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Imaginary Star

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More often than not it doesn't do that either.

I saw someone on my team call in 3 Bofors and 3 Polstens. Couldn't even force 1 aircraft to turn away before it dropped it's load.

Something isn't right here.

For me personally, sometimes a single gun does the job, sometimes a battery fails.

"The bomber will always get through..."
- Stanley Baldwin 1932
;)
 
Last edited:

BCGaius

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More often than not it doesn't do that either.

I saw someone on my team call in 3 Bofors and 3 Polstens. Couldn't even force 1 aircraft to turn away before it dropped it's load.

Something isn't right here.

For me personally, sometimes a single gun does the job, sometimes a battery fails.

Like I said, you need fighter aircraft as part of your air defense. A few AA guns will harass planes and maybe score a lucky kill or two, but they're not an invincible Shield of Never Get Bombed +3. They provide safe haven for your own air superiority and soften up enemy planes for your fighters to kill. If you don't want to get dumped on, you have to at least contest the air superiority. AA guns are just doorstops.
 

holoween

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if you want aa guns to do more than just stunn enemy planes after they dropped their bombs then make sure you have a command unit next to them.
and regardless its best to stun them with aa and kill them with fighters.
 

Admiral_Awesome

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My 2 cents after five matches (basically a first impression :)

1) AA seems to be too expensive for what it can deliver in return

2) A slight buff in offroad speed for tanks and vehicles would be great

3) A slight buff in range for at guns and mortars would be great

4) The UK infantry transports seem to be a bit too cost effective atm.

5) Recon infantry units are too hard to detect, you basically have to step on them if they are properly placed in hedgerows.

6) Decrease Evac time for fighters only

7) Increase at range for infantry a bit more

8) Give hedgerows (not forests) a -50% sight and range penality or something like that, dont make them block LOS completly

Gl & Hf everyone and thanks at eugen for making another great game
 

Ahab78

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Soem quick impressions (want to play more):

  • All in a ll an improved experience compared to Red Dragon. Thumbs up, Eugen. Running smooth as expected.
  • You should have removed the Destruction mode. It's a useless camp fest like ever all the more with all this towed stuff just sitting in hedgerows.
  • I absolutely LOVE the line of sight tool. Great job! Been waiting for that since EE.
  • Infantry combat seems to be a little bit too much on steroids. Veteran+Elite troops wipe the ground in no time. Also damage done by supporting MGs on troops in buildings seems a bit exaggerated.
  • I do really like the fact that all guns will open up on every target trying to supress it. Works like a charm on cheeky tanks. Dont remove this because people start to whine about it like in EE. Also: flame throwers on tanks. Lol. Works now.
  • Interceptors work fine for shooting down things. Flak not so much, but AA will supress a lot. Combine both=crashing planes.
  • I can't stress enough how well your bold move to completely remove the HP bar does in fact work. Watching shots bounce and miss, suprressing the target, then the final hit. So much better than the HP slug fest in the WG series. Good choice, Eugen.
 

EUG_MadMat

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Regarding AA:
- 20mm are mostly a "repellant", forcing the enemy plane to back off more than killing it (although 4x 20mm start being nasty)
- 37-40mm also act as a shield but start dealing some proper damages
- 88mm deals both damages & suppression.

To sum up: AA is a shield, fighters are the blade.

Also, keep in mind that most AA units turn out to be excellent fire support vehicles, and can even double as light (37mm & Bofors) or heavy (FlaK 88mm) AT guns.
 

mitchverr

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So far so good, infantry combat is much better then it was looking in the streams, personally i wouldnt want it to change too much from how it is right now simply due to it becoming too slow if that happens.

My only gripes are really no churchill mkVII normal tanks to use (only command tanks) and that the churchills seem a little lackluster compared to panzer 4s (a bit more rate of fire if a 6 pounder, but also more likely to detonate if hit). The other gripe being lack of creeping barrage button :D

Also, did the division really only get M10 wolverines, no achillies support? Huh.

Though I have only played a couple games, very interesting so far.
 

EUG_MadMat

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churchills seem a little lackluster compared to panzer 4s
Well, they are infantry tanks, no "real" tanks. That's why we've granted them a few attached Challenger to deal with the worst cats ... but beware, those are glass cannons!
Also, did the division really only get M10 wolverines, no Achilles support? Huh.
Achilles went in priority to armored divisions. Infantry divisions got the short end of the stick when it came to SP AT guns .
 

Bluecewe

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Fuel has been cut. Its pretty unrealistic from the scope of the game. Vehicles aren't going to run dry in a single battle.

