieppe scenario. The attacking force had got pretty cut-up by the German pillboxes, and I wanted to get them back up off the beach fast. I found how to do it very fast indeed. Load up the remnants of the troops, move the landing craft, open fire, move it again, repeat steps. I was able to sail them right into the mouth of the channel and down behind the German positions... I am not sure if this was limited to Canadian landing craft. I do recall that it may have worked with other nations as well. It was one of those annoying bugs that it was hard not to take advantage of. I think that it even worked if you used the 'z' key to area fire an empty beach. So here is another inherited flaw in the SP machine.




nikb -> (7/5/2000 12:45:00 PM)

It is hard not to take advantage of this wee flaw. Especially when your troops are sitting ducks and disappear with one shot. Maybe in the next patch? Nik




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