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Jameswgm

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Think I've got a sound bug issue with Allied riflemen, firing sound seems kind of glitched. Know they're using rifles, but the sound seem cut off somewhat. Anyone
else have this?
 

Neksidaa

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Think I've got a sound bug issue with Allied riflemen, firing sound seems kind of glitched. Know they're using rifles, but the sound seem cut off somewhat. Anyone
else have this?

I haven't ran into this issue myself but there are a lot of weird things going on with the sounds tho. Main issues i'm currently having are the vehicle sounds (especially at start of the game) looping incorrectly and just sounding really weird in general.
 

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None of the small arms have sound effects except some of the MGs. I reported it in the bug section and it was confirmed as a bug and being fixed.
 

fabius

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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.

Just in case you didn't find this: Ctrl A or D swings camera around.
I had the same middle mouse button issue in Wargame.

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.

Bit early for me to make definitive judgement; but sometimes machine gun fire seems too effective against infantry in buildings.
 

Rabidnid

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Buildings

Green cover until destroyed, then yellow cover when reduced to ruins, but if the unit leaves the ruins another unit cannot enter it. It also still shows a green cover symbol despite not being accessible.
 

fabius

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You're welcome

I noticed that it's not in the hotkey list. Nor is grouping.

I found the 'C' key today- C is insanely helpful :)
 

Adribenzema

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Good dev, I would like that there was an option for the name of the unit to stay on top of the icon like when you pass the mouse above, not only when you pass the mouse, but that it is there even if you do not move the cursor over, Is always visible, especially for those who are not good historians or we know each unit to the simple eye, that would help the new ones to identify units, I know that in options it puts yes or no, but if I put it, it only appears when the Cursor over the icon drive, I would like an option to be always visible, is an option for more variety of public, just as there are options normal or nato

I do not know if putting in options should always appear and does not come out because it is a bug, if it is not a bug please help a lot the option that was always like in wargame
 

Invictus5966

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Well I played a few times...

Tried a single AI Easy mode 1v1 and did ok. Feeling better I tried 2 3v3 vs players and I sucked so bad the other players ended up leaving the game forcing me to control everything.
so I went back to AI games. Did a 3v3 AI easy and won. Think I'm gonna try more AI games to get better.
 

Steeperman

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Well I played a few times...

Tried a single AI Easy mode 1v1 and did ok. Feeling better I tried 2 3v3 vs players and I sucked so bad the other players ended up leaving the game forcing me to control everything.
so I went back to AI games. Did a 3v3 AI easy and won. Think I'm gonna try more AI games to get better.

Don't let yourself down. :)
Maybe you were only facing a very good opponent. At the start, you have to adjust to human Players, but the best way to win in multyplayer is, to try it over and over again.
The ai in this game is pretty nice to thought, so it can be a good "testing field" to firstly adjust your decks. :)
 

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Well I played a few times...

Tried a single AI Easy mode 1v1 and did ok. Feeling better I tried 2 3v3 vs players and I sucked so bad the other players ended up leaving the game forcing me to control everything.
so I went back to AI games. Did a 3v3 AI easy and won. Think I'm gonna try more AI games to get better.

I'd say once someone is able to beat medium AI 100% of the time you're ready for the average player in online. Keep at it.
 

Rabidnid

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Well I played a few times...

Tried a single AI Easy mode 1v1 and did ok. Feeling better I tried 2 3v3 vs players and I sucked so bad the other players ended up leaving the game forcing me to control everything.
so I went back to AI games. Did a 3v3 AI easy and won. Think I'm gonna try more AI games to get better.


Welcome to Eugen's games, where the learning curve is a cliff :D

First things first, learn the hot keys, it will make everything much faster. I have a list of hot keys stuck to the side of my monitor.

Next, the trick is to have the game paced so you have time to think, so it's OK to start on easy or very easy destruction mode.

Another thing that might help is to make up an opposing deck with just a unit or recon or infantry in it. This will basically give you an empty map to play with so you can get used to the movement, deploying and calling in reinforcements. I also find it useful because you can then get the hang of using artillery as well. Put some tanks, half tracks or infantry in a town or wood and shell them with your own artillery or attack them with your own aircraft. That will let you calculate how much damage your attacks are doing.

Remember to use smoke.

Work with skirmish games until you can consistently beat the medium AI, then you will be more than capable of holding your own in a MP game.
 

