You've watched the documentaries. You've seen the films. You've read the books. Now play a mod that delivers that realism you've always desired.

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thoughts about realistic weapon ranges (Games : Battle of Empires : 1914-1918 : Mods : Totaler Krieg: 1939-45 : Forum : General Discussion (Ideas, Questions e.t.c) : thoughts about realistic weapon ranges) Locked
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May 1 2014 Anchor

how are you going to address those problems that i found while playing with a realistic ranges mod in men of war
1 while you start a mision or a game you are imedietly attacked because of the long ranges and usually you lost
2 defenders always were in better position because of longer weapon range and cover so when you were the attacker you were in disadvantage and if you were the defender things were too easy
3 longer range made manuall controling of units a pain in the a..... not only you couldnt spot the enemy because of the longer ranges but also because the enemy usually were covered in trees
4 longer range makes battles very short
5campaign didnt play well with longer ranges.all the enemy units of the entire map were attacking you or your allies

Edited by: anakin2505

May 2 2014 Anchor

While Im not the creator, or part of the team, I've been following this since the beginning so Ill try to answer a few of these, although I could be totally wrong.
First you need to keep in mind that the maps in general are going to be completely different and vastly larger, if you go under videos and check the maps there, or the size of the maps in the mappers discussion, they are huge compared to normal MoWAS maps.
Fog of war will stop the units from shooting from one side of the map to another, as they cant see there, as will the terrain differences as most maps wont be completely flat as far as I can tell.
1. With the larger maps, fog of war, and differences in terrain height units should not be firing at each other right after spawn
2. Defensive positions should offer an advantage, because they do in real life, and as Sturm stated the mod is more about authenticity and realism than balance
3. If manual controlling is harder wouldn't AI controlling be harder as well, which was your problem with number 1
4. Anything wrong with a lot of short, intense engagements making up the entire battle? I'm pretty sure that's how most battles are fought
5. I have no idea how SP will work, that is all information in Sturms mind for now as far as I know

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