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Posted: Wed Jul 04, 2001 4:34 pm
by Fabio Prado
As for SPWAW v6.0, it is the BEST SPWAW EVER!
As for new features to include in Combat Leader, I will like to suggest one more time the possibility of reverse movement for tracked vehicles. It is an essential maneuver for tanks.
Congratulations to all MATRIX Team for a job well done, and a Happy Fourth of July for all!
Fab
Posted: Wed Jul 04, 2001 5:17 pm
by Lazarus
are W@W compatible with W@W 5.3 ??
ciao!
Posted: Wed Jul 04, 2001 5:23 pm
by General Mayhem
SMG's are bit too powerful for my taste.
I know they should be more effective, but
still I think they are far too fool proof
way to hit now.
I just shot from elevated position at 3 hex range a Japanese crew using MMG. I had only two grunts at that mmg crew and I hit twice with SMGs, and only once with MMG.
The crew was on clearing. And infantry toughess was on 150 on preferences.
Seem to reinforce what I discovered earlier. I'm frighten to think what an elite infantry with SMG's can do now.
Posted: Wed Jul 04, 2001 5:32 pm
by Merlin
Bugs? ok, I have one, but not sure it's bug. Like Mr. Vebber said, I have to put the weather to 1 to get airsections, great idea. But Romania, when I put weather 1 and air sections are on default they never get the Strike Element button on the buy screen, 0 out of 25 games, is it possible that I'm not lucky?

Anyway Matrix does a nice job!!! SPWAW, WIR, PACWAR kick!!! Are you people from Matrix humans?

Posted: Wed Jul 04, 2001 5:38 pm
by DoubleDeuce
When did this happen? Geez, I take a day off from the forum to get some much needed sleep and what happens? A new patch/update. You guys are too much. Going off to download it! You might not see me for a couple days.
Posted: Wed Jul 04, 2001 5:48 pm
by Les_the_Sarge_9_1
Hmmmmm I think its my duty to tell the Matrix staff about this wonderful creature.
Its called a woman. Now I am sure you have seen them. Although with all this upgrading (at a rate that defies the imagination), I am wondering if you have lost track of what they are for.
I am pleased beyond words to get yet another tweak in my favourite game. But I am worried about the health of my friends at Matrix.
So please say something to assure us players out here, that you fine fellows at Matrix are looking after yourselves, ok.
Posted: Wed Jul 04, 2001 6:10 pm
by Panzer Capta
Just an observation with limited play using 6.0:
I started the Merrills Mauraders scenerio playing with version 5.3. It was a very crueling battle with slow and ddifficult progress for both sides. I then switched to 6.0 and continued the scenerio. The amount of casualties for both sides dramatically increased......especially in favour of the USMC. I assume this is the consequence of the upgrade.
How does one tweak the preferences to make the infantry units a bit more difficult for one side.....or for both sides.
I was simply using the default settings in preferences.
Panzer Captain
Posted: Wed Jul 04, 2001 6:36 pm
by General Mayhem
Originally posted by Panzer Captain:
Just an observation with limited play using 6.0:
I started the Merrills Mauraders scenerio playing with version 5.3. It was a very crueling battle with slow and ddifficult progress for both sides. I then switched to 6.0 and continued the scenerio. The amount of casualties for both sides dramatically increased......especially in favour of the USMC. I assume this is the consequence of the upgrade.
How does one tweak the preferences to make the infantry units a bit more difficult for one side.....or for both sides.
I was simply using the default settings in preferences.
Panzer Captain
You can't do much. It's not more as linear
as was with 5.3. Some weapons are more potent
than before. Relation between weapons has
changed.
Try to put on preferences infantry toughes above 130+. I use 140-150. To be realistic, change both sides, but that's up to of course.
Best kills you get with SMGs/LGMs, next best thing is infantry. That's why USMC gets so much kills, because your troops propably are
both elite and they have a more faster fire rate weapons than a rifle. I started US vs Germans, and their LMG's combined to better experience ripped my units apart. In a situation where before had been only a slight advantage to Germans.
But forget MMG's, even maybe HMG's. They're now quite hopeless. Current play system favores SMG and LMG's, infantry units with them have huge advantage over other forms. Even bigger if they're elite. Rifles are also
pretty good. Even BAR rifles seem to score kills now quite well. And I'm talking about settings of infantry toughness of 140.
I just tried to shoot with three 0.30 mmg's advancing Japanese infantry on clearing.
Ranges were from 9-3 hexes. Not much hope.
My 2 men MMG on a hill had on range 4 greater change getting hit by japanese rifle fire than two 12 men japanese squads by mmg fire.
[ July 04, 2001: Message edited by: General Mayhem ]
Posted: Wed Jul 04, 2001 7:04 pm
by Rhodan
I just started the Normandy Gold campaign again and...well...wow! Infantry shoot outs have become a spectacle to behold, especially in the towns, which have literally turned to fighting for every building, holding your breath and praying that next house across the street does not have a MG squad hidden in it.
City fighting has turned far more vicious , much more dynamic and has a definite sense of suspense with every move you make.
Really great job guys!

