So What Do You Think of SPWaW v5.3

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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David Heath
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So What Do You Think of SPWaW v5.3

Post by David Heath »

Hi Guys

We are hard at work with Combat Leader and we want your input on what you think of v5.3 Thanks for your time.
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sven
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Post by sven »

Originally posted by David Heath:
Hi Guys

We are hard at work with Combat Leader and we want your input on what you think of v5.3 Thanks for your time.
David the silence says they are playing. ;)

I think that both upgrades were great. I hope the majority of posters on 'flaws' understand that the best way to look at the criticism would be to make sure it is 'fixed' in cl. Hats off on the quick response time to the 5.2 naysayers.

regards,
sven
Marder_MatrixForum
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Post by Marder_MatrixForum »

Hello Paul!

I like the new version 5.2 (haven´t tested 5.3 - but i´ll do). I think its ok that it is difficult to get a kill with a pistol or a rifle if another unit is behind a wall or a tree. (How should i hit my enemy when his head is behind a tree) And you are right, you are able now to use melee, in other version your units were killed or supressed before they get the possibility to melee!

Marder
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Mumdaan
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Post by Mumdaan »

Well, kinda mixed feelings David.

I'm sure the changes were made to the damage models for good intentions, but (at least for me) it removed a large chunk of the fun i used to have. Is there a pref setting i could adjust to approximate the play as it was <=5.01 ? Or, do i need to uninstall and go back to an earlier version.

(been playing with it all day, and i just cant make it not-tedious to play)

:( maybe it was broken and should have been left that way.
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Charles2222
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Post by Charles2222 »

I'm of the thinking that it's going to take two or three weekends before most of us can make a real determination of it. If anyone has played 3 or 4 battles with reduced ammo, AI advantage, "hard" battle, and has played both offensive and defensive missions I'd sure like to know, because I hate to evaluate it, if whatever I try it at is too hard or too soft. I'm barely used to the new force multipliers for attacks as it is, much less the still more recent easy/medium (or was that moderate or some other 'mid' type word?)/hard settings.

On 5.01 I had never got beyond playing against the Poles, so I had only played 'hard' with the AI advantage on, and so hadn't even evaluated that version to my satisfaction before we moved on (not a complaint). Thanks.
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Warrior
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Post by Warrior »

Having played my little heart out with v5.03 over the past few days, I have to say it's outstanding. I didn't feel that way at first, but I guess this old dog can learn new tricks.

I'm in a PBEM game at the moment using v5.01, and the difference is amazing - it's like it's way too easy.

But, one thing about v5.03... pleeeeeze give me more artillery ammo. :D

And a note for designers: if you're used to using beefed-up defense settings for v5.01, don't do it in v5.03 - you won't need them.

[ June 27, 2001: Message edited by: Warrior ]
Retreat is NOT an option.

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Panzer Commander
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Post by Panzer Commander »

I just finished a AI battle (me as a Russian defender vs a Finland "AI" attacker) I must say that 5.3 can lead to some nail biting as my troops try to stop wave after wave of ski troops.

The rifles/smg/etc as a supression tool can be interesting. My infantry were slowing the advance from their entrenchments giving me time to bring my mortars to bear to cause massive retreats. I was also using my AAMG and HMG teams very effectively from a hill top to pick off units.

I have not played as attacker yet but after seeing my Cossaks from their entrenchments hold off 4-6 ski units without taking any hits leads me to believe I will be in for a very hard time. The use of artillery to suppress while overrunning/meleeing will probably be the tactic of choice.

It is much different from the 4.5-5.1 versions but it is still the best game out there.
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Mark Ezra
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Post by Mark Ezra »

V5.3 is strikes an excellent balance of inf tougness/survivability and inf weapon accuracy/destructive power. It all adds up to great playability. Great job, Matrix...Now on to CL/CA...!
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General Mayhem
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Post by General Mayhem »

Originally posted by Warrior:
Having played my little heart out with v5.03 over the past few days, I have to say it's outstanding. I didn't feel that way at first, but I guess this old dog can learn new tricks.

I'm in a PBEM game at the moment using v5.01, and the difference is amazing - it's like it's way too easy.

But, one thing about v5.03... pleeeeeze give me more artillery ammo. :D

And a note for designers: if you're used to using beefed-up defense settings for v5.01, don't do it in v5.03 - you won't need them.

[ June 27, 2001: Message edited by: Warrior ]
The really good side of 5.02 and 5.03 is
that infantry is no more helpless mass of
ecoplasm that is blasted away by infanty who
shoots first and best from the next hex.

I atleast feel really positive, as infantry
now it is right place. It is hard to kill
just with rifles and even with MMGS if it
stays put in terrain with good coverage but if infantry moves and gets to open area where somebody can target it with a fully automatic weapon....

I just played two games US vs Jap with
5.02 and 5.03. In both games killed lot of
Japs, altough I have to say it took lot
of bitter fighting on both sides. To my
surpise I won both, altough 2/3 of time I felt I was losing. Most of credit of kills goes to mmgs, engineers and M3/M2 tanks with
machineguns. Still, I can't really use them alone, infantry is still must. Combined
arms tactic is only that really seems to have
realistic chance to work.

