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LKHERO

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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.

What happens if you mouse-over areas that would display as green cover when you have a tank selected?
 

Steeperman

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What happens if you mouse-over areas that would display as green cover when you have a tank selected?

The cursor turns green and a green shield pops up under the cursor.

To make it simple: your vehicels can't pass truh big tree lines or forests with big trees. You can also hover over Areas with 'Little trees', where the Cursor turns yellow and a yellow shield Pops up under the Cursor. Your vehicels can move thru that yellow cover.
 

LKHERO

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The cursor turns green and a green shield pops up under the cursor.

To make it simple: your vehicels can't pass truh big tree lines or forests with big trees. You can also hover over Areas with 'Little trees', where the Cursor turns yellow and a yellow shield Pops up under the Cursor. Your vehicels can move thru that yellow cover.

Ah, still feels like it should display another cursor for vehicles that indicates impossible pathing vs. a green or yellow shield. Newer players would think that would give them cover instead :)

The green and yellow shielding as indicators also doesn't solve the confusion problem with shift-queued movement commands.

Again, this is just qualify of life on improving the UI! :)
 

Steeperman

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Ah, still feels like it should display another cursor for vehicles that indicates impossible pathing vs. a green or yellow shield. Newer players would think that would give them cover instead :)

The green and yellow shielding as indicators also doesn't solve the confusion problem with shift-queued movement commands.

Again, this is just qualify of life on improving the UI! :)

I understand what you mean, but when you know it, this shouldn't be to difficult to understand, right? ;)
When you play it, you won't take to long to understand this mechanic. :)
 

LKHERO

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I understand what you mean, but when you know it, this shouldn't be to difficult to understand, right? ;)
When you play it, you won't take to long to understand this mechanic. :)

Sure, but I want to emphasize the difference between something that players can adapt to vs. difficult to understand. The two should never be the same, not in the realm of UX design.
 

Feeblezak

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I appear to have now gotten the dreaded 9999 ping issue on 10v10 servers from Red Dragon.

No problems with my connection. Normal games work fine.

I hope this finally gets fixed before launch :confused:
 

Earmuffs

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Some opinions regarding air.
The AI seems to be pretty bad at dealing with my bombers. They have little AA (none in most games I've played actually) and they tend to send in fighters after my bombers have dropped their bombs. They can't catch up by the time my bombers evacuate and if I have my own AA it seems to repel their fighters easily anyway. There doesn't seem to be much the AI can do against bombers. It's basically free points for me because I kill an artillery piece or AT piece and then I sometimes get a kill on their fighters or at the very least force them to spend points on fighters that become useless.

I don't know if it's different on hard difficulties though. But it seems to me that the AI need to use AA a lot more and stop relying on last minute fighters. Especially when I never use fighters myself because I run the risk of them being shot down when instead I can just shoot theirs down, or at least repel them, relatively risk free with AA guns. I feel that if they used AA guns it might stall my bombers enough so that they could send out their fighters to finish the job (which in turn would require me to use fighters to defend my bombers and attack their fighters), but as it stands now my bombers are harassing the AI freely.
 

Neksidaa

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First time poster longtime player. (Sorry about the formatting)

Pros + + + (from a Wargame, EE, ALB and Red Dragon player)

1. I absolutely love the fact that you can now queue commands while in the wait phase!
2. Front lines seem to be working out nicely and reward taking control of the map instead of camping "sectors".
-Also i really like the fact that there's focus on the actual fighting instead of command inf/vehicle sniping.
3. Game play feels quite intense at times and i like it.

Cons - - -

I really hope the Battlegroup (Decks in WG) editor UI gets some changes and love.
I'm just kinda amazed how you can go from the detailed and clear stat view that WG had to the really confusing and uninformative UI that is in the game at the moment.

1. I'm having trouble comparing stats and generally figuring them out.
- I really liked the old Wargame style unit stat displays. The WG UI clearly told me the following:
*The text and images were actually readable (i feel the font and images used are too small) (Using 1080p on a 24'' monitor)
*If a AA gun was able to hit both aerial and ground targets.
*Indication if a weapon was static or could fire on move and assorted weapon related stats. (Yes some of this might be obvious but i still feel like it should be displayed)
*Gave me way better indication on the units weaponry and range in general.
- Why are the armor / armor pen / unit specialty (commander / at / etc) so far from each other instead of all being in a single corner (or two) ?
* I feel that the armor icon should be at the same corner with AP value (just a personal preference and nitpicking)
* Currently the information i'm looking for is like all over the "card" and i feel like it could be better organized and displayed in the actual stats window aswell.
- Why Isn't the HE value displayed at all next to the AP value? I feel like this is important information and u might as well show it next to AP value.
*I also hope there would be a way to view both the infantry + transport stats in a single view (for example when disabling the picture) instead of having to constantly hover behind the card to be able to see the vehicles statistics.
- The unit top down views for vehicles are super small as u can see in the image below and just feel like a waste of space instead.

HIGH QUALITY MS PAINT IMAGE BELOW:

A fast edit of what i'd like it to look like with the images hidden / maybe an extra option ticked to "stack" them.
gPGg63L.png


2. 10 vs 10 leavers.
- The same issue has existed since 10 vs 10's got added. I'm not sure if the engine has a capability to replace dropped out players or something but its really great when every "10 vs 10" is essentially a 7-10 vs 7-10.