Posted: Wed Jul 04, 2001 7:09 pm
by parusski
I am in love with 6.0. I find this version to be the most "balanced" yet. I played the game for five hours last night, until 1:15 a.m.(my wife was annoyed). Keep up the great work folks.
Posted: Wed Jul 04, 2001 7:21 pm
by AlvinS
So far so good. You guys are amazing.

Posted: Wed Jul 04, 2001 7:37 pm
by Greg McCarty
Originally posted by David Heath:
Ok Guys
By now everyone knows that SPWaW v6.0 has been released! What we are looking for here is ideas... a lot which will be used in Combat Leader and / or a patch. Now first big change is that the Machine Guns are much more deadly and how they should be. The troops are just as tough... just they die when they get hit. Crews not also seem to act how they should. These are our views... what do you think.
P.S. please report any bugs, ideas, problems etc... as always.
First of all, a thousand thank-yous to the
Matrix staff who continue to refine this game
to levels which we can only marvel at.
With regard to the question about crew behavior: the one thing that has always
struck me as odd about this is their propensity for sticking around their abandoned vehicle for extended periods of time and behaving really feisty with small arms in the face of overwhelming fire. If I were in that situation I would break and run in any direction of cover not infested with the enemy. On the other hand, there are some other angles that occur to me.
1. It can be desireable for a crew to
at some point reoccupy an abandoned
vehicle if not immobilized.
2. The current behavior seems to
preoccupy the AI with an obsessive
desire to eliminate crews before moving
on. This may or may not be realistic.
3. This current behavior, if I under
-stand the point system properly,
may lead to more points being
awarded due to unneccessarily high
crew losses because of their
behavior.
4. Perhaps the simplest explanation
is that the crew cannot move
because of suppression from close
range fire --in which case, the
behavior is sensible and under
--standable. But if they can
fire, are they truely too suppressed
to run?
My instincts tell me the crews would be more likely to seek shelter first, then return to the vehicle if two checks pass:
1. they are not under fire.
2. the vehicle is not immobilized.
Overall, I think 6.0 is the BEST YET. It
really seems to model infantry behavior and
weapons behavior well. I certainly am very pleased.
There's my two cents.
[ July 04, 2001: Message edited by: Greg McCarty ]
Posted: Wed Jul 04, 2001 8:03 pm
by A_B
Originally posted by David Heath:
Ok Guys
By now everyone knows that SPWaW v6.0 has been released! What we are looking for here is ideas... a lot which will be used in Combat Leader and / or a patch. Now first big change is that the Machine Guns are much more deadly and how they should be. The troops are just as tough... just they die when they get hit. Crews not also seem to act how they should. These are our views... what do you think.
P.S. please report any bugs, ideas, problems etc... as always.
My latest area of interest is in improved night fighting, especially as regards infantry combat.
Posted: Wed Jul 04, 2001 9:22 pm
by troopie
The AI now makes fire errors like a human player. I saw a rifle section and an armoured car take damage (the AC was destroyed) when a tank fired into the hex. One of my sections was also in the same hex.
Is this bug, from v.5.02-5.03 fixed? You would brew up a Konigstiger, difficult but possible with a heavy enough gun, and it would be replaced by a burning SdKfz icon.
troopie
Posted: Wed Jul 04, 2001 10:33 pm
by Lars Remmen
Originally posted by General Mayhem:
[Cut]
But forget MMG's, even maybe HMG's. They're now quite hopeless.
[Cut]
[ July 04, 2001: Message edited by: General Mayhem ]
MMG's and HMG's quite hopeless?!? Tell that to my poor British troops slugging it out with the Italians. 8mm Breda HMG One shot -> 5 casualties

