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pedro0930
Oct 15, 2012

Stairmaster posted:

How does this work in practice? Do they try to move for cover?

Your unit will attempt to back away from whatever's attacking it for 30 seconds. It's pretty useful if you are somewhere that can easily break visibility or fighting with a lot of friendly units nearby who the enemy will prioritize shooting instead of your fleeing unit.

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pedro0930
Oct 15, 2012
I think the main reason people find medium AI hard is because they are playing 1v1 against AI, thus require managing multiple groups of units. Try 3v3 where I think the player density is the highest. It'll make the game much easier to manage.

pedro0930
Oct 15, 2012
You don't need recon to see things in the open, yeah. But you do need recon to see AT gun in trees before you are too close. Standard infantry won't spot AT gun in cover until 300m or so.

pedro0930
Oct 15, 2012
I don't think you need to set return fire stance for AT infantry since their AT range is short enough as is. The enemy is going to step on top of you in the next moment even if you don't fire. Also their SMG has shorter range than their rocket. They can also be used to attack if in very enclosed bocage where you'll be in range to fire the moment you cross the hedge. (They will be suppressed even if they just have to advance 30m by a single MG armed vehicle).

pedro0930
Oct 15, 2012
88 panics plane in two shots and has immense AA range (something like 2km). A pair of them can form a very good AA umbrella, though watch out for artillery.

It seems AA units have different range and damage value against air and ground target.

Flamethrower is useful if you want to keep the houses after a city fight. Though you have to wait for the fire to die out first.

The pioneer leader seems to have smoke grenade? (nebel grante)

pedro0930
Oct 15, 2012
House hit by flamethrower starts burning and forces the occupant out. Infantry flat can't get in burning building. They don't cause instant break though now I have more experience with them...but they do a lot of morale damage. And yeah, with that range you need to be fighting house to house for it to work.

pedro0930
Oct 15, 2012
250/9 is great as screen. I always have them on hand when playing the 12th SS. You'll have so many AC armed vehicle I really don't find Pz 2 needed. I use the SPW 223 as my mobile command vehicle in phase A as well.

Got a great game yesterday playing with goons.
http://files.sd-replays.net/replayfiles/2519103393713902443-1c37a439-3cad-4980-a8d8-76a17b541254.zip

And I think this is my best Luftlande game yet.
http://files.sd-replays.net/replayfiles/2519103808324371818-f1e3e091-b768-40ab-b108-a798be737bc7.zip
A panzershreck team got 4 vehicle kills. I feel working closely with your team is the key here. Instead of having each player play on a quarter of the map, two player should take half of the map. They can share air support, artillery, and vision. It wastes a lot of the 12th SS's resources to fill the front with infantry when they can use the money to get mobile AA and actual tanks to start pushing. Likewise, Luftlande can save money to get more air and infantry out instead of wasting money on their mediocre vehicles.

pedro0930
Oct 15, 2012
Yeah, for all the fault Relic has, their voice acting and just sound design in general never disappoints.

pedro0930
Oct 15, 2012

JeffersonClay posted:

Do we know how the damage mechanics work for planes? It seems like the red bar fills up and after that if they get shot a lot more they might die. Is that just an artifact of a low kill probability for each burst?

Plane are so resilient I don't think there's much chance they'll die before their stress bar fills up. Just shooting at them a whole bunch, especially at close range seems to work, granted, this happens mostly on happenstance instead of deliberate planning.

pedro0930
Oct 15, 2012

Tulip posted:

Today's stream only told us that new divisions are "imminent." :(

Not even that. It's the announcement of the new division is imminent...the actual release is still soon. So I guess announcement tomorrow, and actual release on Monday.

pedro0930
Oct 15, 2012

Infidelicious posted:

Anyone bother bringing in PzIV's or M4A3(75)W?

I can't see a reason to bring either in. PzIV's are rolling deathtraps, M4A3 is Panther bait and only 20 points cheaper than a Jumbo and you can get 6 Jumbos, which is plenty.

No, I facepalm every time I see my teammate brings out 4H. By phase B it's simply not competitive. If the range is increased to 1200m it might be interesting.

