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Diogines posted:1. Is there any way to visually see the range of a units observable area? No. quote:2. Can more than one account be made? Don't know, but don't worry about the points. They come in quickly and you only need about 2 single player missions worth of stars to unlock absolutely everything crucial. The units themselves are pretty cleverly balanced: unless you spent everything on a single unit type you most likely are way better off than you think you are.
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| # ? Feb 25, 2012 16:28 |
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| # ? May 22, 2013 08:46 |
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Is the warsaw really so much better than NATO as many claim? In RUSE and WIC I always loved playing with primarily, infantry strategies and did pretty well with them, it seems like NATO has better infantry.
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| # ? Feb 25, 2012 16:46 |
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Diogines posted:Is the warsaw really so much better than NATO as many claim? No. It's just different. You can't pull off the exact same tactics on both sides and expect them to work.
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| # ? Feb 25, 2012 16:48 |
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I wonder if there will be any modding in the game. Range rings would be useful as gently caress. Both sight, and shot.
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| # ? Feb 25, 2012 16:49 |
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Oh god yes. This game is loads of fun, but the lack of either a sight-range-ring AND a lack of fire-range-ring is driving me nuts! I can never really tell if my defensive positions are any good, because I can't tell if my detection radius goes into a forest, without just driving in...
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| # ? Feb 25, 2012 16:54 |
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Having bought the game and messed around with the first couple of missions, it seems pretty good fun. I was wondering, can you refill the resupply trucks? Or do they just sit around empty once you've used them up?
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| # ? Feb 25, 2012 17:54 |
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Danger - Octopus! posted:Having bought the game and messed around with the first couple of missions, it seems pretty good fun. You pretty much have to send them back to the FOB, the supplies are only used for repairs, fuel and ammo refills.
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| # ? Feb 25, 2012 17:55 |
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Diogines posted:1. Is there any way to visually see the range of a units observable area? The lack of fog of war is really messing me up. I don't think spotting units is as simple as a fog of war systems. For example, units in forests are more or less likely to be spotted based on many factors, including the optics quality of the spotter, the distance to the forest, and the size of the unit in the forest. Even units with excellent optics can't see infantry in forests more than about 200 metres away, but tanks with bad optics can see other tanks in the forest at the same distance. I wouldn't worry about spending all your stars stupidly - you'll get more soon enough! I usually only unlock units after a game where I thought I was really missing something.
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| # ? Feb 25, 2012 18:36 |
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The very complicated sight/unit size/terrain interactions is probably why there's no sight range indicator in this. Unit firing lines are simple binary blocked by this/not blocked by this affairs though and there's no reason not to have them. You can however check firing lines yourself by hitting T with any unit and just holding the pointer over the thing you want to know firing line to.
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| # ? Feb 25, 2012 18:58 |
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Elendil004 posted:I wonder if there will be any modding in the game. Range rings would be useful as gently caress. Both sight, and shot. That would be useful. I would also like to see the PLA / Vietnam / DPRK | Japan / ROK / Taiwan and huge jungle maps.
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| # ? Feb 25, 2012 19:01 |
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This game does not believe in holding your hand at all. I'm on the last DABROWSKI'S MAZURKA mission and I keep getting crushed by the Czechoslovakian troops, I keep trying to hold Jot and Center but I keep getting overwhelmed, any advice on how to handle this?
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| # ? Feb 25, 2012 20:45 |
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I think that this game would be vastly improved by a proper scaling of assets. Things like Buks, Smerchs and MLRSs are divisional if not corps level assets. There is a vast difference in the way that the tanks and infantry in this game adhere towards realism and the way that these heavy support units do. The Smerch in real life was a corps level unit deployed in batteries of 18. Deploying 3 or 4 in the company-level engagements of WEE is totally disproportionate and (accurately in this sense) creates massive damage, and to add to all this it had a 20 minute reload time. I'm not saying units like this shouldn't be in the game, but the abstraction that is taken with these units is equivalent to having an mbt have a 120mm cannon with the rof of a 25mm one.
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| # ? Feb 25, 2012 21:13 |
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I find the best thing to do in the single player campaign is rush some of the reinforcement points early on so that you can reduce the directions that the computer can attack from, that allows you to build stronger defences. Regarding Smerches, you also bring on tanks in drips and drabs throughout the game in groups of 1-4 with infantry squads who have sworn a death-oath to banzai the enemy. I think it's best to imagine that each unit of the battlefield is an abstract representation of a numerically larger unit and the speed of the units and their rate of fire is increased so that a single battle doesn't take several hours. The Smerches guzzle supplies quite greedily and to use them effectively you basically have to sit back in the base with several of them a bunch of FOBs and just support other players with barrages, which seems like a pretty reasonable abstraction in relation to everything else. Mukip fucked around with this message at Feb 25, 2012 around 21:24 |
| # ? Feb 25, 2012 21:16 |
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I'm intrigued by this game and wish to subscribe to its newsletter. I may just buy it. I think I'll spend my "March 2012 Video Game Fund" on this.