PewiePike

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I would like to see dead bodies, it's war after all. Now they just go up in smoke. And with the graphics in this game it can't be that bad to have some dead people laying around. :D

A lot of vehicles drive inside walls etc. I hope they fix that.:rolleyes:

Soldiers talk is a bit wierd and they repeat a lot of same stuff over and over.:eek:

Better sound effect when there is a new phase or whatever you call it.:confused:

Other then that, I like the game.
 

PewiePike

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Well I played a few times...

Tried a single AI Easy mode 1v1 and did ok. Feeling better I tried 2 3v3 vs players and I sucked so bad the other players ended up leaving the game forcing me to control everything.
so I went back to AI games. Did a 3v3 AI easy and won. Think I'm gonna try more AI games to get better.

Sometimes it's the team. If your side don't work as a team one player (maybe you that time) get a lot more heat then the rest and it feels like you are the bad one when your not.
Happen to me yesterday doing a 3 vs 3 match, I had to control 90% of the map and the rest of my team was stuck in the corner. I can say that we did last long...

But yeah doing solo missions is always great way to get better! :D
 

Baron Brixius

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I understand that the idea is for planes to be the powerful but imo the AA is too weak and does need at least a little buff. If 2-4 small caliber AA batteries don't force a plane to fall back or take at least some damage then something is wrong, especially if the plane in question is diving towards the ground for a strafe. Bombers and anti-tank planes do not seem to be impeded whatsoever by AA, at least maybe a mechanic could be implemented where their accuracy falls as they are being fired upon by AA.

I understand the reasoning behind having transports disappear but this should be a situational mechanic- in RUSE the transport trucks/jeeps of anti-tank and AA units would reappear when they were being moved so in SD I think this should be implemented for when the battery is ordered to move to a far location or when it the battery hits the road (as in fast move).

I additionally think that the smoke trail for arty is way too visible and makes counter-arty a very easy thing to employ; it should be harder. Additionally I think that the RoF for some arty pieces should be increased because by the time the battery's weapon is aligned, loaded, and ready to fire 4/5 times the enemy has already moved since this is a very dynamic game. Additionally, the arty's effect on armored vehicles should be slightly nerfed- a Tiger tank shouldn't be falling back just because an American Hummel landed 2 or 3 shots near it.
 

KartoffelWerfer

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Well-done Eugen/Paradox!

Beta looks extremely promising. SD N1944 is shaping up to be an amazing WWII interactive-edutainment medium. Already looking forward to a whole series of Steel Division’s, from every theatre of WWII!

My open-beta feedback:

1/ Treat your soldiers as you would your children and they will follow you into the deepest valleys.’: Allow players to vote a faction commander for each game in-lobby. Allow each player to opt in or opt out of being command-able. On map, after game start, they may opt in but may not opt-out. Faction commander for each game is allowed see their subordinates Battlegroup composition after game launch and assigns Attack/Defend/Help missions to subordinates who opt-in to being commanded. Require Commander view a replay immediately after each commanded game and rate each subordinate in marks out of 10, as a precondition for the system logging the commanders own score. System promote players up the ranks, based on points earned for kill ratio, for terrain-command and for score out of 10 awarded by their commanders. System-assign the commanders commander-awarded-score component, according to Defeat or Victory Level. Allow players vote again, where commander disconnects. Assign rank in faction-neutral NATO E-4/5/6/7/8/9, OF-1/2/3/4/5/6/7/8 format and display in this format in general menus. Display rank in faction-specific equivalents in-lobby & in-game.

2/ Where player/s disconnect in-game, display it as a joinable-in-progress game in the lobby system, thereby allowing substitutions and allowing players in the game to ‘invite’. Score substitute player’s on their own performance only, with no inheriting from the disconnected player unless the disconnected player uses this mechanism to re-enter the game. Losing players by disconnection is one of the worst disasters in WGRD.

3/ Matchmake by in-lobby blocking of any team-switching that would unbalance the game. Display all players rank, kill-ratio, winrate and experience stats in-lobby with no need for clicking on player profiles.

4/ Apply a pre-notified scoring handicap for weaker Battlegroups or start them off further forward on the map?

