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Old November 14th, 2016, 12:05 PM

jp10 jp10 is offline
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Default Re: SPWW2 handicaps vs AI

Quote:
Originally Posted by Mobhack View Post
Still, we are looking at possible fixes for this - perhaps charging 2 ammo per shot, or 2 shots per z-firing.
My experience with real life 'z-fire' was usually a controlled and selective affair, not a full out firestorm. A team slowly firing rifles at the windows of a building as another team rushed down the street. 3-4 rifle grenades into a covered tree line to flush a sniper. Plunging fire by a single .50 cal into a dry river bed 500 meters away. Low ammo use type of firing.
The concept was not so much to hit anything but to 'suppress' anyone there to cover a moving element (especially an area that had been covered by smoke.) or to trigger an response. If you are hiding in cover, observing an enemy unit, waiting for it to get closer, and suddenly it starts firing in your direction, have they detected you or not? Training, leadership, experience and discipline is a factor there.
The only times I witnessed a full high volume of area fire was into a raid site as the assault element made it's initial movement towards the compound and a night defense. A cross road and some dead space had been sighted in with aiming stakes during daylight and engaged 'blind' that night when our trip flares went off. But it was only for a short time both times.
My point here is, I don't see an increased ammo use penalty as a fair representation every time. I will often Z-fire by turning off selected weapons in a unit and using only MGs in long range situations or rifles in shorter situations. Rifle grenades only sometimes, against snipers. This also makes me more mindful of my ammo supply.
The thing about area fire, is that it takes coordination to use without triggering a 'mad minute' from your own troops and it can ground friendly elements (happened to me more than once) slowing operations.
If it was possible I would suggest subtracting more movement from units that z-fire as opposed to normal firing movement effects. That would impose a 'slowdown' effect on players that z-fire too much or with too many elements.
A restriction of 2 shots only would limit the ability to heavy volume cover fire into smoked hexes during assaults, raids or night time 'fire for effects" when you know they are 'out there' in the dark just outside your perimeter (such as a Vietnam jungle night attack).
I would also offer that the seemingly high ammo counts for some unit types implies a logistical support system that exist in real life but not modeled in the game. For example, troops carrying 3x basic ammo loads to include every rifleman with an 81mm mortar round strapped to their pack (my back still hurts) or 'invisible' ammo runners from a Battalion supply point.
The balanced flexibility tactically in the SP series is what has kept this the BEST war game ever.
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