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Alctel
Jan 16, 2004

I love snails

Units also seem to gain experience for taking fire (as long as they don't die), anyone else noticed this?

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Alctel
Jan 16, 2004

I love snails

Is there a list of hotkeys anywhere?

Alctel
Jan 16, 2004

I love snails

ArchangeI posted:

How do you beat Havocs? All my loses so far have been guys that just spam 4 Havocs at the start of the match which then go and easily annihilate my Air defense units or pick off my Command Jeeps. By the time I have set up my AD again, they are back and do the same thing over again, sometimes losing one or two in the process.

even basic havocs are expensive as gently caress (125 I think?) so that over 1/3 of their points tied up in them. You can get 4-5 AAA units for each one roughly

also kill their recon

Alctel
Jan 16, 2004

I love snails

Game owns

http://steamcommunity.com/id/Alctel

Alctel fucked around with this message at Feb 16, 2012 around 07:04

Alctel
Jan 16, 2004

I love snails

NoneSuch posted:

Watching Apples feed apparently a big patch is coming which is going to make AAA do less morale damage.

http://www.wargame-ee.com/forum/vie...php?f=11&t=1470



Woa, that deck reduction is a interesting one.

I guess it really means you have to change your deck around to your playstyle and not take 'everything'

edit: to 25 cards! That a reduction of 10! That's a major change. It's going to bring out the inner 40k army list building sperg in me that's been hidden for years

Alctel fucked around with this message at Feb 16, 2012 around 17:24

Alctel
Jan 16, 2004

I love snails

NoneSuch posted:

http://www.youtube.com/watch?v=IxLY...90fAUAAAAAAAAAA

I think it's taking away for people to get used to having to scout and really look after their units. This was brilliant, he had no idea they were hiding there and I could see his tanks the entire time.

That video reminded me that I REALLY need to get better at using/spotting the slopes and hills.

Alctel
Jan 16, 2004

I love snails

I just won my last 4 1on1 games with no tanks at all, just inf, UAZ AT teams, uaz recon and 2 hinds/recon heli (plus a couple of buks and loads of those cheap AA trucks)

Alctel
Jan 16, 2004

I love snails

When you kill Vetted units, do you get the points for just the basic unit or the whole thing? And does that include units that vetted up by themselves?

Alctel
Jan 16, 2004

I love snails

Warbadger posted:

Right now the general rule is that cheaper = better. It's nice to have a token few expensive or mid-range units, but right now an army of the cheapest possible poo poo will roll over a mid-range or high-range army, particularly given the advantages of simply having more units/guns/eyes on the field to hold more ground. Cheap tanks still tend to take more than 1 hit from the expensive tanks and can still penetrate the more expensive tanks from the sides/rear and kill them pretty quickly, or frontally penetrate any tank in the game in the case of stuff like the T-55 with ATGMs. The more expensive tanks will still have panicky crews when they start taking mass fire from superior numbers despite none of the poo poo firing at them being able to damage them and they don't fire fast enough or accurately enough to stop a mass rush of tanks worth their own value. Cheap or expensive, they all panic under artillery barrage and the heavy artillery can kill any of them anyways so being able to spread them out not only covers more ground but helps slow down the rate artillery can ruin your poo poo. So expensive tanks DO have a role, but it's very limited.

Infantry is easily the most affected. IFVs have issues because they're all equally vulnerable to ATGMs/Tanks/RPGs/artillery one-shot kills and the cheap ones can still move quickly enough to taxi stuff around. The ATGMs on some of them are useful, but there's usually el-cheapo IFVs with the same ATGMs and they get spotted so easily that they usually die before they land an ATGM hit anyways. You lose a little bit of firepower sometimes, but it's not a huge enough loss to really matter given how prone they are to kerploding. Meanwhile artillery ruins ANY infantry regardless of the type and the cheapest stuff is still plenty deadly at close range, still just as hard to spot, and can still spot targets. They die so quickly either way that you don't really have to worry about morale either. There's just no reason to buy anything but the cheapest possible riflemen in the cheapest possible transports.

I don't really agree with this

Last game one of my little AA dudes killed 3 apaches, and the inf AT teams actually are fantastic.

SF dudes are great at sneaking around, and recon teams are also extremely useful.

Having a massive blob of cheap tanks is just asking to get rocketed or artied to death, and if the enemy sees you coming they can just mass produce crappy AT teams on jeeps or whatever and just kite the hell out of the cheap tanks (which all have crappy range and can't fire on the move at all well).

