Page 3 of 11
Posted: Sun Dec 29, 2002 2:52 am
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:

Please: kill those inmortal leaders!!
Posted: Sun Dec 29, 2002 10:13 am
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
Posted: Mon Dec 30, 2002 12:12 am
by Alby
CREWS!! Too hard to Kill, too lethal at times.

Posted: Mon Dec 30, 2002 1:02 am
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.
Target
Posted: Tue Dec 31, 2002 1:02 am
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.
Posted: Tue Dec 31, 2002 1:05 am
by m10bob
Posted: Tue Dec 31, 2002 2:48 am
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?
Posted: Tue Dec 31, 2002 3:20 am
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.
Posted: Wed Jan 01, 2003 4:39 pm
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;)
Posted: Wed Jan 01, 2003 7:05 pm
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.
Posted: Wed Jan 01, 2003 9:37 pm
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
Posted: Fri Jan 03, 2003 12:56 am
by VikingNo2
I think Goblin is right Infantry should suffer if riding on a tank, and it gets hit with anything.
Posted: Fri Jan 03, 2003 3:52 am
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.
Posted: Fri Jan 03, 2003 12:19 pm
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
Posted: Fri Jan 03, 2003 5:29 pm
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.
Posted: Fri Jan 03, 2003 8:38 pm
by VikingNo2
It happens now:)
Posted: Fri Jan 03, 2003 10:03 pm
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.
Posted: Fri Jan 03, 2003 10:32 pm
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.
Posted: Sat Jan 04, 2003 2:03 am
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 ??
Posted: Sat Jan 04, 2003 7:55 pm
by M4Jess
the Russian ob post never has any ammo for the ATR:(