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Ghost of Mussolini
Jun 26, 2011


If anyone could invite me: http://steamcommunity.com/id/punkpolice thanks!

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NovemberMike
Dec 28, 2008


Infantry is amazing.

Warbadger
Jun 17, 2006


NovemberMike posted:

Infantry is amazing.

Infantry is bad at attacking, points wise. You tend to lose far more than you kill if you cross into the open in front of tanks/infantry/anything. The exception being a few unusually low value units like the czech riflemen in the el-cheapo vehicle. That unit price is probably a mistake by the devs because they are way cheaper than anything comparable, are just plain stronger than the more expensive infantry, and you can just zerg-rush people with them. All of that is assuming you're playing the usual pubbie who leaves his tanks in place while you do this. If the dude knows better and just backs up to kite them while firing he will destroy an infantry attack and take very few if any losses to anything aside from ATGMs. It's a decent attacking unit if you're attacking through a forest or something, though.

Infantry is also VERY bad at defending *if* the other side has any inkling of how to use artillery. You can kill every single infantry unit instantly in a pretty good sized area using 4 SPGs with either vetted arty or good spotting. It's pretty great at defending if they do not, however.

Infantry SAMs and ATGMs are pretty useful, though.

Edit: Forgot to mention that if you keep 4 short range mortar carriers/Buratinos near your front lines you are effectively immune to infantry in all forms. You can drop a barrage on a largeish area and the rockets will be landing a few seconds later before they can get out of the way. Combine that with backing up your vehicles and you can do a rolling barrage on human wave style attacks until they run out of functional units.

Warbadger fucked around with this message at Feb 15, 2012 around 21:58

sgnl05
Jan 16, 2007
Lurker

Warbadger posted:

Yes, artillery is horribly overpowered right now.

I think it's too early to say. I find that smaller amounts don't have a huge impact on the outcome of the game unless they're used well in support of other forces like tanks or infantry. If they're fielding huge amounts then yeah, it can be pretty brutal, but I think the correct response to that is just an all-in rush on their starting deployment. If they've put like 7-800 points into arty they're going to have a lot of trouble defending against 1500 points worth of infantry, choppers and armor knocking at their front door.

Warbadger
Jun 17, 2006


sgnl05 posted:

I think it's too early to say. I find that smaller amounts don't have a huge impact on the outcome of the game unless they're used well in support of other forces like tanks or infantry. If they're fielding huge amounts then yeah, it can be pretty brutal, but I think the correct response to that is just an all-in rush on their starting deployment. If they've put like 7-800 points into arty they're going to have a lot of trouble defending against 1500 points worth of infantry, choppers and armor knocking at their front door.

Infantry and armor are no problem for massed artillery. You only need 4-8 guns depending on the type which leaves plenty of points for supporting units. I've seen a lot of attempts to break through to the arty park and it never seems to work out for ground units because it's just so drat easy to land a barrage on them while they're held up by the spotters and defensive units. The closer you get to the guns, the faster their shells land and the SPGs at least can actually kill tanks pretty well in direct-fire mode. Even harder to do if you're in a 3v3 or 4v4 where his allies will just gently caress up your poo poo if you try to attack through them. I've seen choppers pull it off before, but only when the arty dude forgets to drop scouts and AAA around his firing position.

Warbadger fucked around with this message at Feb 15, 2012 around 22:05

NovemberMike
Dec 28, 2008


Yes, but if you use the infantry to ambush roads and strongpoints and keep them with transports that are relatively tough, you can get a ton of value out of them. What I'm doing right now is using rocket infantry to form the bulk, draw fire and keep vehicles out of MG range (both are 701m) while specialized units perform the intended role. I also try to use transports that are either cheap (and I can use as suicide scouts) or useful to gain extra utility.

Edit: Human waves are terrible. You want to create firing positions and minimize the number of infantry in a single location.

NovemberMike fucked around with this message at Feb 15, 2012 around 22:11

Warbadger
Jun 17, 2006


NovemberMike posted:

Yes, but if you use the infantry to ambush roads and strongpoints and keep them with transports that are relatively tough, you can get a ton of value out of them. What I'm doing right now is using rocket infantry to form the bulk, draw fire and keep vehicles out of MG range (both are 701m) while specialized units perform the intended role. I also try to use transports that are either cheap (and I can use as suicide scouts) or useful to gain extra utility.