5/ Beyond the zoomed-out map, instead of the table of photos/maps background graphic, display a Google-Earth style natural globe in monochrome, which can toggle to global display of a Hearts of Iron IV-style current global strategic status in colour, based on OKH/OKW/Allied daily situation mapping from wwii-photos-maps.com or similar.

6/ Associate a OKH/OKW/Allied daily situation map extract from wwii-photos-maps.com or similar, with each game in-lobby, for historical & strategic context. 1:500,000 / 1;1,000,000 daily situation maps are sufficiently low-detail, for lots of flexibility / re-playability.

7/ Scrolling across maps is currently blocked/obstructed by menu dialogs in bottom-right corner.

8/ Camera should be fully free to look around and up & down, in both free and unit-connected modes. Its currently locked in a horrible forced looking-down orientation in unit-connected mode. There is nothing more immersion-shattering than POV restrictions :-/

9/ Allow in-fire-position / in-cockpit / in-vehicle-cabin / in-turret POVs.

10/ Lower the minimum eye level to tank turret height & not rooftop height. If clipping prevent this at 16:9, then fade-in black masking borders top and bottom, for 1.85:1 or 2.35:1 aspect ratio, when very low.

11/ Provide lie down / crawl forward / dig in / climb tree commands for infantry.

12/ Allow cancellation of remote-artillery strikes or at least cancellation of the command before artillery strike is set.

13/ Suppress dynamic front Lines / colour-ghosted display of hidden units / colour-coding of occupied buildings while ‘HUD' is 'Off’'.

14/ Map interface feels cluttered / boxes everywhere.

15/ Display game-rules in-game, in the mini-map dialog.

16/ Smaller / fewer / more realistic tracers. They look like the ‘Star Wars’ & ‘Fury’ movies at the moment.

17/ Button up vehicle crews, when appropriate. Tank commanders should not stay perched in turned-out mode, in a raging fire-fight.

18/ Set key shortcuts for highlighting of all units in each category. (To help find a desired unit type in emergencies.)

19/ Beach defence log ramps are facing wrong way around in-game, like in the ‘Saving Private Ryan’ movie. (A piece of artistic-license by Mr. Spielberg, as they look more dramatic & 'threatening' pointing out to sea). These slanted poles were designed to tip vehicles over onto their sides, by ramping up (and not to impale cavalry on the tips of the poles, like in Braveheart ;-).

20/ The rounded-corners cathode-ray TV-screen in-map screen border style was 1970s/1980s/1990s appropriate for WGALB/WGRD but inappropriate for the 1940s. 1940s motion-picture news was still in theatres. TV was in its infancy.

21/ Provide commands for a prong-equipped tank working together with Engineer Infantry to blow hedgerows, per the actual Bocage-fighting histories. One command for the tank. One command for the infantry, which should only work in locations punched by the tank. (The prong-tank punches holes in the hedgerow at the selected point while blasting away with all guns into OPFOR in the next field. Tank pulls back. Engineer infantry unit packs the holes with explosive and blows the hedgerow.) This procedure was a major time-&-life-saving, over infantry manually digging holes for explosives, while under mortar & MG fire. Should be available only a few weeks into the Normandy campaign though – not at the start. This technique was improvised during the battle and not pre-planned before the landings. It was a MAJOR key/critical technique on the approach to Saint. Lo / in the lead-up to Operation Cobra.
 

Rocksitter

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well I think when you get a flank the flanked should not have as fast of a reaction time maybe a timer like reload. Accuracy seems off with some tanks like the StuG I have had 5 to 6 side shots on tanks and half-tracks and the stug is unable to get a kill gets frustrating when you line up some good ambushes to simply miss your first 3 shots and then bounce the next two. I also think long range fire effect on infantry needs to be looked in to. (I know someone made a good thred in regards to this here https://forum.paradoxplaza.com/foru...fantry-combat-and-divisional-balance.1012179/.
 

Baron Brixius

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If someone drops/quits in-game, implement a feature so that their units go to the player whose units are the closest en masse. In Wargame and earlier today in the SD beta I've had to commandeer both far left and far right flanks of the battlefield because someone got dropped or quit.
 

Invictus5966

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If someone drops/quits in-game, implement a feature so that their units go to the player whose units are the closest en masse. In Wargame and earlier today in the SD beta I've had to commandeer both far left and far right flanks of the battlefield because someone got dropped or quit.

Or maybe a medium AI. What happens to the deck they had, that team would be losing points each min.