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 Post subject: Re: Suggestions
PostPosted: Sat 25 Feb 2012 14:37 
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Joined: Thu 30 Jun 2011 23:56
Posts: 1734
The reinforcement path in Hotel on the map River of Blood is misplaced. It begins ten meters aways from the road, but the units still drive in the woods until they come to destination. This take ages, and some of them even run out of fuel.

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 Post subject: Re: Suggestions
PostPosted: Sat 25 Feb 2012 14:40 
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Joined: Mon 13 Feb 2012 23:15
Posts: 1055
Marvolo wrote:
Despite the poorly phrased and possibly trolling nature of the now locked penetration thread, I do agree that the penetration modelling seems a little quirky.


That's probably because penetration depends on so many variables.

An units effective armor is probably somewhere between 1-1,5 times the listed point value. This is to reflect that hits do not come at a straight angle, and in fact armor is sloped for that purpose. The actual armor that protects is calculated for each shot individually: shots do not arrive at the same angle. There's some sort of a critical hit chance, but I've got no idea how often those occur or what the model for them might be. Since firing units have some scatter, some shots will hit on the side if the target is at an angle.

Penetration is probably 2-2,5x the listed value at point blank range. With a bad armor roll and good penetration roll light weapons will do damage: this is sort of made worse by the rate of fire that autocannons have (although I think penetration is calculated for each individual burst, not each individual round). Your formula is most likely very close to the truth.

re: morale, until we get a table with all variables that effect it we'll just have to guess. I feel the morale effects are spot on. Without seeing replays it's hard to judge what exactly caused the unit to crack. Low skill, lucky hits, volume of fire, penetration, platoons of one tank, death of allies? Who knows? Please include a replay if you think something is amiss.

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 Post subject: Re: Suggestions
PostPosted: Sat 25 Feb 2012 15:53 
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Joined: Sat 11 Feb 2012 22:15
Posts: 54
Location: Russian Federation, Moscow
How about different icons for different infantry types in a vehicle? Right now it shows a generic infantry icon. It it's easy to do and it will be VERY helpful in multiplayer. At least different ones for scouts, PTURs, AA, LAWs, flamethrower.

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 Post subject: Re: Suggestions
PostPosted: Sat 25 Feb 2012 15:53 
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Joined: Mon 13 Feb 2012 07:40
Posts: 1246
Fix magic healing. In combat units should get ammo and fuel but not repair. Should be like 20-30 seconds cooldown timer since unit shoot or taken damage.

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 Post subject: Re: Suggestions
PostPosted: Sat 25 Feb 2012 20:14 
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Joined: Sat 25 Feb 2012 20:04
Posts: 1
Hello,

so what I would like to see is the possibility to choose between re-ammo & re-fuel by the supply-vehicles. Just give them buttons like the one for weapons, so we can choose if we just want to re-ammo, re-fuel or both.

Two buttons: Ammo - Fuel : Activate - Deactivate


Sounds simple ;) but it would be very helpful especially for defensive units that wont move much anymore.

If something like that was already posted, ignore or delete my suggestion :).


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 Post subject: Re: Suggestions
PostPosted: Sat 25 Feb 2012 21:40 
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Corporal

Joined: Tue 21 Feb 2012 20:18
Posts: 25
I for one like this suggestion. It may require some thought, currently artillery is balanced around supply limiting, but its usually countered by just buying supply trucks anyway (I would have thought anyway, unfortunately artillery whoring doesn't appeal to me).

Edit: clarity. Read someone suggesting the ability to trade points for supplies. Replied late and in a disorganised way.


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 Post subject: Re: Suggestions
PostPosted: Sat 25 Feb 2012 22:26 
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Joined: Sat 25 Feb 2012 06:43
Posts: 96
1 - Leaving alarms for units destroyed/captured longer in the screen (and a ping in the minimap) would be useful.

2- Let the "load" command affect ALL units currently selected. Selecting every infantry and manually load them into APCs/IFVs/Helos is too time consuming and needless.

3 - Allow click and drag to choose facing of unit formation when issuing move orders.

4 - Creating a "refill and return" button to logistic units would be nice. Of course, you can micro them if you want a specific path, but just running to the nearest FOB and back to where they are doesn't deserve our attention.

5 - Start working on a expansion! What will it be? More modern units (I really want to use Leopard 6 and KA-50 in this game someday)? Or another theather? (truth be told, I'm happy with the European scenario, I'm SO tired of middle eastern scenarios, got really old). Maybe some new maps in snow covered terrain?

Edit: Completely forgot.

6 - Shift allowing command queues and a button that, when pressed, shows unit LoS and also range of each weapon. Alternativelly, a clear effect that shows we DON'T have LoS over places so we can be sure if we're covering it or not with our spotters, like the good old fog of war, "darkened" background, etc.


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 Post subject: Re: Suggestions
PostPosted: Sat 25 Feb 2012 22:50 
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Joined: Sat 25 Feb 2012 06:43
Posts: 96
ledo1222 wrote:
SexyBear wrote:
More UI, including:

-This game has fog of war, it's just not displayed. perhaps it should be. shadowing areas of low vision and darkening areas with no vision etc.




The game dosent use FOG, it use line of sight.

Know the difference.



The difference is the name. Fog of War is nothing but "every place you don't have LoS". It''s really something we lack, a way to know our units can or not spot a place.


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 Post subject: Re: Suggestions
PostPosted: Sat 25 Feb 2012 23:36 
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Sergeant First-Class

Joined: Sat 18 Feb 2012 00:42
Posts: 111
Kamov wrote:
ledo1222 wrote:
SexyBear wrote:
More UI, including:

-This game has fog of war, it's just not displayed. perhaps it should be. shadowing areas of low vision and darkening areas with no vision etc.




The game dosent use FOG, it use line of sight.

Know the difference.



The difference is the name. Fog of War is nothing but "every place you don't have LoS". It''s really something we lack, a way to know our units can or not spot a place.

id rather not have the fog , a visual cone on an extra tactical layer on a per unit basis would be nice. also we could on that layer show our movement orders for reference. maybe even add this info to the sat view. i would like to see the overall visual range of my full army.


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 Post subject: Re: Suggestions
PostPosted: Sun 26 Feb 2012 02:49 
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Joined: Sat 25 Feb 2012 06:18
Posts: 810
Location: Québec
I don't know if someone else suggested it, but I think it would be a good idea if it was possible to pause the game to issue orders in single player like in the Total War games. I'm not quick when taking decisions and I hate to be pressured. I have a hard time in single player because of that. This game is not forgiving and when you are noob like me, it's hard. In multiplayer, I understand why there is no pause. It would break the dynamic of the game and it would be annoying to wait after other players, but in single player, I would like to be able to pause the game and have time to make up my mind.


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