Awsome, ironically now I know how to upload the saved games the game has saved over the one I would have uploaded! BUT if i see it again i will for sure upload it (sorry)
Check if they had their tracks broken, engine destroyed, or any other mobility-kill effect on them.In a game last night I had 3 Panthers get killed by about 15 rocket planes and 2 Calliopes because they had "falling back" but refused to actually go anywhere.
Check if they had their tracks broken, engine destroyed, or any other mobility-kill effect on them.
As a rather nice anecdote, I once had a StuG get it's engine destroyed, but it was facing in the direction of the enemy and despite not being able to turn, destroyed just about every that came down that road. It sat there for 10 minutes soaking up fire from M1 76mm AT guns, Command Stuarts, and M8s that were out of it's arc of fire until the crew finally bailed after taking an airstrike.
Watch the 2nd replay this morning, the Bef Panzer III turn back when hit by planes, move a little and then turn back again. They should reverse, we are working on it.
That is what we try to fix right now.Please, try to be realistic!
Sometimes even when tanks reverse they will show their side armor.
The feature didnt work out in your previous games and it will not work out in the current game.
Sometimes even when tanks reverse they will show their side armor.
Plus, they will reverse stupidly straight back even when there is cover nearby.
The only way I see how to stop "Falling back" to be a big downside of Steel Dragon is to allow the player to MOVE the units falling back with his own commands.
SUGGESTION:
Units flagged with "falling back" will not move anymore towards the enemy nor will they fire at targets.
You have to move them back manually until they got far enough to recover.
Unit AI is just too stupid and frustrating to watch to be ever usefull in such a delicate game where u have 1 card Befehlspanzer units...
I dont say the "falling back" thing is totally bad, its just that the frustrating part is huge and that it doesent suit the selected game style (micro intensive unicorn unit game with limited numbers of all kind of units).
can only hope that it can be "fixed" but given the complexity of a battlefield, I highly doubt that any Unit AI can ever be usefull in that regard.
PLUS, there are events that immediatly put ur tanks from "calm" to "falling back". And its not possible to dodge these events due to the slow tank movement speed![]()
I'm sorry, that this mechanic don't fit your playstyle, but you will have to adapt to it. Your soldiers will fall back, when they get to much stress from your ennemy.
We will see, but given, how good medium ai performs in skirmish, it souldn't be impossible.
It would be to easy, if you could evade bombing or Missile runs of planes, simply by driving away. And in other cases (for example superior firepower of ennemy tanks, everyone has to know, where he drives his tanks into.
My playstyle fits everything I read about World War II. What doesent fit is how this game currently seems to work.
That is a joke right?
I play with this setup:
Allies:
2x medium AI
2x easy AI
Axis:
Me
3x medium AI
Outcome is, in 9 out of 10 games my side AI is crushed with no units left at all, overun even by easy allies lol
While I spend 20 mins fighting back the onslaught and then try to single handedly conquer the map haha.
I ve never seen an AI losing so many high end tanks in that short time.
So no, the AI is crap when it comes to unicorn unit micro, sorry.
Since I prefer axis I didnt have the problem with superior tanks yet. But air craft is annoying in that regard, since you cannot effectivly cover them.
That is what i said. This game isn't a simulator and you have have to adapt to the game mechanics.
No, this isn't a joke. I' ve only played 1v1 against ai so far, and they can surprise me every time at least a bit. Every game feels different. It is a significant improvement to Wargames ai.
[/QUOTE]Yes, you have to shot them down, with fighter plane, but maybe they Balance the AA diffrent in the Futur, We'll see.
I dont need a simulator. I just get the feeling that the game mechanics would allow for more than what we have now.
What do you mean specifically?
I get the impression that on Map Artillery ranges are artificially low to prevent the "support player" problem Red Dragon had. But on the other hand it makes the "professional" support role difficult or impossible. I like to switch from front brawler to support from time to time, but that playstyle seems to be strongly discouraging at the moment if not impossible. But maybe that changes with new divisions (while they still will have the same range problem for arty I guess).
Another thing is woods. Dense, Medium and open woods would be nice.
Destructable woods too.
the HE shells should have a bigger range than the effective range of the AT shells. So in theoriy the tank should have an advantage in the open, when the AT-gun is visible.
I have a new replay that had an extremely major (new type) of panic behavior bug going on.Hi, can you provide me replays and timestamps when this frustrating behaviour shows up ? I've seen this from time to time when the tank is focused by two different ennemies from different angles and when the tank tries to hide behind a heavy forest, but every situation will help us to improve the stressed behaviour.
Yes, it was absolutely hilarious ಠ_ಠThat's not good, but it's kind of hilarious MonkeyKing.
That would be an idea, if AT-guns wren't so vulnerable already. When tanks had this Advantage too, AT- guns would be probably almost useless.
Problem is, that At- guns mostly don't hit the first shot and are supressed (and killed) very quickly. And when you are for example an 3rd AD Player, you simply put a Thunderbolt- Missile run on it and ist gone.