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  #1  
Old May 15th, 2006, 11:14 AM
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Default New elements in WinSPWW2

Which new element of WinSPWW2 impresses you the most?

cheers,
Pyros
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  #2  
Old May 15th, 2006, 11:21 AM
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MarkSheppard MarkSheppard is offline
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Default Re: New elements in WinSPWW2

off the top of my head, the new beautiful landing craft icons for the USA
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  #3  
Old May 15th, 2006, 11:26 AM
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Default 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
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  #4  
Old May 15th, 2006, 11:41 AM

narwan narwan is offline
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Default Re: New elements in WinSPWW2

Hmmm, I'd have to say the Kalpaki scenario!
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  #5  
Old May 15th, 2006, 12:12 PM

Kuklinovsky Kuklinovsky is offline
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Default 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.
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  #6  
Old May 15th, 2006, 12:19 PM

Marek_Tucan Marek_Tucan is offline
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Default 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...
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  #7  
Old May 15th, 2006, 12:27 PM

narwan narwan is offline
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Default 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
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  #8  
Old May 15th, 2006, 12:28 PM
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Default 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.
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
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  #9  
Old May 15th, 2006, 12:51 PM
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Default 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!

cheers,
Pyros
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  #10  
Old May 15th, 2006, 01:18 PM
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JohnHale JohnHale is offline
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Default 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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