Dispersing them along roads I can see, but you'd have to move out pretty quick which makes you very vulnerable to choppers/armor. Any kind of strongpoint is a killzone for infantry if the arty finds them. Keeping them in transports is also a dicey thing because arty DOES kill the transports (expecially the heavy stuff like the SMERCH) and even when it does not, the transports tend to get stunned and routed with your infantry inside.

In the last game the other guy contesting the airfield had a bunch of BMP-2s and T-80s spread out in a tree line. Just deployed my scouts to his side, parked my tanks out of LOS, and dropped 2 groups of 4 M109s on him in a rolling barrage across the trees. The T80s and I think 1 or 2 BMPs were the only thing left about 2 minutes later when I rolled through from one end to the other watching +25 and +20s pop up in the explosions as I blew up the IFVs and squads. If he'd retreated I would have killed most of them with an arty barrage regardless. If he'd attacked me the same would have happened, except my tanks would get to murder his T80s as part of the deal.

The problem with minizing the number in a location is that tanks will roll right over them if they're too dispersed and they cannot support eachother over long ranges. That makes it a trivial task to break through into the nice juicy command vehicle/supply lines/next good defensive position. or to roll through and insta-gib them one by one. I had assumed you meant mass attacks because those are literally the only situations I've seen infantry assaults ever pay off, which is why there's usually really no reason to get any infantry except the cheapest with the shittiest vehicle to use as fodder. Which is terrible, in my opinion (I like to use infantry).

Warbadger fucked around with this message at Feb 15, 2012 around 22:26

sgnl05
Jan 16, 2007
Lurker

Warbadger posted:

Infantry and armor are no problem for massed artillery. You only need 4-8 guns depending on the type which leaves plenty of points for supporting units. I've seen a lot of attempts to break through to the arty park and it never seems to work out for ground units because it's just so drat easy to land a barrage on them while they're held up by the spotters and defensive units. The closer you get to the guns, the faster their shells land and the SPGs at least can actually kill tanks pretty well in direct-fire mode. Even harder to do if you're in a 3v3 or 4v4 where his allies will just gently caress up your poo poo if you try to attack through them. I've seen choppers pull it off before, but only when the arty dude forgets to drop scouts and AAA around his firing position.

If you look a page or two back controlvolume has a nice replay where he beats an arty spammer by moving infantry into the forests around his starting sector. The thing is that they have to be prepared against a helicopter attack, tank rush and on most maps also an infantry assault sneaking through the forests. That can be tricky while still having enough left over to contest the rest of the map. If they're really committed to just defending their starting sector, then you can take the rest of the map and build up a huge supply point lead to attack them with later in the game. Yeah you'll get shelled but if it isn't going to be followed up with an actual push you can just run when the shells start falling and come back when they stop.


I guess my point is that you can't really cover all your bases when you've just dropped a third of your points in arty and the supply to support it. But I'll wait and see. I'm totally prepared to be convinced if arty spamming still predominates a couple weeks after the game's release.

LP97S
Apr 25, 2008


The main thing is that in MP you need to delegate who does what the maximize the ability. If you have one focusing on artillery and FOB defense one can allow others to focus on advancing and such. Then again, I'm a terrible player so I'm talking out of my arse.

wins32767
Mar 16, 2007



Is there an option to play against bots in this? My brother refuses to play an RTS mulitplayer unless it's co-op against the computer.

Dominic White
Nov 1, 2005

We're marooned on a small island in an endless sea, confined to a tiny spit of sand, unable to escape.

But tonight, on this small planet, we're gonna rock civilization.

wins32767 posted:

Is there an option to play against bots in this? My brother refuses to play an RTS mulitplayer unless it's co-op against the computer.

The current beta is multiplayer only, but the full game will have 30 solo missions (20 or so of them story-based, the other 10 standalone and possibly co-op if RUSE was any indication), skirmish and bots.

Hob_Gadling
Jul 6, 2007

One of our barley fields has begun to whisper forbidden secrets during the night.

sgnl05 posted:

I'm totally prepared to be convinced if arty spamming still predominates a couple weeks after the game's release.

