Skandranon
Posts: 15
Joined: 5/24/2000 Status: offline
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I was just reading the grenade malfunction posts and how some odd things have happened with certain 'nonbreakable' weapons like grenades and bows malfunctioning on a squad scale.
Though I understand how hard it is to differentiate between classes of weapons that should and shouldn't malfunction, I've turned off weapon malfunctions altogether for this and another reason.
I was recently playing a campaign game as the Germans and was set to defend against the Poles and their hordes of surprisingly determined 19 man squads. So, accordingly, I bought lots of machine gun platoons, machine gun nests, scout vehicles, and half a dozen battalions (yup, that many!) of 150mm guns. I was going to mop the floor with them.
That's when the interesting things started happening... I've come to the conclusion that weapons malfunctions are a bit too frequent, take too long to fix, and affect too many types of weapons.
I'm going from memory, but let me sum up so you get the gist:
On round 3 I noted one of my 150 batteries had already lost a gun to a malfunction, I checked, and another had lost a single gun.
On round 4, I lost another single gun from another battery.
On round 5, all hell broke loose and I lost two guns from one of the previous batteries to jamming/malfunction (so it now had ONE gun), and another unit was affected by one loss. Also, some machineguns started jamming, and I wasn't even using them full-on. Conserving for Opfire and all that.
After this, I lost exact track, but can be summed up like this: by the end of the game, I had lost over half of my 150's to malfunction, and none were ever repaired! One entire battery was wiped out from it! Also, I bought six machinegun nests, and three of them had jammed guns, one of them completely disarmed as well. None were ever repaired in the 20-odd turns I played.
Artillery's hard enough to stay in contact with, I can't abide by the gunners getting their hands stuck in the breach, forgetting to take off the cap, or off for smoking breaks as well.
I really do like the weapon and vehicle malfunctions (I leave the latter on), but just think the weapons break a bit frequently, aren't repaired quick enough (some of those machinegunners and artillerymen had 15+ turns to repair!), and affect weapons that should be immune.
But, just my opinion... and you can always turn it off!
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Derek "Skandranon"
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