It is currently Wed 19 Jun 2013 14:53

All times are UTC [ DST ]




Post new topic Reply to topic  [ 1212 posts ]  Go to page Previous  1 ... 50, 51, 52, 53, 54, 55, 56 ... 122  Next
Author Message
 Post subject: Re: Suggestions
PostPosted: Tue 13 Mar 2012 16:54 
Offline
Corporal

Joined: Fri 24 Feb 2012 17:08
Posts: 29
Editable victory conditions (time, points) by inserting custom values.


Top
 Profile  
 
 Post subject: Re: Suggestions
PostPosted: Tue 13 Mar 2012 20:44 
Offline
Private First-Class

Joined: Sun 11 Mar 2012 22:45
Posts: 5
I have done a search and couldn't find anything in the suggestions thread for this.

Please could you look at creating an autosave on the solo/AI games?

Thanks.


Top
 Profile  
 
 Post subject: Re: Suggestions
PostPosted: Tue 13 Mar 2012 22:32 
Offline
Major
User avatar

Joined: Tue 13 Mar 2012 20:27
Posts: 1756
I'd like to see the S-8 rockets used by PACT. It's particularly annoying how the image for the S-13 is, in fact, the B-8V20A pod, which should be firing the S-8 rocket. The S-8 would easily cover the area between the S-5 and S-13 rockets in terms of damage, range and accuracy. Pod contain 20 rockets.
The picture for the S-13 rocket should be changed to a proper picture of the B-13L pod. Also, since the S-13 was designed to penetrate hardened aircraft shelters and bunkers, and crater runways, it should probably have some AP power (assuming they are using S-13B or T). The S-13OF--the high-explosive/frag round--wasn't introduced until 1993.

The picture for the S-5 shows (again) the B-8V20A pod, rather than one of the numerous UB-32 rocket pods.

The Mi-28 should have 16 missiles, not 8. This could be balanced by having a lower accuracy, though replacing the Mi-28 with the Ka-50 would be a better choice (IMO). Speaking of which...
I'm disappointed that the Ka-50 isn't in the game. At the end of the 80's, the Ka-50 beat the Mi-28 for Russia's next gen of attack choppers. It wasn't until a few years later, when Russia changed the requirements to include good night capability, that the Mi-28N beat the Ka-50N.

In any event, the Ka-50 would have a greater effective range on its cannon (~1800) compared to the Mi-28. It should carry 12 Vikhr missiles, balanced by a lower accuracy rating--the Vikhr's unique flight pattern (a big spiral) makes the missile less accurate than its contemporary Hellfire missiles (this is caused by the missile having only one moving control surface. It's cheaper to produce, but less accurate). The missile should also be quite fast--it travels at mach 1.8 (600m/s) in real life, making it some 175 m/s faster than the Hellfire.

If proper paratroopers are added, the VDV should be able to deploy in BMD-1s and 2s. Along with these, the VDV should have the 2S9 Nona, ASU-85, BTR-D, and perhaps the BM-21V. The unique status of the VDV being the only fully mechanized airborne unit should be a strength.

I'd also like to be able to create a "supply line" for logistic vehicles, where you set a "rearm/repair/refuel" zone that the truck heads to, and then automatically goes to an FOB to resupply before heading back to it's supply zone.

The Mi-24VP should have the GSh-23L cannon with 450 rounds on a turret, not the GSh-30k with 700 rounds. It should also have 128 rockets (or 80, if those remain B-8V20A pods).

The Mi-24A and Mi-24D should have 128 rockets.

Mi-24V should have 64 rockets.

All Mi-24 models are using B-8V20A rocket pod models, which is rather odd for the earlier models.

It'd be nice to see the Mil Mi-6 as an additional air supply vehicle, seeing as how NATO gets three.

[EDIT]
As an addendum to the swim units, it would be cool if vehicles that have snorkel capability for fording rivers (like virtually every Russian tank) in real life would have that ability as well.

_________________
Support better and more accurate aircraft loadouts.

If you have trouble viewing videos on YouTube because they are blocked in your country, try using this proxy service.


Last edited by Xeno426 on Fri 23 Mar 2012 16:17, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: Suggestions
PostPosted: Wed 14 Mar 2012 18:03 
Offline
Sergeant
User avatar

Joined: Mon 27 Feb 2012 11:11
Posts: 65
Fix this shit:

You shouldnt be able to move 1 command car if you dont hold at leat 1 Territory...
Sick of people playing like this PACt player.


You do not have the required permissions to view the files attached to this post.


Top
 Profile  
 
 Post subject: Re: Suggestions
PostPosted: Thu 15 Mar 2012 03:40 
Offline
Corporal

Joined: Tue 13 Mar 2012 12:41
Posts: 38
I want to see a unit overview at the end of each match. It should show how many shots taken by each unit, how many other units that unit destroyed, how many combat levels it earned, etc. Sort of like the Total War games show at the end of each battle. This will help players learn what units are most effective in certain situations, etc.