Fuel was a gameplay feature, regardless of realism. To state the obvious, its purpose was to limit the range of units. That might be a good thing, if it means that a player cannot punch through the frontlines and head straight to the other end of the map without much effort. Perhaps, with the phased battle, this is no longer a problem. Maybe the units of the first phases lack many units that can punch through frontlines very well. And then, by the time that the last phase arrives and with it units that can punch through frontlines well, players will have had enough time to establish defences to put up a fight. In any case, I don't think that fuel is something that can simply be discounted. It was a gameplay feature, and I would be very interested to hear Eugen's rationale for scrapping it. It could be a good decision, but we will have to see.
 

holoween

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Fuel was a gameplay feature, regardless of realism. To state the obvious, its purpose was to limit the range of units. That might be a good thing, if it means that a player cannot punch through the frontlines and head straight to the other end of the map without much effort. Perhaps, with the phased battle, this is no longer a problem. Maybe the units of the first phases lack many units that can punch through frontlines very well. And then, by the time that the last phase arrives and with it units that can punch through frontlines well, players will have had enough time to establish defences to put up a fight. In any case, I don't think that fuel is something that can simply be discounted. It was a gameplay feature, and I would be very interested to hear Eugen's rationale for scrapping it. It could be a good decision, but we will have to see.

it never prevented that as most units had enough fuel for that. it only served as an arbitrary value to make certain units terrible and somewhat increase micro.
 

Gryphon

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I have to say Mat, congratulations to you and your team. The game is like an awesome mix of Wargame, Close Combat, Steel Panthers and Combat Mission; all of which, are my all time favourites when it comes to strategy games! Great work! My only gripe is the two seperare forums :D Which one should I be hanging out on? :D
 

DocQuixotic

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Fuel was a gameplay feature, regardless of realism. To state the obvious, its purpose was to limit the range of units. That might be a good thing, if it means that a player cannot punch through the frontlines and head straight to the other end of the map without much effort. Perhaps, with the phased battle, this is no longer a problem. Maybe the units of the first phases lack many units that can punch through frontlines very well. And then, by the time that the last phase arrives and with it units that can punch through frontlines well, players will have had enough time to establish defences to put up a fight. In any case, I don't think that fuel is something that can simply be discounted. It was a gameplay feature, and I would be very interested to hear Eugen's rationale for scrapping it. It could be a good decision, but we will have to see.

Tanks, even the tiger, have a practical range of 150 km or more on a full tank of fuel. Any other vehicle has an even greater range. This is far more than any vehicle can actually drive in the course of a game, even before taking into account that most units will be called in some time after the start of the game, and spend a significant amount of time idling or advancing slowly. Fuel is simply not a limiting factor at the scale this game is being played at.
 

sam hamwitch

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Not so much feedback as a question: are some of the animations still being worked on? Cause right now the quality is wildly inconsistent. The AT guns look absolutely great, but mortars seem to use the AT gun animations as well but it looks totally stupid for them. I'd love to see everything brought up to the AT guns level of quality.
 

Bluecewe

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Tanks, even the tiger, have a practical range of 150 km or more on a full tank of fuel. Any other vehicle has an even greater range. This is far more than any vehicle can actually drive in the course of a game, even before taking into account that most units will be called in some time after the start of the game, and spend a significant amount of time idling or advancing slowly. Fuel is simply not a limiting factor at the scale this game is being played at.

You're right, but my point was that realism is irrelevant. Fuel was simply a gameplay mechanic. The question was whether fuel added something to the gameplay. If, as holoween has pointed out, the mechanic never really achieved anything of value, its departure is a good thing, but that has nothing to do with realism.

it never prevented that as most units had enough fuel for that. it only served as an arbitrary value to make certain units terrible and somewhat increase micro.

Okay, so, if that was the purpose of the mechanic, it failed on its own terms. But was that purpose desirable in the first place? Is it a problem if players can punch through a frontline deep into enemy territory and never run out of fuel?
 

LKHERO

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Played for 6 hours last night, had an absolute blast. Loved every single, but left with one major non-balanced related suggestion for the developers.

Summary: There should be clear movement indicators through the UI that shows when terrain cannot be accessed by vehicles.

Steps:
1. Load any map that has a lot of hedgerows.
2. Purchase a light, medium and heavy tank.
3. Select the tank and attempt to move it into various hedgerows around the map.

Actual Result:
The tank will move up to the hedgerow and then spin around before pathing around the hedgerow through the nearest route.

Expected Result:
There should be a no-movement indicator (think no smoking sign) on the mouse telling the player that the tank cannot pass through this area of terrain. If used through a shift-queued movement command, the non-viable movement segment of the movement path should display red, indicating impossible movement.

Notes:
This game is highly precise RTT that is often unforgiving at times. Having a tank path incorrectly after you issued a movement command thinking it will behave one way, and then having it do something else will result in a dead tank against compentent players. I believe while the pathing is the default behavior, players be given visual queues indicating the behavior of any of his units.

This is more of a feature request and quality of life improvement, but I think it will greatly enhance gameplay for not only newer-players, but veteran players a like.
 

mitchverr

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Well, they are infantry tanks, no "real" tanks. That's why we've granted them a few attached Challenger to deal with the worst cats ... but beware, those are glass cannons!

Thats why i was hoping for some Mk VII churchills which i can just generically use, not have command star stuck to them aswell ^^ Especially given the significant numbers of "top end vehicles" so to speak available to other divisions :D
 

Arctander

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I can not get the middle mouse button to rotate or affect the camera view. Note: Destraex has the same error, he posted on page 1 but I can't seem to copy & quote. :-/

Please add key controls as options for rotating and changing the view plain.
 

Graphic

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Summary: There should be clear movement indicators through the UI that shows when terrain cannot be accessed by vehicles.


I was confused by this in the VIP beta for the first day, but in the end there's a very simple (though not apparent) rule: if it has an engine, it can't move through green cover. Infantry and pushed guns can.