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| # ? Feb 25, 2012 21:22 |
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Mukip posted:I find the best thing to do in the single player campaign is rush some of the reinforcement points early on so that you can reduce the directions that the computer can attack from, that allows you to build stronger defences. If you don't bonzai the enemy with your additional units and instead deploy them as a screen/front line. Then you can just sit back and ruin anything that approaches you/your allies with the smerch while your defenses grow increasing powerful and the enemy team continues to take irreplaceable losses every time they attempt to push or defend from a push. It's broken and heavy artillery is the least fun part of this game.
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| # ? Feb 25, 2012 21:30 |
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its not really broken if you are playing a game where a dude can buy 2-3 smerchs right off the bat and still have a half decent defense then you are playing too high a points game
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| # ? Feb 25, 2012 21:38 |
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I think the heavy artillery is actually impossible to balance in team games, especially on maps like Hell's Highway. The best thing to do would be to increase their cost or supply use dramatically so that they just aren't worth using, in the name of rescuing the game from artillery bore-fests.
Mukip fucked around with this message at Feb 25, 2012 around 21:41 |
| # ? Feb 25, 2012 21:38 |
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"Move quicky" some fast tank destroyers and infantry along the highway on the unused side of the map on Hell's highway. They'll haul rear end to the enemy's base and be far away from anything that might spot them unless the enemy specifically puts recon over there. I've only ever been discovered once doing that and it was right near their base so it didn't really matter.
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| # ? Feb 25, 2012 21:49 |
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I find the ground units have a habit of getting stuck in woods and taking forever to get there. Although I've had a lot of sucess with a PACT deck built around helicopters and launching an all-out attack on their home sector. I buy gunships loaded with troops and then supply, recon and command helis and head over to their base behind the wood, then I scout the place out with recon infantry and then take out their their AA, followed by their artillery. While I'm doing it I land the command heli so that they can't bring in reinforcements, and once their command jeep gets destroyed I can bring on some ground units to reinforce the position and attack them from behind. Screenshot: ("Hotel" is the NATO starting sector which I captured by attacking through the wood on the top left, robbing them of artillery and supplies. They ended up buying lots of Chinooks for supplies) http://i43.tinypic.com/30nafic.png
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| # ? Feb 25, 2012 22:07 |
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Alctel posted:its not really broken You still have 675 points for additional units if you purchased 3 smerches/8 M110A2s and 3 additional FoBs in a standard 1500 point game. That is plenty of points for some infantry units/cheap tanks, an air recon unit, and air defenses. Being right next to your reinforcement point you'll also be getting a steady stream of new units right next to the launchers so you don't need to hold back the majority of your ground units. If you have the supply choppers unlocked you don't even need as many additional FoBs at the start.
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| # ? Feb 25, 2012 22:11 |
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Mukip posted:I find the ground units have a habit of getting stuck in woods and taking forever to get there. The Move Quickly command will tell your units to use the roads and they'll move about ten times faster. It's dangerous to use if there are enemies around so you'll usually want to go cross country for the last stretch before you get to contested areas. If there aren't many enemies blocking the road and you need to advance quickly to kill artillery or something you can usually just split off the first group of APCs in your convoy to tie them up while the rest of your army zooms past at 70+kmh.
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| # ? Feb 25, 2012 22:27 |
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Even with the 'move fast' command they will frequently end up driving through a wood depending on the terrain.
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| # ? Feb 25, 2012 22:53 |
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I wish there was a way to tell forces to move at normal speed without tanks going through every single bit of woods.
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| # ? Feb 25, 2012 22:55 |
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Would I be correct in assuming you get to play as both factions in the single player? Or does it restrict you to NATO?
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| # ? Feb 25, 2012 23:01 |
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Lumpy the Cook posted:Would I be correct in assuming you get to play as both factions in the single player? Or does it restrict you to NATO? About a dozen missions each side. NATO has the obligatory tutorial mission.
