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RE: GE Special Ops Sqd
Posted: Mon May 03, 2004 9:48 pm
by Major Destruction
ORIGINAL: o4r
As for 1, example are you saying something like this,
Infantry squad *8
Rifle
MG
Grenade
So Rfile *6, MG*1 and Grenade *1?
Yes, something like that, although the number of men firing the rifle might be any number from 0 to 8, depending on the squad value for experience and morale. There is a dice roll involved.
You will notice this in game play. A full squad of 10 or 12 men will score more kills with their rifles than a depleted squad with 6 men. Depleted squads score as many kills with their light MG and grenade as does a full squad.
Similarly, a full squad from a minor nation is les likely to score kils than a full squad from a major nation (all other factors remaining equal).
ORIGINAL: o4r
Height of the vehicle that is interesting, so how does we determine the size
Man height = 1
? to ? = 2
? to ? = 3
? to ? = 4
? to ? = 5
According to instructions I received from the programmer, small vehicles should be size 0 but when this edit was made for v6 it was rejected by Matrix.
Vehicles of size 5 or more are excessively easy to hit.
Here is the breakdown that I used as a guideline
Size 1 = Height<1.8m
Size 2 = Height <2.4m
Size 3 = 2.41-2.70m
Size 4 = 2.71-2.99m
Size 5 = 3.0-3.29m
Size 6 = >3.5m
You may find some vehicles that certainly do not fit in this guideline. Some instances may be the result of an arbitrary decision while others may be the result of a mistake.
ORIGINAL: o4r
4 men = 0
more than 4 men = 1?
yes. this was hard coded for version 7 although the OOB's were built assuming that squads of 6 men or fewer would have size 0. I asked for this to be corrected in v8.2
ORIGINAL: o4r
more question on equation.
Page 54 first paragraph , Fire control times five added to weapon accuracy.
Does the that meant added to below
Against moving target is 70 - (target move *3) + (FC * 3) then add 5FC
You move to hit is 66 - (you move *6 ) + (targeting * 8) then Add 5FC
or page 54 is an error and the formulae is without that add 5FC?
I don't know.
RE: GE Special Ops Sqd
Posted: Tue May 04, 2004 6:57 am
by Voriax
ORIGINAL: Major Destruction
Similarly, a full squad from a minor nation is les likely to score kils than a full squad from a major nation (all other factors remaining equal).
You serious? So if I have 2 squads, both having exactly same weapons, firecontrol, morale, experience etc values but one is say, US and other is Greek the US squad is still better?
And if it is so, what can be done to remove this obvious bug?
Voriax
RE: GE Special Ops Sqd
Posted: Wed May 05, 2004 4:11 pm
by o4r
Thanks. Still Waiting for formulae question to be answered
RE: GE Special Ops Sqd
Posted: Thu May 06, 2004 3:58 am
by Major Destruction
ORIGINAL: Voriax
ORIGINAL: Major Destruction
Similarly, a full squad from a minor nation is less likely to score kills than a full squad from a major nation (all other factors remaining equal).
You serious? So if I have 2 squads, both having exactly same weapons, firecontrol, morale, experience etc values but one is say, US and other is Greek the US squad is still better?
And if it is so, what can be done to remove this obvious bug?
Voriax
The Greek squad costs less than the US squad in this example so long as True Troop option is ON.
To remove this, you need to set troop quality to some equal value.
Maybe it would not hurt to set National Characteristics to OFF, too. Maybe not.
RE: GE Special Ops Sqd
Posted: Wed May 19, 2004 9:16 pm
by FlashfyreSP
Ok, folks...I've looked all over the threads on the 8.0/8.01 OOBs, and haven't seen this addressed:
The US OOB has 3 HQ units (2 variations) -
- US HQ - cost = 200pts
- US Inf HQ - cost = 20pts
The US Inf HQ has two versions (with different weapons and availability dates).
Problem:
When playing as the US, the game selects one of the new US Inf HQ's as the "battalion commander" (the A0 unit), instead of the original HQ unit. Since it only costs 20 points, the US player is gaining 180 points over his opponent during force purchase. I believe, as most people will, that this is grossly unfair in any PBEM situation.
RE: GE Special Ops Sqd
Posted: Thu May 20, 2004 2:55 am
by Major Destruction
ORIGINAL: FlashfyreSP
Ok, folks...I've looked all over the threads on the 8.0/8.01 OOBs, and haven't seen this addressed:
The US OOB has 3 HQ units (2 variations) -
- US HQ - cost = 200pts
- US Inf HQ - cost = 20pts
This has been fixed.
The problem was that those platoon Inf HQ's were given the same 'class' as the Battalion HQ (A0)
This was corrected in v8.2
RE: The new improved 8.1 oob thread
Posted: Sun Jun 27, 2004 5:33 am
by CAPT Steve Rogers
The M-3/5 Stuart tanks have a problem - when they fire, the effect looks like n auto cannon, not a single shot gun.
RE: The new improved 8.1 oob thread
Posted: Sun Jun 27, 2004 6:12 am
by Kevin E. Duguay
This also should have been fixed. Don't worry be happy!![:D]
RE: The new improved 8.1 oob thread
Posted: Mon Jun 28, 2004 12:51 pm
by Roo
I guess my comments will come in time for 8.2>8.3, but what the heck...
First off, it looks good. Like the improvements made, seeing as the last version I played properly was 7.0, usually as British. Not had much chance to test it yet unfortunately
I notice that the British force doesn't appear to have a Patrol Boat equivalent for the early war period. I appreciate that there probably isn't any room left in the British OOB but maybe ANZAC, Indian or Canadian can have one? Don't have much data on dates unfortunately, but Jane's lists 2 which seem appropriate: "Grey" series built 1941-1942 (Grey Goose, Grey Wolf, Grey Owl, Grey Shark, Grey Fox and Grey Seal). Armament consisted of 1 3", 2 20mm AA
or 2 2pdr., 4-8 MGs. Alternative craft would be based on the Fairmile "D" armed with 2 6pdrs, 2 20mm AA, 8MGs. Both listed had TTs as well, but these AFAIK can't be modeled anyway.