It's not OP even now. The #1 ranked player in beta, Tigga, beats it regularly by simply scouting better and dispersing his units. He also leaves about a third of his points in reserve at the beginning, to counter any surprises. That said, some artillery is vital but people overestimate it's real power simply because they are used to playing Starcraft-likes. I strongly recommend watching his stream to get an idea how the game will look in a month or two. With any luck you'll even see some decent opponents.

I'm convinced people don't yet understand how important winning the recon battle is. If you can see where your enemy has parked his tanks, of course you're gonna drop arty on his stupid head. More importantly, if you can sneak a couple APCs undetected through enemy lines, you can wreck his expensive artillery. Recon is what wins wars.

Chief Savage Man
Jul 19, 2010

i care, i'm listening, i can help you without giving any advice


wins32767 posted:

Is there an option to play against bots in this? My brother refuses to play an RTS mulitplayer unless it's co-op against the computer.

I think I read that there will be a skirmish mode in the full game. I want to gently caress with it and play with ridiculous decks against braindead AI and see how fast I can make my CPU fan spin. Like in Empire: Total War when I play a skirmish with an entire army of mortars against one infantry unit then see how much of the unit I can wipe out in the first volley. My record so far is 118/120.

Zeppelin Insanity
Oct 28, 2009


People complaining about artillery being OP remind me of my first reaction to Supreme Commander - "This game sucks, it's just unit spam with no strategy or tactics". It's only after I changed my frame of reference from traditional RTS games that I realized why SC was a great game.

Artillery is a constant in war, and I think this game has the best representation of it I've seen so far. Artillery is about saturation, area denial, playing the odds. It's incredibly useful, but once you assume the enemy has artillery it's very easy to make it irrelevant. Don't drag a box around units and right click. Spread out. Employ defence in depth. Be agressive in attacks and flanking maneuvers - if he spent enough points to make artillery a real threat instead of a nuisaince, he didn't spend enough points securing his precious command vehicles.

I'm hugely successful in ranked 1v1s (though that's more because of the small sample size and most players being atrocious rather than me being all that good) and I usually don't use artillery at all.

Zeppelin Insanity fucked around with this message at Feb 15, 2012 around 23:13

ghetto wormhole
Sep 15, 2008


wins32767 posted:

Is there an option to play against bots in this? My brother refuses to play an RTS mulitplayer unless it's co-op against the computer.

I'm pretty much the same way as your brother but I'm having a really good time against real people. There's no resource management besides having command units in control zones so the game just comes down to how well you can control your units instead of how well you can manage your economy. It's very forgiving as far as multiplayer RTS goes.

Elendil004
Mar 22, 2003

A/T: ASK ME ABOUT AIRSOFT AND NOT LETTING GO

Yeah I will have so much fun doing comp stomps.

Cthulhu Dreams
Dec 11, 2010


ghetto wormhole posted:

I'm pretty much the same way as your brother but I'm having a really good time against real people. There's no resource management besides having command units in control zones so the game just comes down to how well you can control your units instead of how well you can manage your economy. It's very forgiving as far as multiplayer RTS goes.

Another big difference is it feels like that due to the slower pace of the game you can survive with a lower APM than you can in a starcraft style RTS.

I'm really digging the NATO mortar carriers suggested previously. They are so cheap that you can roll them around with your infantry and tanks and they absolutely do a number on any infantry or the lighter armoured IFVs.

Warbadger
Jun 17, 2006


Hob_Gadling posted:

It's not OP even now. The #1 ranked player in beta, Tigga, beats it regularly by simply scouting better and dispersing his units. He also leaves about a third of his points in reserve at the beginning, to counter any surprises. That said, some artillery is vital but people overestimate it's real power simply because they are used to playing Starcraft-likes. I strongly recommend watching his stream to get an idea how the game will look in a month or two. With any luck you'll even see some decent opponents.

I'm convinced people don't yet understand how important winning the recon battle is. If you can see where your enemy has parked his tanks, of course you're gonna drop arty on his stupid head. More importantly, if you can sneak a couple APCs undetected through enemy lines, you can wreck his expensive artillery. Recon is what wins wars.

Recon is also most useful for the person who can most take advantage of it. Like artillery. Effective artillery spammers have a lot of air and ground recon units moving around for this reason and to be honest I see a LOT of people covering the map with recon regardless. Because they're not losing units during the match they've also got a lot of points to spend on tanks/infantry/whatever as the match goes on.

