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-   -   Tanks in shallow water (http://forum.shrapnelgames.com/showthread.php?t=51894)

PantherCub April 15th, 2018 01:55 PM

Tanks in shallow water
 
I have noted that tanks appear to run no risk at all of being stuck and immobilized in shallow water. This seems odd to me, as there is a considerable risk of them getting immobilized crossing streams. IMHO there should be a similar risk of getting stuck when moving in shallow water, perhaps even a chance of tanks being swamped and effectively knocked out.

Mobhack April 15th, 2018 03:22 PM

Re: Tanks in shallow water
 
I think they do have a chance of being immobilised. It also is costly to move in shallow water.

It really only applies to beach landings in any case - a very small set of scenarios.

PantherCub April 15th, 2018 04:16 PM

Re: Tanks in shallow water
 
I use shallow water for minor rivers.

Also speaking of landings, at Tarawa, a number of tanks got stuck while moving in shallow water, so it would certainly be realistic.

I don't think they can get immobilized, it never happened to me and I moved a large number over a shallow river, if it had been a stream I would have expected at least a few of them being immobilized.

Mobhack April 15th, 2018 04:47 PM

Re: Tanks in shallow water
 
I might have a look into it for next year's patch.

DRG April 15th, 2018 04:56 PM

Re: Tanks in shallow water
 
2 Attachment(s)
Allowing tanks to wade though shallow water was done to allow LC to unload on what would be long shallows leading to beaches.( as part of a two step process to force LC unload when they get to shallow water.....we haven't got to that stage yet as it would appear there seems to be little player enthusiasm for beach landing ) It was not intended to be used to simulate streams that have muddy banks and bottoms ( normal streams....shallow water represents firm packed sand ). When I asked for it to be added I did not take into consideration that someone would be "creative" with it .

So now you know....if you want streams that offer normal chances of immobilization use normal streams. If you want to represent wide hard bottomed streams use single hex shallow water.

That said you CAN be immobilized in shallow water.
http://forum.shrapnelgames.com/attac...1&d=1523827701

http://forum.shrapnelgames.com/attac...1&d=1523826998

The " Problem" is rarely get up to speed in shallow water and speed is a big factor in generating immobilizations but also the chance of that happening is / was intentionally reduced from streams which have a higher probability of immobilizing because the intent of allowing tanks to wade shallows onto beaches and NOT create a mass of immobilized tanks......Tarawa was a unique problem of reefs and deep water mixed in with the shallows

PantherCub April 16th, 2018 12:15 PM

Re: Tanks in shallow water
 
Thanks for the reply!

Roman May 3rd, 2018 09:04 PM

Re: Tanks in shallow water
 
I asked for help for the same problem. But on stage 2 of Round Hammer. Half of my tanks and transports with caterpillars got stuck in the sand ....

DRG May 4th, 2018 02:10 PM

Re: Tanks in shallow water
 
Quote:

Originally Posted by Roman (Post 842003)
I asked for help for the same problem. But on stage 2 of Round Hammer. Half of my tanks and transports with caterpillars got stuck in the sand ....


That's got NOTHING to do with shallow water or Sand but it does have a LOT to do with the fact the campaign designer made that a mud beach and that is why your tanks and transports got stuck. Mud has been a major breakdown terrain for a couple of decades so I submit this was done to penalize players who overload on armour.... infantry will move slowly but it's clear this was intentional

Roman May 5th, 2018 01:28 PM

Re: Tanks in shallow water
 
Quote:

Originally Posted by DRG (Post 842012)
Quote:

Originally Posted by Roman (Post 842003)
I asked for help for the same problem. But on stage 2 of Round Hammer. Half of my tanks and transports with caterpillars got stuck in the sand ....


That's got NOTHING to do with shallow water or Sand but it does have a LOT to do with the fact the campaign designer made that a mud beach and that is why your tanks and transports got stuck. Mud has been a major breakdown terrain for a couple of decades so I submit this was done to penalize players who overload on armour.... infantry will move slowly but it's clear this was intentional

Ahhh. Thanks for the reply


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