H2H - Wishlist

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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Goblin
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Post by Goblin »

Yeah, yeah. Its not just that. Its rifle fire and MG fire too. I just don't see them scaring a tank crew so bad that it ignores a significant danger like an enemy tank. Or worse yet....

"Mein Gott! They are shooting dozens of rounds at us!! It is very light rifle fire, maybe a .45, and there is a BAR too!! We're in a death trap inside the tank, we need to bail out! We will be far safer outside all of this armor!"

Then the crew bails. I think the problem started in 7 or 7.1. In 6, the small arms fire had to be intense to suppress a tank. It was probably over-corrected. It would be great if it was fixed.

Goblin

PS- Bite me Orzel:mad: ;)
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Gallo Rojo
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Please: kill those inmortal leaders!!

Post by Gallo Rojo »

Ok ... I will go with a largest wish list later, but mi BiGEST WISH IS:

There is a OLD bug in all SPWAW versions: when you lost a unit during a capaing, the replacenmets has almost the same experience and moral than the lost unit.

I mean, you lost a unit and the remplacemet has a diferent name and no kills, but it has the same (or more) experience and moral. This is really discusting when you play a campaing.

Replacenments should have the average national experience/moral for the nation in the given year.

PzLeo: if you fix this one you will be my hero

best,
Gallo
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Alby
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Post by Alby »

CREWS!! Too hard to Kill, too lethal at times.:)

Janusz_Mattrix
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Post by Janusz_Mattrix »

There is also a "Long Campaign bug" played vs human

When core side lost about 80% stuff in one battle - opponent in next battle got every turn score screen with note "Enemy forces morale broken" even he wasn't kill a fly ...

If it's possible please correct it.

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Jack
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Post by Jack »

Leo
The M36 Jackson TD should have the same size # as a Sherman. Now it is the same size as an Hellcat, size #3. It should be 4.
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m10bob
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Post by m10bob »

Did not read every thread,so don't know if anybody has reported this yet..The icon on the American t95(super land turtle) is showing up as a Finnish Fokker d21(I believe)..also,napalm was in use at St Lo,but SPWAW has always had the date of it's availability wrong....:) By the way,very curious..Why has the rifle grenade for every country always been portrayed as an inaccurate weapon?..I personally have no problem with it's potential in the game,just it's lack of accuracy..:confused: :confused: :confused:
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Irinami
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Post by Irinami »

Quite true. The Israelis are living proof that the rifle grenade is a valid, accurate weapon. More range and blast radius than an underbarrel GL. Hell, when their paratroops (if not all units) head into battle no less than one man already has a RG loaded and ready, and I read somewhere that it's not uncommon for all members who can do so, to do so.

I guess I am calling y'all out to defend the position that they're inaccurate. Or is it just inaccurate over range?
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Redleg
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Post by Redleg »

A lot of infantry weapons in the game were watered down over time because of lethality issues.

IIRC, that is why a lot of ATR had HE removed for example.

I also liked earlier versions of SPWAW where an infantry platoon dug in some woods or a village were a force to be approached with great caution.

It seems like a lot of infantry weapons and ammo load were altered as an attempt to "balance" things. Fortunately, a lot of those issues have been helped by the H2H Mod. One of the major reasons I like the mod so much.
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m10bob
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Post by m10bob »

The American M7 Grenade launcher had an effective range of 200 yards WITH ACCURACY but prevented semi-auto fire when attached to the M1 Garand..The M7a1 improved on this and allowed semi-auto fire..Later,the M9 had an effective range of 250 yards,and had a charge dedicated to armor penetration of 3-4 inches!..
Personally,I have fired the M79 "thump gun" accurately over 300 yards,hitting within 6 feet of any target.(This was common and was fired like a mortar)..Oh well,I digress.....BTW,I got these specs from a website a fellow Matrix forum follower directed us to approx 2 years ago,I just saved the page.It's still up if anybody needs to see it.(Type Rifle-launched grenade launcher in your browser)..bob;)
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Frank W.
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Post by Frank W. »

Originally posted by Goblin
Yeah, yeah. Its not just that. Its rifle fire and MG fire too. I just don't see them scaring a tank crew so bad that it ignores a significant danger like an enemy tank. Or worse yet....

"Mein Gott! They are shooting dozens of rounds at us!! It is very light rifle fire, maybe a .45, and there is a BAR too!! We're in a death trap inside the tank, we need to bail out! We will be far safer outside all of this armor!"