75w is similar story.

pedro0930
Oct 15, 2012
The tank destroyer HJ has access to is only the Jagdpanzer IV. Although another division will get Jagdpanthers. That'll be fun to fight... Does the Allies has access to any bigger gun in this timeframe? 90mm in AA mount maybe?

pedro0930
Oct 15, 2012
Some recent games with goons:
Trying out OP artillery as opener. Still end up in a meatgrinder. British attack was repeatedly beaten back with off-map artillery. At one point I had to call down artillery on top of my own paratrooper since I know they'll be overrun by the time the shells land. The 380mm railroad gun has almost a page of kills. By the end the whole factory is gone.
http://files.sd-replays.net/replayfiles/2519101064459503353-5eb71e76-d0c7-40dc-8931-77c5fcd9a0ef.zip

Double up allows for big early gain.
http://files.sd-replays.net/replayfiles/2519101034238613070-d3b0d4e2-73ce-42e7-9578-2915efd3f0e5.zip

Why fight in the factory?
http://files.sd-replays.net/replayfiles/2519101062075900042-239f6779-1405-4c72-b48a-f3ff5f0e83ed.zip

Road makes for good objective, especially one that runs across the map.
http://files.sd-replays.net/replayfiles/2519101063497660375-dc4b868b-dcea-4be9-af04-b20fb9b5f78e.zip

pedro0930
Oct 15, 2012
Don't advance into city that's held by the enemy. Cut off road leading up to the city first. Then advance your infantry up while having a whole bunch of support vehicles shoot at anything that shoots your infantry. MG are probably not going to cut it, you'll want stuff under your support tab.

Once you are inside, assault troops like flamethrower and pioneer can help flush out enemies faster.

Conscript can capture ground and get shot at as good as any other infantry.

Anything short of a Panther will have a hard time knocking out AVRE frontally. Flank it or just shoot it a lot to drive it off. I think most of my AVRE kills in phase A are by panicking it then force it to surrender.

pedro0930 fucked around with this message at 17:15 on Apr 16, 2017

pedro0930
Oct 15, 2012
Mobile and armored one, maybe. Having your towed AA at the front line is going to get it killed really fast.

pedro0930
Oct 15, 2012

1337JiveTurkey posted:

That's a reason to pick units like the M16 but don't forget that AT and infantry guns like the IG18 have similar vulnerabilities. Having a rapid fire air bursting 40 mm doom gun in a place where it's hard for tanks to reach doesn't hurt survivability either.

I was more thinking about how the enemy will send a bomber to kill your revealed AA gun. Since that's the state of towed AA vs air right now.

pedro0930
Oct 15, 2012
I have both Mustang and Lighting in phase A. While the rocket on P38 is very weak, it's still good enough to pin AT gun and suppress that firefly. It's also good enough to chase down the occasional HS129 and evac-ing bomber (iirc, it's actually faster than P51). If unopposed it can strafe ground target well enough.

pedro0930 fucked around with this message at 18:44 on Apr 17, 2017

pedro0930
Oct 15, 2012

Mortabis posted:

Do I have to unlock airborne decks or something, or do they not exist yet, or what?

Nah, the 4 divisions is all we get at the moment. They are going to add a new map and a few more divisions this week though.

pedro0930
Oct 15, 2012

AmericanBarbarian posted:

I've mocked up two battlegroups for the new divisions and they share a lot of similarities: same points per phase, same high 40 card count, same focus on infantry and support/artillery. The 17th does seem like it will be more fun to work with, you can get 3 nebelwerfer pretty easily into the deck along with some pretty great artillery. But I think the main focus on the 17th will be the million armored cars they get with good guns.


EDIT:
Most airplanes seem to be twice as fast as they were previously. Big change, I wonder if they reduced the time in mission to balance it.

I think 2nd Infantry does MLRS better since it's on a mobile platform, and actually carries reload for itself so it starts reloading after firing. The German MLRS has to have supply vehicle in range to start its reload cycle and will have a hard time escaping counter-battery fire.

Both are great fun though.

pedro0930
Oct 15, 2012

Stanley Tucheetos posted:

I love how the the scots armored car has a higher ap rating than any of the vehicles in the 3rd armored now. I really don't know why they decided to increase it from 13 to 14.

It only has 800m range. The US 76mm gun has 17 AP at 800m. I never see people get it anyway, why bother with 800m range, mediocre accuracy and low pen chance when a 17pder can do the same at maximum range?

pedro0930
Oct 15, 2012

HannibalBarca posted:

what are the best armored car choices for the new German division? I didn't look to closely at them and was mostly stuffing my deck full of glorious StuGs

SPW222 that comes with your scout is pretty much it. You do get a variant that has a 28mm ATR that's about as powerful as a Pak36 though. Should be pretty handy against HT and even tank if you can catch it in a pincer.

pedro0930
Oct 15, 2012
There is going to be matchmaking, but who knows if the player number will be enough for it to work. You can't view other people's profile anymore though.

pedro0930 fucked around with this message at 07:16 on Apr 20, 2017

pedro0930
Oct 15, 2012

Patterson posted:

Is there anyway to disable to auto-cover and auto-unload when taking fire features? I can kind of understand the auto-unload for realism and what not, but it's really annoying when you forget to turn off auto-cover and your leadership squad decides it wants to fight the advancing infantry instead of sitting back.

