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-   -   New elements in WinSPWW2 (http://forum.shrapnelgames.com/showthread.php?t=28830)

Pyros May 15th, 2006 11:14 AM

New elements in WinSPWW2
 
Which new element of WinSPWW2 impresses you the most?

cheers,
Pyros

MarkSheppard May 15th, 2006 11:21 AM

Re: New elements in WinSPWW2
 
off the top of my head, the new beautiful landing craft icons for the USA

Pyros May 15th, 2006 11:26 AM

Re: New elements in WinSPWW2
 
Hi,

There are several new elements in WinSPWW2 that will influence the human tactics.

One of those that IMO will turn to be a major bonus for infantry units (defending on a rough mountain) is the "Rough + Slop" trap for the vehicles.

This element (in the hand of a skillful player) will create a lot of problems for anyone who depends on blitz tactics.

cheers,
Pyros

narwan May 15th, 2006 11:41 AM

Re: New elements in WinSPWW2
 
Hmmm, I'd have to say the Kalpaki scenario! http://forum.shrapnelgames.com/image...es/biggrin.gif

Kuklinovsky May 15th, 2006 12:12 PM

Re: New elements in WinSPWW2
 
Hi, guys! There are a lot of new features in the WinSPWW2 but I must tell you about some drawbacks inherited from SPWW2. These drawbacks refer mainly to using artillery in the game:

- in the Encyclopedia and Purchase Screen I can't distinguish between ON-MAP and OFF-MAP artillery

- FOs loaded into their scout vehicles can't assign artillery until they are dismounted again

- in most cases artillery delay is identical regardless of who was called arty support (HQ or FO)

Maybe DRG could explain me all above strange things because in the WinSPMBT they look exactly otherwise. http://forum.shrapnelgames.com/image...s/confused.gif

Marek_Tucan May 15th, 2006 12:19 PM

Re: New elements in WinSPWW2
 
Quote:

Pyros said:
One of those that IMO will turn to be a major bonus for infantry units (defending on a rough mountain) is the "Rough + Slop" trap for the vehicles.


You mean the rough+slope creates a chance for immobilisation of the vehicle? Yummy! So far tried just the Pegasus Bridge scen so operated without vehicles...

narwan May 15th, 2006 12:27 PM

Re: New elements in WinSPWW2
 
Quote:

Kuklinovsky said:

- in the Encyclopedia and Purchase Screen I can't distinguish between ON-MAP and OFF-MAP artillery



It's not specifically mentioned, no. But you can distinguish them by looking at the units themselves. On map artillery pieces are displayed as single guns, ie with just one slot of the main gun. Off board units have more than 1 tube of the gun and will have 2 to 4 slots filled with the main gun calibre.
So if an artillery unit has just 1 cannon it's ON board, if more it's OFF board.
Note that this refers to artillery pieces, not mortar units (never off board).

Narwan

Pyros May 15th, 2006 12:28 PM

Re: New elements in WinSPWW2
 
Quote:

Kuklinovsky said:
Hi, guys! There are a lot of new features in the WinSPWW2 but I must tell you about some drawbacks inherited from SPWW2. These drawbacks refer mainly to using artillery in the game:

- in the Encyclopedia and Purchase Screen I can't distinguish between ON-MAP and OFF-MAP artillery


If you have problems to distinguish on-map and off-map artillery (when recruiting units) take notice that most of the off map artillery is placed last in the artillery list.


Quote:

Kuklinovsky said:- FOs loaded into their scout vehicles can't assign artillery until they are dismounted again

None unit loaded can actively participate in the game.
Once a unit becomes a passenger you may not select it until it is unloaded from their carrier unit.


Quote:

Kuklinovsky said:- in most cases artillery delay is identical regardless of who was called arty support (HQ or FO)

If the FO has enough experience you will notice a difference in the initial delay (for example a 80 experience FO will give you 1.2 initial delay while an 80 experience HQ will give you 2.2) .
But the biggest advantage of using an FO is the 0.1 delay in the shift of an already assigned artillery mission (the HQ will have a 0.2 delay)


Quote:

Kuklinovsky said:- Maybe DRG could explain me all above strange things because in the WinSPMBT they look exactly otherwise. http://forum.shrapnelgames.com/image...s/confused.gif

Please double check these issues because in the WinSPMBT the above are identical (except perhaps the off/on map labels).

I hope I helped you.

cheers,
Pyros

Pyros May 15th, 2006 12:51 PM

Re: New elements in WinSPWW2
 
Quote:

Marek_Tucan said:
Quote:

Pyros said:
One of those that IMO will turn to be a major bonus for infantry units (defending on a rough mountain) is the "Rough + Slop" trap for the vehicles.


You mean the rough+slope creates a chance for immobilisation of the vehicle? Yummy! So far tried just the Pegasus Bridge scen so operated without vehicles...

Not just a chance... but a BIG chance for immobilisation! http://forum.shrapnelgames.com/images/smilies/wink.gif

cheers,
Pyros

JohnHale May 15th, 2006 01:18 PM

Re: New elements in WinSPWW2
 

This:

"NOTE We went to the WAV format for WinSPWW2 becasue of the difficulties some people were having getting MP3's to run on their machines"

That's saved me about 2 hours of tedium working thru' the Goldwave utility before I can play!


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