Alctel
Jan 16, 2004

I love snails

numptyboy posted:

Are you guys talking about how helicopters sometimes fanny about before dropping troops off?

I've seen many helis having some form of thought crisis("oh i like this spot, ooo no over there is better - better drift sideways to get there, I look soo cool doing it like this") only to have aa roll up and gimp them. I would have imagined combat drops would be(nearly) as speedy in one helicopter as another. Surely they can differentiate between different quality helis with some other game mechanic which doesnt appear to be that frustrating?
Never used heli transports myself yet - just something ive noticed.

They can't drop over trees - I've found it's fast if you give them a move order to somewhere clear and then hit the 'unload' button twice

Alctel
Jan 16, 2004

I love snails

NoneSuch posted:

Multiplayer badly needs a victory point game mode. I'm not sure if people are just trolling but everyone I meet just goes full on arty, sits in their base and waits for me to come and kill them. At most they'll cap one objective and defend it while spamming arty at you. Flanking works every single time and they never bother defending their arty with anything other than AA units.

It just takes 20 drat minutes to kill them. I'm considering just taking up 3 infantry slots for guys in hueys to drop into their base so I can end it sooner.

If they do that, cap all the other points and then have fun building a shitload of rocket arty with all your points and absolutely level everything in the starting area

Alctel
Jan 16, 2004

I love snails

I don't really see the problem with arty, but then again I pretty much only play ranked 1v1s.

In those if the other has a ton of arty you can just push on him and destroy him. I tend not to group anything up as well, and keep it well separated

Alctel
Jan 16, 2004

I love snails

Aw, I'm out of town until Monday

Alctel
Jan 16, 2004

I love snails

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

Alctel
Jan 16, 2004

I love snails

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.

If you have the supply choppers unlocked you don't even need as many additional FoBs at the start.

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

Alctel
Jan 16, 2004

I love snails

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.

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).

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...

Alctel
Jan 16, 2004

I love snails

There is a difference between playing cautiously and defensive though - in most of the games I've seen the guy who wins is the one who succesfully pushes on the other guy.

Alctel
Jan 16, 2004

I love snails

I use a combo of a couple of BUKs futher back and then a bunch of those el-cheapo 15 pt AA guns strapped on a truck for close-range "please gently caress off" AA cover.

As regards helicopters, I've never had a problem getting them to land really. They won't unload inf over forests...

Alctel
Jan 16, 2004

I love snails

Tindahbawx posted:

Good player streaming here: http://www.livestream.com/tgapples

I believe he is ranked #1. Definately worth a watch.

I played him the other day in a ranked 1 on 1, it did not end that well

Alctel
Jan 16, 2004

I love snails

Count Ignatiev posted:

You can choose where your new units come from by hovering your mouse over the preferred zone. It'll flash and that's where your units will come from.

WHAT

Alctel
Jan 16, 2004

I love snails

NoneSuch posted:

I'm considering giving up ranked matches until they put in a new game mode. People just refuse to do anything in the higher matches beyond take a few points then shoot you with arty until you get bored and attack. I'm not bitching about balance, I'm just frustrated that every time I try to launch an offensive the enemy just pisses off because there's no need to waste resources on holding land. It also sucks to push the enemy back to their base and they still manage to win.

It's my fault really, I decided to try and play more aggressively and it's not working. It's just in every RTS victory point mode is far superior to destruction and I'm baffled why we don't have anything like it, as it actually encourages people to do stuff.

If you push them back to their starting point, then just cap all the other points and then shell the gently caress out of them

Alctel
Jan 16, 2004

I love snails

NoneSuch posted:

Oh drat I just lost to a terrible player trying that gimmick tactic. Time to go back to normal, but I'm definatly going to keep using the apache. The inital heli attack at the start seems to work well, just the 300 point command vehicle is too expensive.


yeah 300 pts for something that is a lot easier to kill than the ground versions doesn't seem worth it.

I've only seen one player use them, and I shot down 2 in the first 5 mins

Alctel
Jan 16, 2004

I love snails

The GRAD is a WWII-era rocket launcher I think

Everytime I've seen it used it hasn't done much but it's pretty hilarious to use, it just shits out an amazing amount of rockets

Alctel
Jan 16, 2004

I love snails

etalian posted:

And the Tunguska is really awesome since it has both AA guns and a good range AA missile launcher.

I'm finding even with Vet 2 it can't hit crap with the missiles though.