In your example it was not just his use of recon but a failure to deploy recon by the side with the artillery and to post any defensive units near the artillery itself. Even assuming they make it across the map without being spotted, which essentially means the other side has neglected an entire flank, a couple APCs is a trivial matter for the AAA vehicles that should be guarding your expensive artillery.

Watching his live feed he's been running about half his points in AAA guns with the cheapest infantry and infantry ATGMs to support them and set up at the distant control zones. He's only had 1-2 recon units in the last two games and just lost an ATGM and 2 infantry squads to a flamethrower because they were so bunched up. His response to the other player's spread out (and bunched up) infantry was a single TOS-1 Buratino artillery piece which he used to instakill every infantry squad he encountered and a bunch he didn't see but insta-gibbed while blindfiring treelines. His solution to encountering any number of tanks was to fire the buratino at them, killing them all. This really doesn't support the "artillery not OP" line of reasoning. He seems to be winning because he's aggressive and knows which units are effective, like the AAA gun spam which doubles as the best IFVs in the game and air defense.

Warbadger fucked around with this message at Feb 15, 2012 around 23:54

Control Volume
Dec 31, 2008

You had best unfuck yourself or I will unscrew your head and shit down your neck!

Warbadger posted:

a couple APCs is a trivial matter for the AAA vehicles that should be guarding your expensive artillery.

They aren't, just a heads up. Even on open ground with an APC that only goes 60 km/h APC, equal points infantry will beat equal points AAA every time.

Warbadger
Jun 17, 2006


Control Volume posted:

They aren't, just a heads up. Even on open ground with an APC that only goes 60 km/h APC, equal points infantry will beat equal points AAA every time.

No it won't. 2 shilkas will absolutely murder 2 bradleys/marders or 4 of the easier M113s along with the dudes inside them so long as they don't get close enough for the infantry to fire. That is exactly what I use AAA guns for, and they're fantastically effective at it. Oh, and the shilkas are only as expensive as a BMP-2, they're quite spammable. And if they bring "equal points cost" in low cost infantry to fight those shilkas, they've just bunched up a ton of infantry for my guns.

Warbadger fucked around with this message at Feb 16, 2012 around 00:02

LP97S
Apr 25, 2008


you will need some A/G stuff if you fielding exclusively Rolands as they are missile based.

Cthulhu Dreams
Dec 11, 2010


Warbadger posted:

No it won't. 2 shilkas will absolutely murder 2 bradleys/marders or 4 of the easier M113s along with the dudes inside them so long as they don't get close enough for the infantry to fire. That is exactly what I use AAA guns for, and they're fantastically effective at it. Oh, and the shilkas are only as expensive as a BMP-2, they're quite spammable. And if they bring "equal points cost" in low cost infantry to fight those shilkas, they've just bunched up a ton of infantry for my guns.

Are people using the ATGM BMPs? Seems like the best counter to the AA vehicles.

Warbadger
Jun 17, 2006


Cthulhu Dreams posted:

Are people using the ATGM BMPs? Seems like the best counter to the AA vehicles.

Yes, but most of the ATGMs tend to miss, the ones that don't are on expensive stuff (this is why the T-55AMV-1 is amazing), and the stream of bullet-death from your AAA gun does not miss in return. AAA tends to wreck morale super quick, so the target goes combat ineffective then gets pinpricked to death or routs. I've beaten 4 M60A3s with 3 shilkas in an open field simply by making them all rout before they could kill one of the AAA guns.

Edit: I should also make it clear that artillery in general is overpowered, not just in huge amounts. 4 mortar carriers or a TOS-1 means you never need to worry about infantry again for the price of a single heavy tank and you can also rout or destroy any stationary vehicles with a barrage. As people have stated in this thread if you ONLY buy artillery you're setting yourself up for failure, but you only really need enough tubes to zap everything at the point of impact with spotting so that you can break up any assault and kill any defending unit you spot instantly. It's too effective at what it does because it doesn't just break up and damage poo poo, it outright instantly kills or disables.

Warbadger fucked around with this message at Feb 16, 2012 around 01:00

Tim Pawlenty
Jun 3, 2006


Just had an amazing 2v2 with Alctel. I focused on artillery and tanks/recon helicopters at first and got quite a few kills until I was countered with a double team. Alctel had been making use of special forces well and was popping their command centers and FOBs. Since the enemy seemed to think I would counter with tanks again I maxed out basic soviet infantry with an Mi-9 for recon. A mass of unloaded infantry is like a wall of death if you get too close in for their artillery to work.
This game is amazingly fun.