3. Balance issues (mainly AI wise, kinda nitpicking tbh)
- Yes i realize its really early on and were missing units / commanders / balance patching but it feels to me the allied armor early game (experienced this mainly in AI games) just shits on everything the SS-"Panzer" commander can put out. And yes i changed tactics and went on defensive stance for phase A which helped out but the medium AI was really tough during phase A (not saying it's a bad thing but might annoy people new to the genre as it seemed rather brutal for a medium AI)

4. I'd hope there would be better and more clear was of identifying infantry types inside vehicles.

TLDR:
I like the new gameplay and tactics introduced with frontline mechanics and gameplay in general seems to be going the right direction but the UI needs tweaking and changes.

Edit: Also these are just my initial impressions based on 5ish multiplayer games and like 10 games against bots. Will post more accurate stuff once i get some more hours in.
 
Last edited:

Steeperman

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Neksidaa

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If i am correct, all AA guns can also hit ground targets. The difference, between some of them is, that some only have HE Shells, and some, like the Flak 36 88mm have AP Shells too, to deal with armored vehicels.
Yeah i figured it out as soon as i played my first game but it would be nice to know it beforehand like in the images i posted. I just feel like the stat page could be way more informative.
 

Graphic

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and some, like the Flak 36 88mm have AP Shells too, to deal with armored vehicels.
As an aside, It's so effective to set that thing to watch the open space to the side of the industrial complex on Colombelles. Because of all the open ground around it they have to buy full sized artillery to deal with it.
 

Steeperman

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As an aside, It's so effective to set that thing to watch the open space to the side of the industrial complex on Colombelles. Because of all the open ground around it they have to buy full sized artillery to deal with it.

Which side? :)
 

BrotherPedro

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Unit that get shot out of their truck should have some morale penalty I think (Or be instantly pinned). I ambushed a towed AA gun with some scout, but instead of forcing a surrender, the crew get ejected out of their truck with full morale then proceed to set up the gun to blow my scout away.
 

MaxEisert

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Just a small error: in the deck builder the tooltip linked to the Rate Of Fire (ROF) is talking about accuracy (ACC).

Beta is great. Looking forward to the campaign in the full game. I hope that the replay function will also work in the campaign.

My final remark is that the deployment phase should not be recorded. Nothing is really happening during this phase (apart from unit placement and giving invisible orders) and it takes too much time. In Total War this deployment phase was initially also part of the replay but soon after release they skipped it without any user complaint.
 
Last edited:

dmdelor

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I'm sure I'll have criticism and suggestions with a few more hours under my belt, but as a long time Wargame player I will just chime in and say that from my first few hours with the beta my initial impressions are overwhelmingly positive. There's a ton of really smart enhancements and changes to the way the game plays that make it seem like it'll be much more interesting to play than its predecessors.

I do agree with Neksidaa that the Armory-equivalent feels like a big step backwards from RD, but overall I'm very excited about spending more time with this game.
 

Hawt Old Lady

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I had a real pain game as the 91st against a 3rd deck. He used AA combined with APC machine guns to prevent my planes from being bombed. A mechanized force with AA can put up an effective screen, but non apc decks have trouble with AA at the moment.

The only things that think need balancing is the arty and APCs. Arty is too effective at moral damage, and 3rd armored phase A mortar apc needs its range reduced to 800m. The Mechanized machine guns are too strong at moral dmg and AA. Tank divisions should struggle more in hedgerows and towns, and not be able to go toe to toe with infantry and airborne.

A lot of the balance talk on the forms has been to turn the specialist divisions in utilitarian toolkits. I like to play the 91st because I feel like I'm on the verge of being overrun, even if I have a high kd. I like how the scotts have trouble pushing over an open field against tanks.
 

Neksidaa

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Like a few other posts earlier i too feel that the morale damage that half-tracks and troop carriers (basically anything with a mounted LMG or a HMG) will suppress and render infantry useless in an instant. That combined with the fact that some of the battlegroups get their infantry in unarmed trucks / jeeps with no choice of anything armed is just absurd.
 

Son of a Duck

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Like a few other posts earlier i too feel that the morale damage that half-tracks and troop carriers (basically anything with a mounted LMG or a HMG) will suppress and render infantry useless in an instant. That combined with the fact that some of the battlegroups get their infantry in unarmed trucks / jeeps with no choice of anything armed is just absurd.

It's not absurd when you take into account what kind of division they are. The 91. Luftlande is sort of a ragtag division of what could be gathered to make a somewhat battle ready division. Why would they get half-tracks when those were reserved for armoured divisions?
 

Neksidaa

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It's not absurd when you take into account what kind of division they are. The 91. Luftlande is sort of a ragtag division of what could be gathered to make a somewhat battle ready division. Why would they get half-tracks when those were reserved for armoured divisions?

Well i don't recall telling luftlande specifically needed half tracks did i? I get that availability was poor later on in the war and different doctrines use different style of logistics. Absurd probably wasn't the right choice of wording either.

I don't even find the fact that infantry come without troop carriers / halftracks a bad thing but with the current suppression / morale damage values there are balance issues.