Then the crew bails. I think the problem started in 7 or 7.1. In 6, the small arms fire had to be intense to suppress a tank. It was probably over-corrected. It would be great if it was fixed.

Goblin

PS- Bite me Orzel:mad: ;)


i think for normal rifle,pistol and SMG fire the supression for tanks should be lower. but for say .50 cal MG or MG42 it´s okay. If you think of what all can be destroyed by such heavy fire, like sights, antennas, MG´s and other outboard equipment of the tank. okay, a experienced crew will learn that f. the tank or the crew itself there is no danger f. a medium or heavy tank from such fire, but the combat value can be lowered of the vehicle in such cases. the same goes f. infantry or crews assaulting a tank with handgrenades or satchel charges... but if a inf unit have no explosives to actually harm the tank the supression of the tank should be lower, too.
tf1377
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Post by tf1377 »

This may be a little off topic, but I have been trying to download the H2H patch for some time and can never get the full download. Would somebody be willing to burn me a CD with the full H2H patch installation? I would be happy to send you the CD and return mail envelope or reimburse you for your effort. Thanks very much.

Scott
scottbhelm@aol.com
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VikingNo2
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Post by VikingNo2 »

I think Goblin is right Infantry should suffer if riding on a tank, and it gets hit with anything.
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rbrunsman
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Post by rbrunsman »

Originally posted by VikingNo2
I think Goblin is right Infantry should suffer if riding on a tank, and it gets hit with anything.


I agree too. It is too easy to just ride up and unload a bunch of infantry next to an AFV and assault it. Making it much more risky to be caught loaded inside or on top of a vehicle will forestall that unrealistic tactic to some extent.

Also, what's with giving M1 and M9 bazookas a range of 500 yards (10 hexes)? That is a huge change from v7.1. And it hardly seems realistic. It may have the capability of traveling that far, but I doubt it would be combat effective at that range and thus should not be able to suppress targets at such range. I have no expertise in this area so I welcome corrections to my thoughts.
Everyone is a potential [PBEM] enemy, every place a potential [PBEM] battlefield. --Zensunni Wisdom
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Goblin
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Post by Goblin »

The PIAT also has a range of 6! Thats 300m! Its listed effective range is 100 yards. It was fired using a spring, with no propellant for the warhead.

http://www.6th-airborne.org/index.html goto 'Gear', then 'PIAT'.

Goblin
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Warrior
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Post by Warrior »

Bring back occasional immobilization when armor goes through a building. My tanks and tracks never get stuck now and it seems a little too good to be true.
Retreat is NOT an option.

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VikingNo2
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Post by VikingNo2 »

It happens now:)
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rbrunsman
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Post by rbrunsman »

Originally posted by Goblin
The PIAT also has a range of 6! Thats 300m! Its listed effective range is 100 yards. It was fired using a spring, with no propellant for the warhead.
Goblin


And the Panzerfaust 30 still has a range of 1. And the Pzfaust 60/100 has a range of 2! The Pzfaust 100 used to have a range of 3.
Everyone is a potential [PBEM] enemy, every place a potential [PBEM] battlefield. --Zensunni Wisdom
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rbrunsman
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Post by rbrunsman »

Originally posted by Goblin
The PIAT also has a range of 6! Thats 300m! Its listed effective range is 100 yards. It was fired using a spring, with no propellant for the warhead.

http://www.6th-airborne.org/index.html goto 'Gear', then 'PIAT'.

Goblin


That's a nice site for UK infantry weapons. It says the PIAT was effective to 115 yards as an AT weapon, but it could "bust houses" to 350 yards. Putting the range back to 2 hexes is definitely a change that should be made. And 1 shot per turn should be the max also according to that site.
Everyone is a potential [PBEM] enemy, every place a potential [PBEM] battlefield. --Zensunni Wisdom
Frank W.
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Post by Frank W. »

Originally posted by rbrunsman
I agree too. It is too easy to just ride up and unload a bunch of infantry next to an AFV and assault it. Making it much more risky to be caught loaded inside or on top of a vehicle will forestall that unrealistic tactic to some extent.

Also, what's with giving M1 and M9 bazookas a range of 500 yards (10 hexes)? That is a huge change from v7.1. And it hardly seems realistic. It may have the capability of traveling that far, but I doubt it would be combat effective at that range and thus should not be able to suppress targets at such range. I have no expertise in this area so I welcome corrections to my thoughts.


oops. i considered the range of the m9 bazooka in 7.1 as to much even. but 10 hexes ??
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M4Jess
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Post by M4Jess »

the Russian ob post never has any ammo for the ATR:(
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