I almost want to go back to the BUK + local AA I was using before

Alctel
Jan 16, 2004

I love snails

semper wifi posted:

Every game I play now has the enemy team doing some not fun gimmick, be it 12 smerches, everyone on one side of a big map rushing with T-64Ms, massive helo rushes, sitting in spawn with a bunch of missile infantry in bushes, etc

Maybe 1/10 games has an enemy who actually has a balanced army and fights over the points, most others I'm safe to alt tab.

Play 1 on 1s, I haven't seen any of that stuff in the last 20 odd games of ranked I've played.

edit: also 12 SMERCHS is really dumb, just spread out and take points and build up a massive force

Alctel
Jan 16, 2004

I love snails

concise posted:

My deck is basically as follows:

Polish infantry in BMP-1, T34, T55, T64, T72 (only upgrade to the A variant), and T80 tanks, Osa and BUK SAMs and the Afghanskii for AAA, Smerch and Malka for artillery, MI-24P for an attack chopper, the BMP Recon vehicle with exceptional optics, the MI-9 and MI-2 recon helos, the MI-26 resupply helicopter, the T819 or whatever East German resupply truck, and the BMP command vehicle with exceptional optics

For NATO I guess all you need are heavy hogs, apaches, and cobras

No Burrinto? It's pretty much my favorite unit. Also I am really prefering ground recon to air the more I play.

Why do you get the MI-2 when you have the MI-9? Just better points-wise?

I've been using Havocs but thinking about switching to the hinds since they are a lot cheaper

Alctel
Jan 16, 2004

I love snails

Shorter Than Some posted:

Just bought this game and holy hell is the amount of units intimidating, I have absolutely no idea which units to choose.

Play a bit of single player first, it'll ease you into it

Alctel
Jan 16, 2004

I love snails

Elukka posted:

I see no reason to use the Havoc. Compared to the Mi-24P (the middle variant), you are paying double for slightly better ATGMs, significantly worse rockets and a worse cannon. You have more missiles but I don't find that terribly useful on a chopper, and if you do you can get one of the higher end Mi-24 variants. (which also have worse rockets than the P)
Oh, and all Mi-24s can carry infantry if need be.

I wish they had gone with the Ka-50 instead. It fits slightly better in the time frame, looks much cooler and apparently has missiles that can hit both ground and air targets, giving it a nice unique ability like the Apache which gets fire-and-forget missiles.

That's a cool looking machine!

I tried using the PACT AA helicopter (I was all 'it has ATGM AND AA? Sign me up!) but it turned to suck, an awfully large amount.

wins32767 posted:

Why ground recon? The mobility of air recon more than makes up the extra points.

At least for pact, the MI-9 is probably the most unresponsive unit in the game, and turns like a whale. Meanwhile you can get almost three recon jeeps for the same amount.

I basically have the BRM-1 (only get two of them), MI-9 and the recon UAZs in my deck but don't use the MI-9 past the first part of the battle.

Alctel
Jan 16, 2004

I love snails

Warbadger posted:

As far as "hey let's give the KA-50 dual role ATGMs", technically you could fire Hellfires at air targets, too, I mean helicopters have been killed mid-air by laser guided bombs. All the same there's a reason both the KA-50 and Apache carry dedicated AAMs. It'd also be overpowered as hell to only give only one side a long range air to air chopper and let's be honest here: PACT isn't exactly the underdog.

Only NATO has a long ranged AA chopper and I don't think it's that overpowered... both sides are really quite balanced, I'm not sure what your last sentence meant.

Elukka posted:

I see no reason to use the Havoc. Compared to the Mi-24P (the middle variant), you are paying double for slightly better ATGMs, significantly worse rockets and a worse cannon. You have more missiles but I don't find that terribly useful on a chopper, and if you do you can get one of the higher end Mi-24 variants. (which also have worse rockets than the P)
Oh, and all Mi-24s can carry infantry if need be.

In fairness the Havoc is smaller and faster as well, with better optics. I am going to try out the Mi-24 line tonight though.

Alctel fucked around with this message at Mar 13, 2012 around 19:27

Alctel
Jan 16, 2004

I love snails

What's currently imbalanced about rocket arty?

concise posted:

I prefer shell artillery actually due to a higher rate of fire and faster aiming. I haven't used them in a while, but I previously played as a dedicated Arty/Recon guy for our team. Now I run around with tanks and the logic that if an enemy is hunkered down in a forest, I should just avoid them and advance toward their base.