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| # ? Feb 25, 2012 23:09 |
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Hob_Gadling posted:About a dozen missions each side. NATO has the obligatory tutorial mission. That seals my purchase. Thanks
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| # ? Feb 25, 2012 23:15 |
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Warbadger posted:You still have 675 points for additional units if you purchased 3 smerches/8 M110A2s and 3 additional FoBs in a standard 1500 point game. That is plenty of points for some infantry units/cheap tanks, an air recon unit, and air defenses. Being right next to your reinforcement point you'll also be getting a steady stream of new units right next to the launchers so you don't need to hold back the majority of your ground units. 675 is nothing for recon + air/land defense + a comm (which if you don't take you are stuck with 1 reinforcement point every 4 seconds) I haven't managed to play since release but in open beta I was in the top 20 in ranked and I at most bought 1/2 rocket arty about halfway through the game, and used to either to hit known strongpoints, or try to break up a massive blob of stuff. If they start with ANY rocket arty they are going to be dangerously deficent in some area, and as long as you keep your dudes all spread out and don't clump them in a forest or something they probably won't even kill anything blind firing. If they buy 3 SMERCHs right off the bat like in your example, the game should be over in 10 mins (a win for you) Again, in those custom games with stupidly high point values I have no idea how that holds up, but I never really played them vOv edit: if this is really giving you a lot of trouble I am back on Sunday, I'll give you a couple of games where you take a ton of arty and I'll show you easy ways to get around it Alctel fucked around with this message at Feb 25, 2012 around 23:47 |
| # ? Feb 25, 2012 23:42 |
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Alctel posted:675 is nothing for recon + air/land defense + a comm (which if you don't take you are stuck with 1 reinforcement point every 4 seconds) In anything but 1v1 the rest of your team has command vehicles and combat units as well, the map is going to be filled with spotters and speedbumps. If you keep your units spread way out, that makes you unable to take advantage of that numerical advantage you speak of and means you won't be attacking anything of note. He only needs to spot your units to inflict unit losses, something that will happen quite often, while you need to attack his units. Edit: I'm also unsure about how being forced to spread out every unit and avoid making any strongpoints like the plague is evidence that it is NOT overpowered (and I don't mean spammers, I mean artillery in general). Warbadger fucked around with this message at Feb 26, 2012 around 00:09 |
| # ? Feb 25, 2012 23:50 |
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Did the first Soviet mission and lost with 3 seconds on the clock ![]() Did it again and won pretty easily but I can't imagine how hard these missions would be if you didn't take out as many enemy command vehicles as possible.
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| # ? Feb 26, 2012 00:20 |
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Warbadger posted:Edit: I'm also unsure about how being forced to spread out every unit and avoid making any strongpoints like the plague is evidence that it is NOT overpowered (and I don't mean spammers, I mean artillery in general). I... what? Is this serious? Breaking strongpoints is what artillery is balanced for. Otherwise you'd just get AA/infantry/AT balls of death that are impossible to break. RUSE had the same thing, and artillery was literally the only option for getting rid of that crap because without an absurd point advantage, it cannot be moved. Artillery in RUSE was pretty anemic against anything other than buildings so people would pull that poo poo all the time, and the only real difference between W:EE and RUSE in that regard was how much artillery needed to be amassed to break those lines. e: The USA in RUSE was considered overpowered for the longest time because they could make armored AT/AA and hold a line that was (and still is) impossible to break. It was impossible to break because artillery does nothing against armored units. The only counter to this strategy was keeping them from getting that many units. Control Volume fucked around with this message at Feb 26, 2012 around 00:47 |
| # ? Feb 26, 2012 00:43 |
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Bought the game and have been enjoying it immensely. Running pact and going bmp/recoiless rifle/uaz-469 crazy on pubs with Tunguska's for AA, I've just been swarming bases from every angle killing everything. I'm thinking of buying more of the cheapo fast units to build a better rush deck when I get some more stars. Might try out those ultra light AA guntrucks and start unlocking some spetznaz Invite into the Steam group to play with goons would be great. http://steamcommunity.com/id/tpsdude Does anyone else find tanks useless? APC's with ATGM seem to be better in every way.
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| # ? Feb 26, 2012 00:52 |
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TPSDude posted:
Not really. You have limited ammo and crappy armor. Real tanks can go toe to to for a longer period of time and have more endurance in combat.
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| # ? Feb 26, 2012 01:01 |
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TPSDude posted:Does anyone else find tanks useless? APC's with ATGM seem to be better in every way. Infantry ATGM teams are generally more survivable and harder to spot than APCs, and cost less. With an APC what you want is either speed or an autocannon, possibly both since then the autocannon can deal with anything short of a proper MBT (and even then it can suppress it), while the extra mobility can be used to shuffle infantry around or doing suicide drops against tanks so that the infantry can murder them. Dedicated ATGM carriers are also better, but you'd better get some that are fast, not too expensive and carry more than a few missiles (the french VAB Mephisto is great for this) so that you can maneuver them around to get flank shots on enemies focusing on other targets.
