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Sean O'Connor's Games • View topic - My main problem with the game

My main problem with the game

Real time World War II combat simulation

Postby Perturabo » Sat Aug 22, 2009 10:14 pm

I didn't see much AT gun action yet, but it would be nice if the accuracy would be historically accurate.


Speaking of AT guns...
I saw 37mm cannons of Panzer III easily knock out Char B1 Bis tanks from the front, which shouldn't happen as French heavy/medium tanks were very tough.

During the a B1 Bis called "Eure" engaged a column of 13 german panzers (III and IV - the nearest tank was 30 metres away) and two 37mm AT guns on close range and destroyed all of them, while receiving 140 hits, none of which penetrated its armour.

I was very disappointed to see my 2 Chars getting destroyed after first and second frontal hit.
...
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Postby TheKangaroo » Sat Aug 29, 2009 10:20 pm

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Postby Andy Brown » Sun Aug 30, 2009 12:56 am

I agree. If tank and anti-tank guns were made historically accurate, Firefight tanks would live very short lives. The whole feel of the game would significantly change. To be consistent, the spotting routines would have to be revisited as well.

Firefight is largely an infantry game. AFVs work well in the infantry support role but AFV v AFV combat is not, IMO, what the game is primarily about. The crude AFV v AFV mechanics are tolerable because of Firefight's infantry focus but any attempt to make one aspect of armour/anti-armour combat (accuracy) more "realistic" immediately leads to a need to improve other aspects (for example, spotting & AI) as well. Then you've got to worry about how all the changes you've made impact back on the infantry combat.

May as well re-design the whole game.

Cheers,

Andy Brown
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Postby Perturabo » Mon Aug 31, 2009 12:26 am

Which is a quite a good idea. It could add much popularity to the game.

Actually, there's a big part of Close Combat series fanbase out there to grab. Most of Close Combats fans are playing against the AI-only and are getting quite fed up with getting x-th of Close Combat remake without a functional AI.
...
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Postby Perturabo » Tue Sep 01, 2009 2:42 pm

...
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Postby TheKangaroo » Thu Sep 03, 2009 5:58 pm

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Postby Perturabo » Fri Sep 04, 2009 3:20 pm

...
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Postby Knut » Sat Sep 05, 2009 7:36 pm

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Postby the space predator » Wed Sep 16, 2009 10:00 pm

And in Firefigth, did it work? I use AT gun only one time, in defence, it'S not very effective.
I need to write something, so i create that signature.
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Postby TheKangaroo » Sun Sep 20, 2009 2:20 pm

As far as I know all of them fire high explosive shells in Firefight, too. They usually aren't as effective as artillery obviously, but their suppressive capability along their (for some types) rather accurate fire can make them eat up infantry, if placed right.
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Postby the space predator » Fri Oct 02, 2009 1:54 am

I need to write something, so i create that signature.
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Postby TheKangaroo » Thu Oct 08, 2009 10:10 pm

It's not that simple as there being 'typical' places. Just take a look around your terrain, there sometimes just are spots that offer great fields of fire without being without protection at all.
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Postby the space predator » Fri Oct 09, 2009 1:23 am

I need to write something, so i create that signature.
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Postby dos88casas » Thu Jan 21, 2010 9:19 am

Nice!! Learned something today! See Ya!!
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Postby the space predator » Thu Jan 21, 2010 10:19 pm

only by reading this topic?
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