The burrinto isn't really normal arty - it's extremely short ranged, uses all it's ammo in one go and takes an age to reload/resupply. It's basically designed to flatten a point where you know the enemy is sat, and it's armoured enough to roll just behind the tanks. The hard part is keeping it supply and alive.

Defensively it's good for blobs of stuff but unless you back it up it's gonna get overrun and killed

Alctel fucked around with this message at Mar 13, 2012 around 20:59

Alctel
Jan 16, 2004

I love snails

Warbadger posted:

Front loaded damage, fast reload, overly effective at breaking morale. It's not all rocket artillery, just a few particular ones like the Smerch, Buratino, and to a slightly lesser extent the MLRS. The rest of them are substantially less accurate and don't guarantee kills/routing.


The Burrinto really does not reload fast, at all and as I said above it isn't really arty, more a short range destroy thingy. Kind of like the nato mortars (which you can get 8 of for the same price) and comes with it's own challenges.

I almost never buy SMERCHs anymore, since for their cost they are really inaccurate, use up a lot of supply and aim/reload way too slowly to be much use. Pretty much the only time I do is if I have the enemy down to one CP and I have more points than I know what to do with and it's close pointswise - then I just saturate him for minutes on end till eventually I get lucky. Serves him right for losing map control!

If I play a guy with rocket arty from the start, that's almost 1/7 of his points tied up right away so I can normally expand faster than he can, then it's game over. I don't think I've seen any players over 1600 in a 1 on 1 game buy MLRS/SMERCH

Alctel
Jan 16, 2004

I love snails

Warbadger posted:

I was thinking about the MSTA. You're correct, NATO has absolutely nothing even remotely close to the Malka for heavy artillery.


What about those French ones? They are pinpoint accurate.

Alctel
Jan 16, 2004

I love snails

I actually think NATO has the edge in tanks. The low level pact tanks are better than anything NATO can have for that point range (10-40), but above that the NATO tanks tend to be better. Stabilisers mean you can retreat/advance while firing and the optics are better, while with the pact ones if you lose your spotter then you are completely buggered, and attacking is a lot harder with the terrible side armour, bad stabilisers and stationary requirment for the ATGMs.

Also NATOs recon units are nasty as gently caress, small wolfpacks of those have caused me no end of problems, while the recon helicopters are amazing.

Vehicles are about the same, the Marder is amazing but the ZHALO is also pretty snazzy.

Natos AA is pretty crappy though (aside from the 15pt flak)

I've never actually used shell arty since my very first game, I don't even have any in my deck and I've never seen it used effectively against me :s

Alctel
Jan 16, 2004

I love snails

Pikey posted:

What's the best pact option for dislodging infantry from towns/forests? SO far i've just been bumrushing them with more infantry/APCs than they have. I know NATO gets the motar carrier which seems well tailored for the job, while PACT just gets the smerch which seems like a huge point risk. Do players typically use full blow artillery to clear them out?

Burintino

Alctel
Jan 16, 2004

I love snails

Xerxes17 posted:

No, a couple were pact chopper rushes that I lost because my allies are retarded and didn't start spamming SAM's and thus just fed the enemy points. The other times with ground unit spam it was T55/62 spam which once again my allies would just get steamrolled by. Even if I did manage to kill off a majority of some spam it was too late. I just find it so annoying because when an entire team does it getting your pubbie team mates to actually do what is needed is almost impossible. It's getting to the point where I think I should just spawn a FOB, CV and scout chopper at the start so I can see if it's going to be a spam match or not.

You should always be spawning a scout chopper at the start anyway


also play 1 on 1s if your teammates are that bad

Alctel
Jan 16, 2004

I love snails

BIG HEADLINE posted:

Yeah, I know - but every star I earn in the single-player is one less I have to slog through playing with pubbie teammates in multi.

I figure eventually there'll be a trainer that doesn't cost 39.95 to get access to, and I'll just cheat my way through the campaign.

Play 1 on 1 single player ranked

at low levels its a lot easier than the campaign

Alctel
Jan 16, 2004

I love snails

Luchs are seriously loving evil, I HATE them a a PACT player

Alctel
Jan 16, 2004

I love snails

Crap, there goes my tactic for dealing with heavy NATO armour (burrinto the gently caress out of them then mop up)

Alctel
Jan 16, 2004

I love snails

Yeah I've had no success with GRADs

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Alctel
Jan 16, 2004

I love snails

Flipswitch posted:

What are recommendations for Soviet AA? I've got the Tunguska unlocked but I'm looking to branch off it, the Buk looks good, but are there any others?

I use the STROP2 and the BUK

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