The hotkey to disable auto-cover is N (you can also find the button on the bottom right panel). I think unload when fired upon is a feature.

pedro0930
Oct 15, 2012

Arglebargle III posted:

I liked playing as 3rd Armored because you could drive around and poo poo HE everywhere. Is there anything on the Axis side that does that? The Firefly especially seems to be a very reactive piece on the battlefield.

12 SS has plenty of light HE lobbers under its support tab.

pedro0930
Oct 15, 2012
Infantry AT is ambush only. Infantry AT attack will fail 90% of the time if you have to break cover to fire. Even if they just need to move out of the hedgerow for 20 meters, they will be pinned before they can fire.

Other then that, you just put them in cover near road (use LOS tool to check that they are in range), move them along sight blocker (mostly hedges) to get in range of vehicles, or use building teleport to suddenly get in range. The accuracy is kind of bad on most infantry AT except the German ones though. iirc, PIAT at max range has sub 30% accuracy while bazooka has something like 40%.

On the other hand, AT team is extremely stealthy. If the enemy can't spot you at 200m, you can probably wait to fire until they get to 100m or less. Even when in yellow cover enemy infantry needs to get within 200m to spot an AT team. Vehicle basically can't spot AT team in yellow cover until they are right on top of it (actually they have trouble spotting stationary AT team in the open, but it's rare that vehicle has to spot for themselves.)

pedro0930
Oct 15, 2012
Anyone got any idea on how to play the 17SS in phase A? Their infantry is average in phase A. While Stosstrupp is very good, 2nd ID is very popular right now, meaning there's a high chance they'll face ranger leader and assault which just wreck them with their assault weapon.

They lack vehicle support besides the starting StuG. I am so desperate for any kind of support vehicle in phase A I usually resort to just calling out all my SPW223, but with only one MG on it, its firepower is lacking.

I tried the lG18. It provides effective fire support, but enemy mortar makes keeping it alive difficult.

This leaves only mortar as viable support option. I guess I can try to use the off-map artillery to blow open key position to help my infantry push, but 17SS's arty tab has a lot of competition since I usually transit to artillery support in phase B.

pedro0930
Oct 15, 2012
HS129 is pretty reliable now that it gets an extra shot off in an attack run. I pulled off a couple multi-kill in one pass today. I was trying to fly it across the entire line shooting up key units on the entire front. For some reason it kept veering off. I think because it has to pull up eventually.

Problem is how to actually protect it since Axis has no fighter in phase A. I tried to cover it with fighter-bomber, but it's too costly and usually it just manage to trade the enemy fighter. If I can do two runs with it in phase A, the impact would be huge. Maybe if everyone can save up their first 3 ticks of income to get a fighter bomber and coordinate launch at about the same time all the FB can cover each other and the HS129, knocking out all the AT gun and medium tank in phase A.

pedro0930
Oct 15, 2012
I got inpatient and didn't go for side shot with my P38, otherwise I probably could of rout the 12th SS like in the first game.

After losing my AT gun, I tried to send both my tanks over to the town, but they got caught up fighting the pak38, otherwise I could of pushed with all my units and encircle the town.

I've been trying to play the Scots like 3rd armor since they can deal with the Firefly and Cromwell better thanks to elite 6pders, better rocket plane. Churchill V is quite nice for taking out AT gun as well.

All my infantry comes in Bren carrier and MMG carrier (recon, piat team and command squad basically), giving me very good mobility to push hard and flank if my first engagement goes well. I also recycle the cmd carrier to reposition my AT gun.

pedro0930
Oct 15, 2012

underage at the vape shop posted:

How are they going to balance KTs? Nothing in game so far could defeat their front armour irl? The side armour on them was pretty good too unless you were perpendicular to it. Reckon they'll just make it really slow and very vulnerable to planes?

It's slow, it costs a lot, and it shows up very late. There's no angling in SD44 so side shot it wouldn't be impossible. And due to how AP scaling works 17pder will have a fair chance to penetrate its front below 600m. Probably.

pedro0930
Oct 15, 2012

Hubis posted:

Yeah that was the biggest takeaway.

Also, scout planes need to be within like 600m to reliably spot things in cover, despite having "excellent" optics. I don't have solid numbers because it's really hard to test accurately due to their movement; however, they were generally only useful for spotting things moving in the open or directly below their flight path.