Hob_Gadling
Jul 6, 2007

One of our barley fields has begun to whisper forbidden secrets during the night.

Warbadger posted:

Watching his live feed he's been running about half his points in AAA guns with the cheapest infantry and infantry ATGMs to support them and set up at the distant control zones.

It's a live feed so I naturally can't cherry pick games to support my arguments. Yesterday he played a completely different type of game with T-80s, T-55 AM-1 (the model without missiles) and infantry in BTR-60s. On the NATO side he used Sidewinder helos constantly. The point is, he's tried all sorts of things and they all play out somewhat naturally and how you'd expect them to. Getting the first shot is important, standing still when firing is important, seeing the enemy when they don't see you is important. Quality counts, but so do numbers.

There are some things that probably will get tuned a little. The morale effect of AAA guns will likely change, mortars will probably be less effective against heavy armor (if you think Buratino is bad, run a group of half a dozen mortars and watch the tears flow), some infantry prices will be checked and so on. Thus far the great sins have been few and far between. There's maybe one thing I'd like to see changed on a larger scale and that is the relative effectiveness of modern tank guns. They should get more one hit kills on light vehicles. Otherwise I'm ridiculously excited about this.

e: and maybe make the repairs and ammo refills slower by a lot. But I expect there to be a Total Realism mod out for this within the next six months, so I could care less what the devs do or don't as long as I get my Steel Panthers on a modern engine.

Hob_Gadling fucked around with this message at Feb 16, 2012 around 01:16

radintorov
Feb 18, 2011


Speaking of recons unit, I'm really glad that I've started using the Kiowa/Warrior: detection range and capabilities are great and its four Hellfires have helped me stall a couple of armored assault easily, and sniped command vehicles.
The important things to remember with it is that it is a scout helo first and foremost, and that as far as recce units go, it is pretty drat expensive.
And I'm surprised by the french tank: armor sucks and it has no stabilization whatsoever, but when used defensively its armament is good, and the autocannon is pretty drat effective against infantry trying to rush it. If only it could use the autocannon and its main gun at the same time.

mcvey
Aug 31, 2006

you're like the only guy on the team with a moustache.


This game looks cool as hell but for $40 I kind of want to wait till it's on sale

Warbadger
Jun 17, 2006


Hob_Gadling posted:

It's a live feed so I naturally can't cherry pick games to support my arguments. Yesterday he played a completely different type of game with T-80s, T-55 AM-1 (the model without missiles) and infantry in BTR-60s. On the NATO side he used Sidewinder helos constantly. The point is, he's tried all sorts of things and they all play out somewhat naturally and how you'd expect them to. Getting the first shot is important, standing still when firing is important, seeing the enemy when they don't see you is important. Quality counts, but so do numbers.

There are some things that probably will get tuned a little. The morale effect of AAA guns will likely change, mortars will probably be less effective against heavy armor (if you think Buratino is bad, run a group of half a dozen mortars and watch the tears flow), some infantry prices will be checked and so on. Thus far the great sins have been few and far between. There's maybe one thing I'd like to see changed on a larger scale and that is the relative effectiveness of modern tank guns. They should get more one hit kills on light vehicles. Otherwise I'm ridiculously excited about this.

e: and maybe make the repairs and ammo refills slower by a lot. But I expect there to be a Total Realism mod out for this within the next six months, so I could care less what the devs do or don't as long as I get my Steel Panthers on a modern engine.

I actually do run a shitload of mortar carriers (4-6 is plenty) and in general use artillery every game because you cannot afford not to if you like to win, unlike every other type of unit. The game is currently about holding locations with token forces and the occasional tough unit to establish a front, scouting ahead, and shelling the poo poo out of everything that approaches you as both your primary means of advance and defense without revealing your forces to the same treatment.

The one thing I havent been doing is focus as much on using the mortars for my offense. I've been using tanks and infantry to push after my barrages but Tigga just pushes up a recon and blows the hell out of them all with arty until they retreat or rush into his defense, then advances once everything is clear. He plays a much more artillery centric game than I do, at least today. He comments that it is not overpowered but still later comments then that he didn't have enough of it in that particular game despite spending the majority of his time microing his 6 mortars and 3 MLRS's, which accounted for the vast majority of his kills (basically everything that didn't drive straight into his defenses).

