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Preview: Steel Beasts Professional -
Personal Edition
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M2 and M3 Bradley
For
virtual American tankers, the addition of the M2A2 / M3A2
Bradley is the largest change in crewable vehicles. I'll jump
to my summary of the experience
. the Bradleys are a
hoot. While I wouldn't advise virtual Bradley commanders going
mano-a-mano against tanks, they can definitely deal out punishment
and offer players interesting capabilities for missions.
The Bradley's primary offensive firepower
is a 25mm. chain gun, which fires both HE-I (High Explosive-Incendiary)
and sabot rounds at varying rates of fire (single, 100rpm,
or 200rpm). The gunner selects the ammunition type (unlike
in the tanks, when the gunner only responds to the tank commander's
choice of ammunition), and the cannon is automatically set
to a low rate of fire. Another press, and rapid fire is selected.
The cannon, particularly the sabot rounds, allow for vehicle
kills out to a great distance, and even main battle tanks
are vulnerable to flank or rear shots. The cannon also comes
in handy for attacking helicopter and infantry targets. A
coaxial 7.62mm machine gun is offered as well, although I
haven't found that I use it often.
Complementing the guns is the wire-guided
TOW anti-tank missile, which can reach out and touch someone
at ranges of about 3,700m.
Gunnery in the Bradley takes some
getting used to. While there is a laser rangefinder, there's
no automatic lead calculation, so hitting a moving target
requires a good deal of luck and practice. Unlike in the M1's
gunner position, switching between sabot and HE-I rounds in
the Bradley physically moves the sight picture to compensate
for the flatter trajectory of the sabot and the more arcing
HE-I flight path. Similar to the tanks in Steel Beasts, once
a round is in the cannon's chamber, the only way to remove
it is by firing, so the first round out the barrel will likely
miss, as it will be the previous ammunition type loaded, not
what's currently selected (or sighted for). Selecting the
TOW brings up a simple crosshairs scope picture, and while
the missile is in flight, "all" the gunner has to
do is keep the target in the center of the crosshairs to score
a hit. I write "all" because trying to do so on
a moving tank 3,000+ meters away is no simple feat! There's
a great desire to try to 'fly' the missile to the target,
but it's important to ignore the weaving flight path of the
TOW
simply focus on keeping the target in the crosshairs
and you'll score a hit. Considering that the flight time of
a TOW is upwards of 20-25 seconds at maximum range, you'll
find time slows considerably when a missile is in the air
and the enemy is firing back! The Bradley's TOW launcher only
carries two missiles, but there are more rounds carried onboard
that may be loaded when the launcher is empty
.while
that process is underway for nearly a minute, the turret is
automatically turned, the cannon elevated, and the Bradley
is essentially toothless.
One other factor that I hadn't planned
on was the Bradley's thermal imaging system. Unlike the green-and-black
colors players have grown used to in Steel Beasts, the Bradley's
viewer uses red and black. I find it far less useful, and
since there's no contrast settings built into the game (other
than reversing red-hot and black-hot), I've physically had
to adjust the contrast of my monitor to spot targets out at
long range. I
understand that this red-and-black system is what is actually
installed on Bradleys in service, and if so, kudos to eSim
for nailing this feature correctly. But I also understand
that the older red-and-black units are being replaced by green-and-black
models, and would love to see that incorporated into PE, or,
for that matter, contrast knobs.
Lastly, the Bradley vehicle itself
is really just one part of what completes the picture
you
also get troops to go along with it. A press of the 'U' key
and the Bradley's dismounted infantry leave or enter the vehicle,
and when dismounted become a separate controllable unit. The
M2 carries a squad of six soldiers; the M3, a pair of scouts.
Although at this time, the Bradley infantry unit can't have
its loadout adjusted by the mission designer or player, infantry
units in general may be armed with a mix of small arms and
anti-tank weapons like the RPG family or AT-4. They also can
carry ATGMs, which, depending on the type, can destroy armor
out to ranges of 2,500 meters. Working in concert with its
infantry, the Bradley can offer a wide range of offensive
and defensive tools for the player. I think it will be a very
popular vehicle in missions.
Mi-24 Hind-E
The
December 2004 unveiling of the Hind helicopter in a set of
screenshots from eSim took many, including myself, by surprise.
There has been a somewhat firm policy in the past from the
company that given the scope of the game, adding air units
had a strong likelihood of throwing the game balance out of
synch. However, since PE is based on the model of software
made for military contracts, it seemed inevitable that one
day a military client would seek to add helicopters to the
mix.
The Hind is a refreshing addition
to Steel Beasts, and quite useful in the right settings. Like
most of the vehicles in the game, you can't directly fly the
Hind, but may place its waypoints, fire control, and other
constraints on the map screen just like any other unit; the
sole feature added for the Hind seems to be a new selection
for altitude (Nap of the Earth, Treetop, and Normal). It is
a superb scouting platform, and armed with unguided rockets,
four ATGMs, and a nose-mounted machine gun, it is a well-equipped
killer also.
The Hind is not omnipotent by any
stretch of the imagination. While there aren't dedicated AAA
units in PE (or an equivalent Western attack helicopter),
once sighted, it can be easily downed by either autocannon
or main battle tank cannons. The trick is to spot them first,
a task easier said than done. In most scenarios when I've
added a helicopter threat, there's a call of "Choppers!"
just seconds before I start taking losses. Unless the Hind
immediately moves for cover after that first kill, though,
it is often downed while in the hover, guiding its second
missile. I've even seen infantry units take down a Hind that
was hovering nearby, unaware apparently of the threat. However,
I've also seen entire tank platoons reduced to wreckage in
under a minute by a pair of Hinds
. this is not a unit
you want to gamble against.
Of course, since each mission in Steel Beasts is only as good
as the mission designer makes it to be, it is entirely possible
to add a disproportionate number of Hinds into the mix and
make the gameplay unbalanced in a particular mission. Let's
hope sanity prevails when user missions begin showing up for
PE.
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