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| # ? Feb 26, 2012 01:06 |
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Warbadger posted:In anything but 1v1 the rest of your team has command vehicles and combat units as well, the map is going to be filled with spotters and speedbumps. If you keep your units spread way out, that makes you unable to take advantage of that numerical advantage you speak of and means you won't be attacking anything of note. He only needs to spot your units to inflict unit losses, something that will happen quite often, while you need to attack his units. You don't have to spread out every unit, just don't jam them all into the same patch of trees in sight of enemy recon. And destroying strongpoints is kind of artys MO as the other guy said...
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| # ? Feb 26, 2012 01:22 |
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I'm taking back my earlier statement, high vet tanks with supplies is real strong. Anyone play around with the B-30 Smerch yet? That range looks nice, 87501, or is the dispersion huge? Warbadger posted:words As a newly minted FO, Artillery isn't called the King of Battle for nothing. Artillery is anti everything as far as ground targets go. I've been able to deal with arty by suicide scouting with Kamaz ZU-23-2's and counter battery with my Malkas. TPSDude fucked around with this message at Feb 26, 2012 around 02:22 |
| # ? Feb 26, 2012 02:10 |
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Alctel posted:You don't have to spread out every unit, just don't jam them all into the same patch of trees in sight of enemy recon. And destroying strongpoints is kind of artys MO as the other guy said... Well no poo poo, nobody is talking about jamming all of their units right next to eachother. "Spread out your units except when you don't spread out your units" isn't really very valuable advice. Control Volume posted:I... what? Is this serious? Breaking strongpoints is what artillery is balanced for. Otherwise you'd just get AA/infantry/AT balls of death that are impossible to break. RUSE had the same thing, and artillery was literally the only option for getting rid of that crap because without an absurd point advantage, it cannot be moved. Artillery in RUSE was pretty anemic against anything other than buildings so people would pull that poo poo all the time, and the only real difference between W:EE and RUSE in that regard was how much artillery needed to be amassed to break those lines. Actually currently it's balanced to stun, rout, or destroy units in a large area, whether on the move or stationary, armored or unarmored, with long lasting morale effects. And it can do it quickly and continue firing at other targets afterwards. That's not really a strongpoint breaker, it's an anti-everything ground weapon once you reach the critical mass. Yes, it will break strongpoints. It will also break everything else just as fast and has the capacity to do it to quite a few things over the course of a match. Warbadger fucked around with this message at Feb 26, 2012 around 02:20 |
| # ? Feb 26, 2012 02:10 |
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What are Grenzer supposed to be good at? They're the only recon squad on the Pact side but they cost 20 points and seem inferior in every way to all of the NATO recon squads. Are they really, really stealthy or something? Seems like you might as well just buy a squad of 4 VPZU since they also have very good optics but also have twice as many men and good weapons for less than the price of two squads of Grenzer.
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| # ? Feb 26, 2012 02:32 |
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Here is a game I played a while ago with goons. One of us dropped out at the beginning so we all spammed t-62s and infantry. We end up kicking a lot of rear end. http://weereplays.com/index.php?page=replay&id=26
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| # ? Feb 26, 2012 02:58 |
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Warbadger do you have a replay showing how supposedly overpowered artillery is? Bonus points if it's a 1v1. Because quite frankly, my experience, the experience of many people in this thread, and the experience of some top level players all say that to artillery is pretty balanced for its cost. Hell, last time I used MLRS in my NATO deck was because a dude was cramming a bunch of infantry around his command vehicles, and even then they barely made back their worth in points. I want to see an example of artillery being "too good."
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| # ? Feb 26, 2012 03:02 |
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| # ? May 22, 2013 08:46 |
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NovemberMike posted:Not really. You have limited ammo and crappy armor. Real tanks can go toe to to for a longer period of time and have more endurance in combat. Yeah they can take punishment while ATGMs are basically glass cannon units that are tougher to keep alive if your clever ambush doesn't work due to the missiles not connecting. The better tanks can also fire accurately on the move and also don't have to worry about their projectiles getting messed up by suppression effects. Also as other have pointed out the better ammo supplies for tank mean they can last longer and kill more stuff before needing a supply run. ATGM units especially infantry can use up their small missile supplies really fast especially in a pitched firefight.
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| # ? Feb 26, 2012 03:28 |


