Warbadger fucked around with this message at Feb 16, 2012 around 01:49

sgnl05
Jan 16, 2007
Lurker

Hob_Gadling posted:

The morale effect of AAA guns

This is perhaps the only thing that bugs me right now. I can accept that they should have some effect on heavy armor, but I don't really think they should be competitive vs heavy tanks in a straight up fight. Right now they're good against infantry, light vehicles, heavy vehicles and of course helicopters. They just don't really have a hard counter which kind of makes them the exception to every other unit type in the game.

Orv
May 4, 2011

Precisely.


I could do with an invite.

http://steamcommunity.com/id/orv


So what are good choppers to look into on either side? Primarily for actual chopper use (spot poo poo, pop up from behind terrain, lay into with ATGM) mind you.



E: V - I mean what choppers should I look into unlocking?

Orv fucked around with this message at Feb 16, 2012 around 01:49

Warbadger
Jun 17, 2006


Orv posted:

I could do with an invite.

http://steamcommunity.com/id/orv


So what are good choppers to look into on either side? Primarily for actual chopper use (spot poo poo, pop up from behind terrain, lay into with ATGM) mind you.

Very good, assuming you play them defensively and keep them out of enemy territory and wide open fields.

Hob_Gadling
Jul 6, 2007

One of our barley fields has begun to whisper forbidden secrets during the night.

Warbadger posted:

The game is currently about holding locations with token forces and the occasional tough unit to establish a front, scouting ahead, and shelling the poo poo out of everything that approaches you as both your primary means of advance and defense without revealing your forces to the same treatment.

Yes, and this is exactly as it is supposed to be in my humblest of opinions. I'm expecting the relative combat power of expensive tanks to be upped, mainly by virtue of making them better at killing things and more durable against certain types of threats (namely light autocannons and other HE damage from sources under 100mm). Otherwise the basic flow will most likely remain what you described.

If artillery gets changed, it's probably not the killing power that will be touched. Rate of fire, accuracy, reload rates etc. but not power. My preferred solution is lengthening the reload time from supply units, but I can already hear the counter-arguments to making the game longer. Then again, our Steel Panthers game in the LP forum went just over the 8 month mark so maybe I'm not the best judge of how long it's supposed to last. Maybe we'll get our boys home by next Christmas.

Warbadger
Jun 17, 2006


Hob_Gadling posted:

Yes, and this is exactly as it is supposed to be in my humblest of opinions. I'm expecting the relative combat power of expensive tanks to be upped, mainly by virtue of making them better at killing things and more durable against certain types of threats (namely light autocannons and other HE damage from sources under 100mm). Otherwise the basic flow will most likely remain what you described.

If artillery gets changed, it's probably not the killing power that will be touched. Rate of fire, accuracy, reload rates etc. but not power. My preferred solution is lengthening the reload time from supply units, but I can already hear the counter-arguments to making the game longer. Then again, our Steel Panthers game in the LP forum went just over the 8 month mark so maybe I'm not the best judge of how long it's supposed to last. Maybe we'll get our boys home by next Christmas.

I was not aware this was supposed to be an artillery simulator and they certainly put a lot of detail into the hapless victims if that is the case. Of course it wouldn't be a simulator because in reality you expect to only kill 10-20% of a defending infantry force with cover in a barrage and will still run into dug-in defenders after day-long heavy artillery bombardments that "nobody could survive". Oh, and your mortar carriers would not be destroying columns of attacking main battle tanks in 2-3 salvos as demonstrated in the live feed above. Hopefully you're wrong, because as it is now the artillery seriously limits viable strategies and frankly isn't very fun. I'd love to build a BMP-2 over a BMP-1 and not have to think "man I just spent a lot of points on something that will also just die instantly when spotted".

Warbadger fucked around with this message at Feb 16, 2012 around 02:01

Hob_Gadling
Jul 6, 2007

One of our barley fields has begun to whisper forbidden secrets during the night.

^^ I would too, and I intend to do whatever I can in my power to make the game a viable replacement to those old DOS-era games.