_________________
See me on W:EE as TheMightyCthulhu.


Top
 Profile  
 
 Post subject: Re: Suggestions
PostPosted: Thu 15 Mar 2012 08:32 
Offline
Colonel
User avatar

Joined: Thu 30 Jun 2011 16:46
Posts: 2536
Location: Paris, France
HPLovecraft wrote:
I want to see a unit overview at the end of each match. It should show how many shots taken by each unit, how many other units that unit destroyed, how many combat levels it earned, etc. Sort of like the Total War games show at the end of each battle. This will help players learn what units are most effective in certain situations, etc.

Once in the After-action report after a game, you've got a lot of stats if you scroll down.
You've got the kills of each of your units, the enemy units that killed yours, your units that gained XP and finally the command points that your commanders managed to get...
All that added, of course, to the usual kills, deaths and command points of each player.

_________________
Image
Clan LVA - http://www.legiova.com
Youtube - http://www.youtube.com/user/Selk4res


Top
 Profile  
 
 Post subject: Re: Suggestions
PostPosted: Thu 15 Mar 2012 09:05 
Offline
Sergeant
User avatar

Joined: Mon 27 Feb 2012 11:11
Posts: 65
1° Reduce the number of ATGM in game ( actually buying a tanks without an ATGM system means only free points for the opponent).
2° Give to the units running on the streets a malus, like 50%+ chance to be hitten by atgm or cannons ( actually units running on the streets are harder to hit and they can ignore enemy fire and rush to command car)
3° Avoid the ability on command vehicles to move from a territory if thereisnt another command hold a second territory ( a Player simple cant stay without a QG). This avoid people to hide the command offmap and griefing prolonging a lost game.
4° Take M270 stats, ctrl+c , ctrl+v inside Smerch folder.


Top
 Profile  
 
 Post subject: Re: Suggestions
PostPosted: Thu 15 Mar 2012 12:31 
Offline
Corporal

Joined: Tue 13 Mar 2012 12:41
Posts: 38
Selkares wrote:
HPLovecraft wrote:
I want to see a unit overview at the end of each match. It should show how many shots taken by each unit, how many other units that unit destroyed, how many combat levels it earned, etc. Sort of like the Total War games show at the end of each battle. This will help players learn what units are most effective in certain situations, etc.

Once in the After-action report after a game, you've got a lot of stats if you scroll down.
You've got the kills of each of your units, the enemy units that killed yours, your units that gained XP and finally the command points that your commanders managed to get...
All that added, of course, to the usual kills, deaths and command points of each player.


Really?! I haven't been able to find it. I'll have to try next MP game I play. Darn it, it would have been useful to have looked at it after my previous matches.

_________________
See me on W:EE as TheMightyCthulhu.


Top
 Profile  
 
 Post subject: Re: Suggestions
PostPosted: Thu 15 Mar 2012 12:53 
Offline
First Sergeant

Joined: Sat 18 Feb 2012 23:10
Posts: 212
DonRodrigo wrote:
1° Reduce the number of ATGM in game ( actually buying a tanks without an ATGM system means only free points for the opponent).
2° Give to the units running on the streets a malus, like 50%+ chance to be hitten by atgm or cannons ( actually units running on the streets are harder to hit and they can ignore enemy fire and rush to command car)
3° Avoid the ability on command vehicles to move from a territory if thereisnt another command hold a second territory ( a Player simple cant stay without a QG). This avoid people to hide the command offmap and griefing prolonging a lost game.
4° Take M270 stats, ctrl+c , ctrl+v inside Smerch folder.


1. I never buy tanks with ATGM as NATO since they are crap. ATGMs jeeps on the other hand are very nice. I don't see why you NEED to buy atgm tanks to win the game.

2. This is non-sense: a vehicle running at full speed is actually harder to hit, not easier. Moreover the game takes into account only if the shooter is moving, not the target (which is a bit strange, but fine for the sake of balance)

3. How about allowing people to stay without zones but for a limited amount of time ? (e.g. if you don't have any command zone for at least 10 minutes you loose the game). This will fix most griefing issues, while allowing the player to "tactically retreat" when needed (to avoid rushes and artillery in the first place)

4. SMERCH and M270 use different types of ammunitions, SMERCH ones being "bigger"

_________________
My unofficial ELO rankings site: http://nanomad.net76.net
My DAT unpacker: https://bitbucket.org/nanomad/wargame-ee-dat-unpacker/downloads


Top
 Profile  
 
 Post subject: Re: Suggestions
PostPosted: Thu 15 Mar 2012 13:43 
Offline
Lieutenant Colonel
User avatar

Joined: Sat 14 Jan 2012 22:34
Posts: 2143
Game use the fact that target move but you can't see it cause your aiming % don't show it...

_________________
Image


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 1212 posts ]  Go to page Previous  1 ... 50, 51, 52, 53, 54, 55, 56 ... 122  Next

All times are UTC [ DST ]


Who is online

Users browsing this forum: Protoman-swe and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
Powered by phpBB® Forum Software © phpBB Group