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Panzer_Leader

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Posts posted by Panzer_Leader

  1.  

    On 12/20/2017 at 2:06 PM, Maj.Hans said:

     

    To be blunt for a second:

    MAKE SOMETHING UP!

     

    I would, by a margin of INFINITY PERCENT, rather have you say "This is our best guess at the inner workings of the Merkava Mk2/Mk3 because it isn't public info yet" or "When humans play the Merkava Mk2/Mk3 they will use the M1/Leo1/M60 fire control" and have it as a partially playable vehicle than to NEVER see it...

     

    At the end of the day, while I prefer to have everything accurate and perfect, if you come out and say "Look, it's like this because reasons and here they are" I think I can live with it if it means we have a "new" playable vehicle for scenarios...

     

    To provide an alternative point of view, and maybe speak for others who do too, and not because I wish to start an argument in any way, but I would rather only have the most realistic possible additions to Steel Beasts, in line with eSim's current philosophy.  If I'm crewing and fighting an IPM1, for example, I want it to be as close to its real capabilities as it can be in Steel Beasts' simulated environment, and its opposition, like the T-64B, too.  If needed, I would rather create a proxy from the nearest equivalent vehicle that is patently not the intended vehicle, and wait for the real thing to turn up.  I feel the approach you're advocating is more "game like", whereas I prefer as high-fidelity a simulation as possible.  Sure I'd like more vehicles, but I want them to meet eSim's stringent standard for modelling and realism when they're introduced.  Just my two cents worth in case eSim and others think there aren't those who have a different opinion.   

     

  2. Hi All

     

    I've just published an updated version of my 'Heavy CT Delay v Tank Battalion FD' scenario, finally bringing it up to 4.019 standard (from 3.023):

    Key changes to v2.2 include:

    - Start time moved from 0445 to 0430 so that units commence mission in darkness due to changes in lighting effects introduced with Steel Beasts version 4.0.
    - A bug in the scoring that could see BLUE awarded a Victory after a RED breakthrough of MARS in greater than platoon strength has been corrected.
    - BLUE infantry sections comprise two rifle squads equipped with 5.56 mm rifle (EF88), 5.56 mm MG with 800 ready rounds representing M249 SAW (F89 Light Support Weapon), 25 40 mm grenades representing SL40 grenadier and 1 M72A1 (M72A6).
    - BLUE mechanised infantry platoons have a fifth M113AS4 added. The fifth M113AS4 (Delta call sign) carries the Manoeuvre Support Section of two squads, one with M2 (M3) Carl Gustaf and one with 7.62 mm M240 (MAG58), denoted by the appendix '[MSS]' to the in-game call sign.
    - A second Javelin team and M113AS4 (I61C) has been attached to the CT from BG DFSW platoon.
    - The infantry squads of the combat engineer section, E21, have been converted to Engineer teams.
    - Quality of BLUE troops set to Regular.
    - Changes to BLUE call sign template.
    - RED Motorised Rifle sections comprise two rifle squads equipped with 5.45 mm rifle (AK-74). One squad is equipped with 5.45 mm MG with 320 ready rounds (RPK-74) and the second squad with (R)PG-7L. Sources: FM 100-2-3, The Soviet Army: Troops, Organization, and Equipment, 1991 and OPFOR Worldwide Equipment Guide, 2000.
    - The infantry squads of RED MT-LB/Eng have been converted to Engineer teams.
    - A Unimog 1300L has been added to each RED 2S1 battery representing a GAZ-66.  
    - Overhead View enabled.

     

    Please note this scenario contains two files, one denoted 'Contemporary' which includes T-90S and BMP-3 and a 41-tank battalion and another 'Soviet' which features T-72A/M1 and BMP-2 and the earlier 31-tank battalion.  The Blue organisation is the same in both.  Take your pick and enjoy!

  3. 38 minutes ago, Rotareneg said:

    Yep, I found and reported it about 5 minutes after 4.019 came out as one of the first things I looked at was the new BRDM model.

     

    Great, nice work Rotareneg!  Thanks.

  4. 5 hours ago, Rotareneg said:

    Another issue that's probably making it easier than intended is that BRDM-2 AT's are currently broken and cannot guide their missiles.

     

    Ouch!  Is that bug reported?  BRDM-2 AT's are key in at least three of my scenarios, so having them ineffective renders them thin-skinned targets only.  It's funny, because last time I played one of the scenarios (Mechanized Infantry Company Team Attack at Gershausen 1987) I remember thinking the return fire from the AT battery was low / non-existent but didn't follow it up in the AAR.  Definitely a good one to have fixed in the next update if true.

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