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5.4

Posted: Mon Jul 02, 2001 10:11 am
by Paul Vebber
we are testing a build for teh new megacampaign that I think briges the gap between the 5.01 and 5.3 fans.

Because all the MC scenarios were created and tested using 5,01, we had to adjust some things in teh routines and default prefs so that those scenarios are not significantly affected. The philosophy behind 5.3 is there, but toned down somewhat.

Those who like the current 5.3, will be able to closely approximate it with a preference adjustment.

Several minor changes were made in a number of things, but the primary change is the better synching of the results to the hit chance for infantry combat. Small arms causes suppression primarily out past about 350m, but chance for casualties ramps up quickly as you get closer.

If you are not in cover, you are much more vulnerable now - "in cover" in the open helps you mostly against artillery, its assumed that for small arms, at least one guy or so will get a clean shot. CLear terrain is now called "mixed" terrain to better make clear that every clear hex is not a golf fairway. Being in cover helps much more in terain that provides cover to get in...keeping the primary design tenets for 5.2 intact.

Units in teh open (especially moving) are in big trouble, but now they are not quite as vulnerable as they were in 5.3, but there is a higher chance of a "big kill" now since added some extra looping in the routine.

Units in good protective terrain are hard to hit and if hit, are much less likely to take collateral damage. Being "in cover" now helps more vs HE fire, than small arms, accepting the argument that at close range (inside 350m) there is a good chance somebody will have a shot.

We will keep you posted on how this develops.

Posted: Mon Jul 02, 2001 10:13 am
by sven
Originally posted by Paul Vebber:
we are testing a build for teh new megacampaign that I think briges the gap between the 5.01 and 5.3 fans.

Because all the MC scenarios were created and tested using 5,01, we had to adjust some things in teh routines and default prefs so that those scenarios are not significantly affected. The philosophy behind 5.3 is there, but toned down somewhat.

Those who like the current 5.3, will be able to closely approximate it with a preference adjustment.

Several minor changes were made in a number of things, but the primary change is the better synching of the results to the hit chance for infantry combat. Small arms causes suppression primarily out past about 350m, but chance for casualties ramps up quickly as you get closer.

If you are not in cover, you are much more vulnerable now - "in cover" in the open helps you mostly against artillery, its assumed that for small arms, at least one guy or so will get a clean shot. CLear terrain is now called "mixed" terrain to better make clear that every clear hex is not a golf fairway. Being in cover helps much more in terain that provides cover to get in...keeping the primary design tenets for 5.2 intact.

Units in teh open (especially moving) are in big trouble, but now they are not quite as vulnerable as they were in 5.3, but there is a higher chance of a "big kill" now since added some extra looping in the routine.

Units in good protective terrain are hard to hit and if hit, are much less likely to take collateral damage. Being "in cover" now helps more vs HE fire, than small arms, accepting the argument that at close range (inside 350m) there is a good chance somebody will have a shot.

We will keep you posted on how this develops.

Great Paul glad to hear it. I had faith in you guys. Hope to see it soon.

regards,
sven

Posted: Mon Jul 02, 2001 10:23 am
by Flashfyre
Just another small step towards the ultimate realistic wargaming experience. A few more, and maybe we'll reach the goal.

Now is the time for all true wargamers to come forward and salute these guys.....they have been doing a magnificent job responding to what we, the gamers, want for this game.

Posted: Mon Jul 02, 2001 11:23 am
by Resisti
any idea when 5.4 will be out ?

Posted: Mon Jul 02, 2001 2:33 pm
by General Mayhem
Originally posted by Paul Vebber:
we are testing a build for teh new megacampaign that I think briges the gap between the 5.01 and 5.3 fans.

Because all the MC scenarios were created and tested using 5,01, we had to adjust some things in teh routines and default prefs so that those scenarios are not significantly affected. The philosophy behind 5.3 is there, but toned down somewhat.

Those who like the current 5.3, will be able to closely approximate it with a preference adjustment.

Several minor changes were made in a number of things, but the primary change is the better synching of the results to the hit chance for infantry combat. Small arms causes suppression primarily out past about 350m, but chance for casualties ramps up quickly as you get closer.

If you are not in cover, you are much more vulnerable now - "in cover" in the open helps you mostly against artillery, its assumed that for small arms, at least one guy or so will get a clean shot. CLear terrain is now called "mixed" terrain to better make clear that every clear hex is not a golf fairway. Being in cover helps much more in terain that provides cover to get in...keeping the primary design tenets for 5.2 intact.

Units in teh open (especially moving) are in big trouble, but now they are not quite as vulnerable as they were in 5.3, but there is a higher chance of a "big kill" now since added some extra looping in the routine.

Units in good protective terrain are hard to hit and if hit, are much less likely to take collateral damage. Being "in cover" now helps more vs HE fire, than small arms, accepting the argument that at close range (inside 350m) there is a good chance somebody will have a shot.

We will keep you posted on how this develops.

Sounds like you're doing lot of fine adjustements that go to opposite directions.

Personally I think 5.3 is enough good, but I do understand why you're tweaking it to 5.4
way you are.

I just think effectives of fire in 5.3 was
easy to understand. With above changes, I suspect effectivess of MG's and other long range fire high rate fire will be lot less ín practice, while already potent SMG's can maybe get too many 'lucky' hits, swiping whole squads far too easily.