Warbadger posted:

Hopefully you're wrong, because as it is now the artillery seriously limits viable strategies and frankly isn't very fun.

Of course I'm not speaking for the devs in any way, it's just the feeling I have for this. Mortars will probably become less effective against vehicles at some point, but the rest of it will stay murderous. I do somewhat agree that barrages that never end aren't especially interesting or realistic. The artillery would be maybe more reasonable to deal with if it didn't have a practically unlimited ammo bin: would TOS-1 be overpowered if you got only one shot with it? If not, can a happy medium be reached where it's still a killing blow but can only fire rarely? I would be most unhappy to lose the possibility of crushing a hole in the opponents defenses with massed artillery.

Once the game comes out proper, one of the first things I'm going to look for is a way to disable fuel and run the game without any supply. I don't particularly like the fuel system, and with it it's impossible to get rid of supply trucks without making heavy units useless.

Elendil004
Mar 22, 2003

A/T: ASK ME ABOUT AIRSOFT AND NOT LETTING GO

Hob_Gadling posted:

^^ I would too, and I intend to do whatever I can in my power to make the game a viable replacement to those old DOS-era games.


Of course I'm not speaking for the devs in any way, it's just the feeling I have for this. Mortars will probably become less effective against vehicles at some point, but the rest of it will stay murderous. I do somewhat agree that barrages that never end aren't especially interesting or realistic. The artillery would be maybe more reasonable to deal with if it didn't have a practically unlimited ammo bin: would TOS-1 be overpowered if you got only one shot with it? If not, can a happy medium be reached where it's still a killing blow but can only fire rarely? I would be most unhappy to lose the possibility of crushing a hole in the opponents defenses with massed artillery.

Once the game comes out proper, one of the first things I'm going to look for is a way to disable fuel and run the game without any supply. I don't particularly like the fuel system, and with it it's impossible to get rid of supply trucks without making heavy units useless.

I would maybe quarter fuel consumption that would be a little more reasonable.

KomradeX
Oct 29, 2011


Can I get an invite as well?

http://steamcommunity.com/profiles/76561198034391551

Im still working on getting good at this game

CitizenKain
May 27, 2001

That was Gary Cooper, asshole.


Warbadger posted:

I was not aware this was supposed to be an artillery simulator and they certainly put a lot of detail into the hapless victims if that is the case. Of course it wouldn't be a simulator because in reality you expect to only kill 10-20% of a defending infantry force with cover in a barrage and will still run into dug-in defenders after day-long heavy artillery bombardments that "nobody could survive". Oh, and your mortar carriers would not be destroying columns of attacking main battle tanks in 2-3 salvos as demonstrated in the live feed above. Hopefully you're wrong, because as it is now the artillery seriously limits viable strategies and frankly isn't very fun. I'd love to build a BMP-2 over a BMP-1 and not have to think "man I just spent a lot of points on something that will also just die instantly when spotted".

That kinda sounds like what World in Conflict was during the early betas, when 1/2 the team would be heavy artillery. A handful of AA units in support kept helicopters away, and support would get enough TA points to keep armor and infantry far away. It wasn't a whole lot of fun for awhile.

Popete
Oct 6, 2009


Could use an invite as well.

http://steamcommunity.com/profiles/76561197977533136

Tim Pawlenty
Jun 3, 2006


invite?
http://steamcommunity.com/id/hobotorium

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KomradeX
Oct 29, 2011


Thanks for the invite.

I just won my first game with Pact forces and it was awesome. I started on the Right side (from the Pact starting Area) of Three Mile Island. It was a 2 on 2 game and midway through my partner dropped out, and the other team had a level 10 (im only level 3). I end up pushing back all the way to the Command Point by their starting area where I had just saved up on command points where I spawned in 20 T-62 obtr. 72's and 10 62s, 10 Mi-24 Hind A's, 8 Shilkas repelled a force of Flakpanzer Gephard's, Leopard A1A's M60 Patton's and drive in to wipe out their F.O.B took down too many Gazelle's to count before having a total victory. This was my first victory with Pact forces and was so awesome.

So many units leveled up a few all the way to 4, how do the veteran units work anyway, as far as I can tell every game I start off with Green Units?

I'm trying to think what I should start to upgrade next and if I should focus on Pact forces or split my 16 commad points between my NATO and Pact deck's.

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