Tigers and Panthers suck
Moderators: Slitherine Core, BA Moderators
-
- Site Admin
- Posts: 13558
- Joined: Fri Apr 01, 2005 10:19 am
Perhaps turning should only be allowed when there are action points left, but without actualy costing any. So if you consume the last AP the direction of movement will determine your orientation. But if you move 1 tile short of max distance you can still turn into another direction. The turning would not consume the last AP so you can still do that final move if you change your mind.
That sounds like a fantastic idea and allows for tactical decisions as well.adherbal wrote:Perhaps turning should only be allowed when there are action points left, but without actualy costing any. So if you consume the last AP the direction of movement will determine your orientation. But if you move 1 tile short of max distance you can still turn into another direction. The turning would not consume the last AP so you can still do that final move if you change your mind.
-
- Site Admin
- Posts: 13558
- Joined: Fri Apr 01, 2005 10:19 am
After all this denying it.... I've just there may be a bug in the armour data/weapon data..... oops.
It was indeed possible for Shermans to get kills they shouldn't. It has been fixed and we'll roll out a fix ASAP. Sorry for not investigating sooner but I thiought this was all ok!
Only issue it will cuase oddness in MP games as they update and possible discrepencies between what you see and what your opponent sees.
It was indeed possible for Shermans to get kills they shouldn't. It has been fixed and we'll roll out a fix ASAP. Sorry for not investigating sooner but I thiought this was all ok!

Only issue it will cuase oddness in MP games as they update and possible discrepencies between what you see and what your opponent sees.
Interesting. Out of curiosity, what was supposed to be happening, and what was actually happening? Just curious what kind of changes we'll see.iainmcneil wrote:After all this denying it.... I've just there may be a bug in the armour data/weapon data..... oops.
It was indeed possible for Shermans to get kills they shouldn't. It has been fixed and we'll roll out a fix ASAP. Sorry for not investigating sooner but I thiought this was all ok!
Only issue it will cuase oddness in MP games as they update and possible discrepencies between what you see and what your opponent sees.
-
- Site Admin
- Posts: 13558
- Joined: Fri Apr 01, 2005 10:19 am
Its a long story but the end result was that there was too much variability between the minimum and maximum penetration values meaning that things that should have been pentrated sometimes didn't and things that shouldn't be pentrated sometimes did.
Now you'll find a Sherman cannot knock out a Panther frontally ever. It can still take down a Tiger but its a much reduced chance.
Now you'll find a Sherman cannot knock out a Panther frontally ever. It can still take down a Tiger but its a much reduced chance.
-
- 1st Lieutenant - 15 cm sFH 18
- Posts: 818
- Joined: Thu Apr 03, 2008 3:17 pm
- Location: Canada
I would be very surprised if that were the case. I just can't see someone saying they're not going to buy this game because Tigers and Panthers aren't 'realistic.' This isn't exactly a simulator.DSWargamer wrote:That's good news actually.
I'm sure the big cats being pussies has harmed the games rep on the market.
-
- 1st Lieutenant - 15 cm sFH 18
- Posts: 818
- Joined: Thu Apr 03, 2008 3:17 pm
- Location: Canada
Well the comment was mainly based on all the crying I have seen over petulant potential customers sitting out there waiting for a solo German game to happen.
I can't picture them buying a game where a Tiger isn't the wrath of god and all but untouchable
Sadly the game's scale and map size is hardly open running big gun friendly conditions. Even if someone DOES make us a Russian front mod, the map unless much bigger will still be better suited to the appropriate German forces.
The trick I am finding, is in using your big cats as known threats, drive em around, let the other guy hear them clanking around, and just keep em hidden in the opening game as a concealed threat. Once they have lost a few items to mundane combat, the big cats are all the more scary too
I can't picture them buying a game where a Tiger isn't the wrath of god and all but untouchable

Sadly the game's scale and map size is hardly open running big gun friendly conditions. Even if someone DOES make us a Russian front mod, the map unless much bigger will still be better suited to the appropriate German forces.
The trick I am finding, is in using your big cats as known threats, drive em around, let the other guy hear them clanking around, and just keep em hidden in the opening game as a concealed threat. Once they have lost a few items to mundane combat, the big cats are all the more scary too

-
- Site Admin
- Posts: 9863
- Joined: Wed Mar 23, 2005 10:35 pm
also what about the range of the guns? it appears from the few times i've played with tigers/panthers that the range of the gun is not much different than the shermans and m-18/m-36. will you guys be adjusting the range as well?pipfromslitherine wrote:I think the fear will be back in 1.3.7... Check it out!
But they are still vulnerable to good tactics and smart play. You just need to give them a little more respect
Cheers
Pip
If they adjust tank guns, fixed guns need adjusting too. This gets out of hand fast lol.tonywkim wrote:also what about the range of the guns? it appears from the few times i've played with tigers/panthers that the range of the gun is not much different than the shermans and m-18/m-36. will you guys be adjusting the range as well?pipfromslitherine wrote:I think the fear will be back in 1.3.7... Check it out!
But they are still vulnerable to good tactics and smart play. You just need to give them a little more respect
Cheers
Pip
-
- Site Admin
- Posts: 13558
- Joined: Fri Apr 01, 2005 10:19 am
-
- Corporal - Strongpoint
- Posts: 53
- Joined: Wed Aug 25, 2010 5:49 pm
-
- Senior Corporal - Destroyer
- Posts: 111
- Joined: Fri Dec 18, 2009 11:16 pm
-
- Corporal - Strongpoint
- Posts: 53
- Joined: Wed Aug 25, 2010 5:49 pm
The games is based on the reseach by Dr John Buckley, an expert in WW2 tank warfare.
Well, I do hope he's not the same EXPERT that the discovery channel uses. You know, the one that claims the #1 killing machine of WW2 was the American Hellcat. In fact, the whole victory of WW2 was due to the M18 HellCat.
I'm still trying to figure that one out...
Well, I do hope he's not the same EXPERT that the discovery channel uses. You know, the one that claims the #1 killing machine of WW2 was the American Hellcat. In fact, the whole victory of WW2 was due to the M18 HellCat.
I'm still trying to figure that one out...

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
I agree. It turns game more real. It is absolutely unreal to see Archers, Stugs, etc... pivote-dancing and firing when you engage it from multiple sides.insidius wrote:
Is there a way to make turning in place cost movement points as well? That might be an idea.
That sort of vehicles has to show their disadvantage in close combat.
So turn turret needs AP consumption and turn the whole vehicle more AP even.
A possible solution to make this option easier is to create a button to save enough points to rotate (vehicle or turret) so player can avoid to spend the whole AP moving the vehicle (similar in Panzer Campaign Series, where clicking that button allow to save enough points to fire, not to using all of them with the movement).