We'll see, but this is my guess, because
finding the right balance there can be tricky.

[ July 02, 2001: Message edited by: General Mayhem ]

Posted: Mon Jul 02, 2001 3:23 pm
by Warrior
All and sundry will be glad to know that the "super" crewman, etc., now die in a proper military manner.

Posted: Mon Jul 02, 2001 4:07 pm
by General Mayhem
Originally posted by Warrior:
All and sundry will be glad to know that the "super" crewman, etc., now die in a proper military manner.
Do you mean like standing in full uniform middle of battlefield and giving military salute to enemy tanks advancing? ;)

Posted: Mon Jul 02, 2001 5:38 pm
by Voriax
Originally posted by Resisti:
any idea when 5.4 will be out ?
When it's finished? :p


Voriax

(sorry, couldn't resist.. :) )

Posted: Mon Jul 02, 2001 5:55 pm
by tracer
I'm sure the Matrix team used the feedback from the two big '5.3' threads in their creation of v5.4 . Lets wait and see it before the 'I hope' and 'they better' posts start appearing.

Posted: Mon Jul 02, 2001 6:02 pm
by MalleusDei
This is good. You guys are calibrating your way to the perfect version. :)

I am now actually looking forward to 5.4 (or any other future version without small infantry units in Superman suits).

Thanks again for all your work on SPWAW; it's given a lot of people a lot of great gaming. And always keep our comments in perspective: just because some of us don't like one or two decisions that you make or things that you do or items that you left out doesn't mean we don't appreciate the other twenty thousand things that we know that you have done right. I may not like the 5.2+ supergrunts, I may want better OOB's, and I may want spotter planes, but that doesn't mean that I don't recognize this game for the treasure that it is...or that I don't recognize the hard work that you guys have put in.

Bravo Zulu, guys. Keep the faith.

Posted: Mon Jul 02, 2001 6:38 pm
by Paul Vebber
We plan on releasing it when the new MC comes out. We will keep you posted on when exactly that will be. As Brent has intimated, probably 4-6 weeks. Maybe sooner, maybe not - you know how these things go...

Posted: Mon Jul 02, 2001 7:37 pm
by KG Erwin
Looking forward to 5.4. It's too bad, though, that Leibstandarte hasn't posted here lately. He might have had something good to say about the ubercrewmen with their pistols and Thor's hammers. :D

Posted: Mon Jul 02, 2001 7:57 pm
by WeyBug
What is the topic of the next MC? Is it this Army Group South? Will there be any post Operation Overlord MCs? Will there be more MCs after CL comes out?

Posted: Mon Jul 02, 2001 8:17 pm
by DataKing
Greetings and salutations,

Just a quick question. Will current save games be compatible with 5.4? Like 5.2 games were compatible with 5.3? Just wondering.

And let me echo another comment made recently. Thank you! Thank you very much for all of the hard work you have put into this game. I only discovered it recently, but I have quickly learned what an excellent game it is. Major kudos.

Posted: Mon Jul 02, 2001 8:36 pm
by Grumble
Two small requests, as long as the Matrix Bro's are considering a new release:
1- Any chance of allowing AAA crews to gain experience by shooting down aircraft?
2- Maybe it's just me, but the visibility distances don't seem to be reduced due to weather (though the night ranges are more in line with reality).
No big deal, just asking.

Posted: Mon Jul 02, 2001 8:46 pm
by Larry Holt
Originally posted by Grumble:
Two small requests, as long as the Matrix Bro's are considering a new release:
...
2- Maybe it's just me, but the visibility distances don't seem to be reduced due to weather (though the night ranges are more in line with reality).
No big deal, just asking.
I just played a generated battle, vis = 11 and thunderstorms.

Posted: Mon Jul 02, 2001 9:43 pm
by Wild Bill
I tested it all evening and most of the night. I find it to be just the tiny bit of balancing needed to correct the problem with the smaller units (5 or less).

They will die now. In fact, casualties seem more in proportion now than ever. I'm really pleased with this one.

Wild Bill

Posted: Mon Jul 02, 2001 9:52 pm
by Grumble
I just played a generated battle, vis = 11 and thunderstorms.
Okay, it IS just me.

Posted: Mon Jul 02, 2001 10:15 pm
by sinner
Will you guys check the Recon status for "Recon vehicles"?

Right now, AFAIK, not a single recon vehicle has the "Recon" status!

I think that his is a big issue. I mean, if we spend points in recon units, we use them in the recon role... and then they are as blinded as Ray Charles in the miiddle of the night... it just doesn't make sense.

I used recon a lot on the SP v.4.x . It was great to probe defenses and find a candidate for schwerepunkt .

Can we get back recon motorized units? Please!

Posted: Mon Jul 02, 2001 10:21 pm
by sven
Originally posted by Sinner from the Prairy:
Will you guys check the Recon status for "Recon vehicles"?

Right now, AFAIK, not a single recon vehicle has the "Recon" status!

I think that his is a big issue. I mean, if we spend points in recon units, we use them in the recon role... and then they are as blinded as Ray Charles in the miiddle of the night... it just doesn't make sense.

I used recon a lot on the SP v.4.x . It was great to probe defenses and find a candidate for schwerepunkt .

Can we get back recon motorized units? Please!

We are working on it.

regards,
sven