If they can get sight on artillery position in the back from really far away or give correct shot bonus for hitting things behind hedgerow then they might still be useful as artillery spotter. I think they are also useful for gaining some quick information on small force that manage to capture half the map without making contact so you can decide on what you need to send to stop the incursion.

pedro0930 fucked around with this message at 11:55 on Apr 25, 2017

pedro0930
Oct 15, 2012

Splode posted:

I've noticed in the decks posted here that you guys tend to buy the two man recon units in phase A rather than the recon squads. Is that for the armed vehicle or some other reason? Both seem to have the same stealth rating, and I prefer the extra men to a vehicle that's just going to give away their position and die.

Why would the vehicle be parked near where you drop off the recon? Why do you need more strength if the unit isn't suppose to get shot at? Not to mention a .30cal jeep driving down a road can give you tons of intel for cheap, and quick.

Arglebargle III posted:

From that accuracy graphic it seems like two stars increases accuracy by 30% -- is it more efficient to buy two AT guns or buy an AT gun and two leaders for it?

Leadership doesn't stack. With two guns you are also suppressing target faster and being harder to suppress (two targets). It has its advantages.

pedro0930
Oct 15, 2012
Well, I watched the paradox stream in hope of catching any glimpse of new content or information but no dice. We'll have to wait for tomorrow's Eugene stream. They played an in-house 2v2 and while it's extremely difficult to watch I think it's interesting to show how difficult or even alien RTS is to play for someone that's not experienced with it. The information overload, multi-tasking, and knowledge of mechanics required. It's impossible, or at least impossible for casual players to bother.

Here's hoping the SP campaigns and tutorial will have enough spectacle (yeah, I think that's all there is to a RTS for casual players) to keep new players interested and ease them into the game or I fear while SD44 is Eugene's best effort yet the player number wouldn't be much higher than Red Dragon.

edit:
New devblog
http://www.eugensystems.com/steel-division-normandy-44-creating-the-single-player-campaign/

pedro0930 fucked around with this message at 17:47 on Apr 26, 2017

pedro0930
Oct 15, 2012
I think M18 would be a pretty unique and fun vehicle. 3-4 armor, probably 35km/h or even higher off road speed. Certainly much more difference than the difference between 76w and M10. Who knows, maybe they'll add it post-release. There is precedence after all. They added that wheeled tank destroyer in Red Dragon for ANZAC and land based ASh missile launcher.

pedro0930
Oct 15, 2012
Eh, M10 is just a cheaper and less armored 76w. I seriously doubt giving 3rd AD some M10 will solve any of its problem.

pedro0930 fucked around with this message at 04:43 on Apr 27, 2017

pedro0930
Oct 15, 2012
Problem is we are still playing with this dumb lane mentality paradigm and worrying about unit being 10pts more or less expensive instead how to put units in the right place at the right time.

The only practical cooperation with goons at the moment is mass air scrambles and that's because air is on demand and fast. Anything that takes more than 2 minutes to execute is impossible.

pedro0930 fucked around with this message at 05:44 on Apr 27, 2017

pedro0930
Oct 15, 2012
Looks like we are getting the French armor division and 21st Panzer next Wednesday.

pedro0930
Oct 15, 2012
Maintain your front with cheap support vehicles of course. Except in very build up area, a few scouts and their transport/fire support vehicle held in reserve is sufficient to maintain your front. Add some specialists like AT infantry or flamethrower when the terrain is applicable.

I wouldn't go so far to say infantry is useless though, but someone should repost the zen of wargame again.

pedro0930 fucked around with this message at 22:16 on Apr 27, 2017

pedro0930
Oct 15, 2012
Your experience is probably from using the P38 for 3rd AD. The rockets on it is very weak and can only suppress things. But for that purpose it does it reasonably well enough for cheap and then you get a decent fighter afterward. Any other rocket plane can delete AT gun in one hit just like bomber.

pedro0930
Oct 15, 2012

Nickiepoo posted:

It's unclear to me if Aircraft are killed by a single lucky hit or by multiple lucky hits because the game doesn't display this information at all.

It does, but just not clearly. For example, there's black smudge as the plane takes damage, plane suffers repair time if it took damage in sortie. AA plays a metal pinging sound if it scores a hit, plane has resilience stat, etc....but I agree it can all be made more clearly but I think Eugen made a thematic choice to not display hit point (besides infantry, I guess) even when units do still uses a hit point system.

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pedro0930
Oct 15, 2012

Brownie posted:

It also seems like the tanks will still rotate their bodies even after having their tracks destroyed. I played a game where my jagdpanzer had it's tracks destroyed but had no problem switching to the tanks trying to flank it. Wonder if it's a bug.

Nah, it's normal. In the last dev stream they mentioned it's suppose to do that.

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