. 13.2mm HMG three shots -> 10 man unit gone

. I think the crew served MG's are now killers they should be.
Posted: Wed Jul 04, 2001 10:40 pm
by Panzer Leo
Yep, now you're close to perfect...
BUT I found one thing, I do not like about v6.0...
Infantry in entrenchements gets the same suppression like troops in the open. They retreat out of the entrenchement way to early. A squad, that uses up it's rally (down to 0) in it's turn and is fired upon in the next enemy turn, will almost always flee when getting a single casualty. I had squads giving up their positions although their strength was no less then 8 or 9 men
I don't think you wanted it that way and it maybe got lost from 5.3 to 6.0, but the 5.3 bonus for entrenchements was an important (and very realistic) part of the infantry combat. Now melee makes no sense again, cause squads will rather run before you can get to their positions (and that's a loss of tactics and fun)...
Everything else seems to work great

Posted: Wed Jul 04, 2001 11:00 pm
by General Mayhem
Originally posted by Lars Remmen:
MMG's and HMG's quite hopeless?!? Tell that to my poor British troops slugging it out with the Italians. 8mm Breda HMG One shot -> 5 casualties
. 13.2mm HMG three shots -> 10 man unit gone
. I think the crew served MG's are now killers they should be.
Allright, mmgs only. I didn't hit with
Stuarts and normal mmgs Japanese advancing
on clearings. I also played US vs. germans
and even there mmgs were quite ineffective.
I tried Germans vs. Polish frontal assault and there Ib's at maxium got 2 men kills, mostly they did not hit and when they did
1 men went. Germans mmgs were better than US mmgs, but I suspect because they have more experience. All this on troop on clear ground.
I do not see what sense is it anymore to use
mmgs. They don't shoot well on any range and if infantry get's close it has better chance
to hit them than them hitting the infantry. Despite any modifiers.
Anyway, there is no really annoying tendency
troops to walk forward, while mmgs only
kill one or two of them. Then some 8 men
squads shoots lucky shots using rifles on a unit on higher ground and voila! some small group goes away on one shot.
Has happened to me more than once.
I can't use settings to repair this,
as adding infantry toughness makes mmgs even
more ineffective, on the other hand rifle squad firing with rifles(or better) seem to hit always better.
Well, I can always go back to 5.3 .
Now I'll stop complaining altogether.
I've said what bothers me.
[ July 04, 2001: Message edited by: General Mayhem ]
Posted: Wed Jul 04, 2001 11:52 pm
by Paul Vebber
If men are in the dirt, especially in cover, then yse, MGs will keep them down in the dirt, buit cause few casualties. Rifles in this case are even less prone to get kills.
But against troops advancing and especially moving 2 or more hexes - MGs will be quite effective. That is as it should be!
We did not change the suppression bonus removal for being in entrenchments. in cover , building, behind wall, in bocage or in rocks all lose 12 suppression point automatically at the end of the turn.
What I think you are noticing is that troops in hard cover now tend to take more suppression, so the 12 point bunus now often is not enough to get them back to pinned again. This brings up the use of HQ tents that now should be more useful at stiffening a defence as they reduce suppression by 15-20 (for untis within 3 hexes)
Before units tended to die before it made a difference!
[ July 04, 2001: Message edited by: Paul Vebber ]
Posted: Thu Jul 05, 2001 12:15 am
by Panzer Leo
Hmmm...but then I would need a tent for every platoon - quite a lot and pretty expensive to purchase... :rolleyes:
I made further tests and the results are all the same:
Squads will retreat out of entrenchments even with only one casualty (troops were German 43, so good exp and mor). The excellent simulation of "digging" the infantry out of their cover in 5.3 is completely gone.
I think it is very unlikely, that you can force a whole platoon out of their cover by handweapon fire, but this is exactly what happens now every time...
The ratio attacker/defender (just changed in v6.0) is corrupted again, cause now you don't need that much attackers any more...just keep heads down and fire from save distance - defender will flee...
The way it is now (not talking of the new ranges/effectiveness of rifles/MGs - they're great and the best you ever made), the entrenchements are a step back to 5.1 - and that's kind of frustrating, as I love all the new things in 6.0 and don't want to go back to 5.3
I want to suggest to dramatically decrease the suppression dealt to entrenched and lower it a bit to troops in cover to get the good 9and realistic) 5.3 feeling back
one short word to you, General:
I don't know what went wrong in your play, but I testes Panzer Ib and it mowed down 20 out of 40 troops advancing fast on it at a range of 300-400m in the open with 5 shots.
if that's no good MG performence...

Posted: Thu Jul 05, 2001 12:28 am
by Nemesis
I patched my 5.01 to 5.2 and then to 6.0, but it still says that I'm running 5.01. Is it Normal? Did the update install properly?