Really good side now is also that units don't
get swiped off too easily. They can be close useless and routed, but it doesn't mean
they're all soon dead.

I even *had* to use melee and overrun finally. Feels realistic to me :D
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Panzer Leo
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Post by Panzer Leo »

Well, just don't know how to say...the infantry is back !!!
Forget about the Tigers and T-34s, cause the good old Queen of the battlefield rules again !!!
There's nothing like commanding an infantry attack in 5.3 - you made an old Grenadier really happy, thanks guys :D :D :D
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JimY
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Post by JimY »

I really like 5.3. Tonight I am going to play with the new sounds. Infantry were too tough in 5.2 even in the open. In 5.3 infantry vulnerability is just right. I have played SPWW2 for a long time. Now infantry, rifles and MG's are about the same in both games, but artillery is much better in SPWAW.
My favorite part of SPWAW is the detailed vehicle damage report when you hit a vehicle. It may not be realistic, but I get a kick out of knowing that I damaged a hull, radio mast, suspension or even the engine.
I like the vehicle breakdown because the vehicle eventually repairs itself. However, I have yet to have a weapon breakdown and repair itself. I am testing this in 5.3. If weapons do not repair themselves, I can merely turn off weapons breaddown. So it is not a big deal.
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Warrior
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Post by Warrior »

Originally posted by JimY:
I have yet to have a weapon breakdown and repair itself. I am testing this in 5.3. If weapons do not repair themselves, I can merely turn off weapons breaddown. So it is not a big deal.
Most vehicles get repaired by the crews, if possible. But when a weapon breaks, it would usually have to be sent to an ordnance depot for repair.
Retreat is NOT an option.

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Figmo
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Post by Figmo »

I love it -it's working great!! I tried the scenario and it's harder than usual but not like Version 5.2.

Thanks - Great Job!!!!!

Figmo
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m10bob
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Post by m10bob »

5.3 works great...many thanks...... :D
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SkyVon
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Post by SkyVon »

Oh oh...I may be alone here when I say that it easier now to kill a tank than a soldier. I'm playing the long camp as German, started in sept 39 and am now up to may 42. Been lucky thus far to get decisives thus far (was on 5.2) but now I'll prob be lucky to get marginals or draws even.

Somewhere between 5.2 and 5.3 would be better, imo, for infantry hardness.

Having to surround an inf unit (with flamepanz, inf and tanks) in a plain desert hex and blast away with all you've got for two turns seems a bit too much.
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sven
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Post by sven »

Originally posted by SkyVon:
Oh oh...I may be alone here when I say that it easier now to kill a tank than a soldier. I'm playing the long camp as German, started in sept 39 and am now up to may 42. Been lucky thus far to get decisives thus far (was on 5.2) but now I'll prob be lucky to get marginals or draws even.

Somewhere between 5.2 and 5.3 would be better, imo, for infantry hardness.

Having to surround an inf unit (with flamepanz, inf and tanks) in a plain desert hex and blast away with all you've got for two turns seems a bit too much.
That is not my experience with 5.2 or 5.3. I guess a tank being able to find all the infantry in cover in a hex was 'more realistic'? I prefer tougher infantry(when it is dug in)and tanks not having such a 'good time' with going against dugin infantry.

to each their own,
sven
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Charles2222
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Post by Charles2222 »

Someone see if you can help me here. Everyone keeps talking about 'new sounds'. When I first saw this download I was under the impression that they were not 'new' but were for people who didn't have proper sound cards or what not to make the sound effects sound good. Mine sounded real good, but I decided to move my old sound files and try these. Gave it a small whirl and nothing sounded different, though I didn't go through all the units, just basically listened to vehicle movement and main gun fire.

After reading up more through the forums, it seems these really are 'new' sounds. Since my previous download of these files didn't achieve anything I put back the old ones and deleted the new, but after hearing everyone talk like this it makes me wonder if I just haven't caught any of the different sounds, because all I've tried are exactly alike, so I reinstated the new files. Now I'm stuck. Since now I know the new ones are so much larger, I want to go back to the old ones if this really isn't 'new'.
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Paul Vebber
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Post by Paul Vebber »

IF you want something midway between 5.2 and 5.3 turn artilery vs soft and infantry toughnes to about 115 120 if you want it closer to 5.2

If you want it more like 5.01 turn inf toughness and HE vs Soft to 80, though units in rough and stone buildings will still be pretty tough and MGs will be VERY potant in the open. Lowering rout rally to 75 will help with getting troops to abandon good terrain more easily too.

As to the "new" sounds the old sounds are all there, but some new ones are added thanks to some of the kind folks who have posted various additions. IN nearly all cases there can be three sounds for each event - so you sound effects wiz's out therr - keep working! THere are lots of duplicate sounds in there that can be replaced!

[ June 27, 2001: Message edited by: Paul Vebber ]
troopie
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Post by troopie »

Thanks for the suggestions Paul. And the superhuman crewman are back. There is no way two tankers, having been swept with rifle fire for several minutes, are going to win a melee with 10 infantrymen.

Can something be done about that?

troopie
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soldat31
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Post by soldat31 »

So far, I am very very happy with 5.3. It works very well. Infantry vulnerability is right on target in my mind. It plays great even against inf heavy enemies (Poland '39).
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