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 Post subject: Infantry and rushing
PostPosted: Sun 25 Mar 2012 17:07 
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Joined: Fri 24 Feb 2012 00:00
Posts: 14
The game thus far has been very entertaining for me. Most of it is quite balanced (with the exception of french units, they're insane) and I'm happy with it. Mortar spam is still quite hard to counter, but manageable. One thing that gets to me is how some aspects of the infantry mechanics work.

The problem I have with infantry is their ability to exit their vehicle all at once, recognize every aspect of their situation without problem, and prep and fire an anti-tank weapon in under 10 seconds, even while being fired upon by four tanks with all their weaponry. The result is a bunch of dead tanks If you can't back up in time.

This is something that has bugged me for a while. I suggest a simple fix: Give the infantry a negative effect or handicap their ability to fire for a period after exiting their vehicle. For example, accuracy would be severely reduced for all weapons for the first 5 seconds or so after exiting a vehicle, Or anti-tank weapons couldn't be fired for the first 5-10 seconds, etc, etc, to simulate that they don't walk out of the APC with an rpg prepped and ready to fire. This would discourage people from rushing with large quantities of infantry, and encourage them to use combined arms and tactics to take down a tank force by forcing the player to play more carefully with his infantry units.

I tried to be as reasonable as possible.


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 Post subject: Re: Infantry and rushing
PostPosted: Sun 25 Mar 2012 19:03 
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Corporal
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Joined: Tue 28 Feb 2012 03:07
Posts: 35
as an abuser myself - i agree that something should be done. I like your idea

I also like the idea of making both sides "shaken" for the first minutes of a battle, ya know: the "calm before the storm" that unnerves rookies in those war stories we all read :-P


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 Post subject: Re: Infantry and rushing
PostPosted: Sun 25 Mar 2012 19:39 
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I don't have problems witth infantry rushes (as the offender or the victim). The small lag between the order and the disembarkment, added to the aiming time of the rocket launcher gives you some time to react (and I suppose that a squad in a suicide attack like the rushes in this game would have their LAW/RPGs ready to fire immediatly after they hit the ground), ad if your tanks are moving, it can be very difficult to assault them with APCs. I buy SKOT-2s now because i was often unable to take out a fleeing command vehicle with the unarmed version, even if it's a very fast transport.
Also, I find recoiless rifles quite useful ; a veteran jeep cost something like 20 and can shoot a pair of vehicles before they can retaliate.

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 Post subject: Re: Infantry and rushing
PostPosted: Sun 25 Mar 2012 20:01 
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Sergeant First-Class

Joined: Mon 19 Mar 2012 00:01
Posts: 128
solvens wrote:
and I suppose that a squad in a suicide attack like the rushes in this game would have their LAW/RPGs ready to fire immediatly


but here is the problem. rookie inf can be carried to tanks and unload in front of them (even in open field) and fire immediatly without negative aspects of morale.

on the other hand men inside of a heavy tank are scarred because of small AA knocking on their front door.


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 Post subject: Re: Infantry and rushing
PostPosted: Sun 25 Mar 2012 21:06 
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Major
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Posts: 1955
Often you can stop the transports while they are coming or just avoid the attack. If you nerfed AT infantry it would make defensive formations even more powerful than they are today, so not such a good idea... and top-tier tanks would probably need to be rebalanced.

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 Post subject: Re: Infantry and rushing
PostPosted: Mon 26 Mar 2012 02:35 
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Joined: Fri 24 Feb 2012 00:00
Posts: 14
None of the huge changes as you listed would need to be re-made. The infantry simply need to have some kind of 10 second block that prevents them from doing much of anything at all, after that they should function normally. It's just to simulate that the infantry don't waddle out of the carrier with their weapons prepped and anti-tank ready to go, rather they have to asses and prep weapons as they exit in the first few seconds.

It's quite a simple fix, in my opinion. :p


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 Post subject: Re: Infantry and rushing
PostPosted: Mon 26 Mar 2012 06:55 
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Joined: Mon 19 Mar 2012 06:33
Posts: 534
Just protect tanks with afghanskis or flametanks...

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 Post subject: Re: Infantry and rushing
PostPosted: Mon 26 Mar 2012 08:13 
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ow592 wrote:
But here is the problem. rookie inf can be carried to tanks and unload in front of them (even in open field) and fire immediatly without negative aspects of morale.

Then the transport should share its morale state with the infantry within.

I'm opposed to a block because the aiming time of the rocket launchers does not decrease when the target is closer. Someone shooting a MBT with a RPG in this game will take his time to aim carefully, whatever the tank is at max range or 30m away. It seems to me that it gives enough time to go away.

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 Post subject: Re: Infantry and rushing
PostPosted: Mon 26 Mar 2012 09:30 
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Sergeant Major of the Army

Joined: Wed 3 Aug 2011 12:20
Posts: 390
I agree that it isn't realistic, but getting rid of it would amount to a pretty big nerf for infantry that I'm not sure they really need. It isn't like charging infantry at tanks always works well. If they're out in the open and they see them coming they can often just back up and kill them all without the transports ever getting close enough to drop them off. And if the armour player doesn't see them coming then it's probably his fault for not having enough recon. Changing it would also make it much, much harder to budge defensive infantry out of forests which I'm not sure is a good thing.


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 Post subject: Re: Infantry and rushing
PostPosted: Mon 26 Mar 2012 22:27 
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First Sergeant
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Joined: Sat 11 Feb 2012 12:12
Posts: 212
You guys are whining about game mechanics when the solution is simple.
Learn. To. Play.

No offense to anyone, but most of the complaints around here is based around people having no clue what to do.
Whining about heavy tanks being stunned, infantry being OP, artillery being OP, etc etc etc.

If you see a group of carriers driving towards you, does it really hurt so bad to leave your current position for just half a minute to kill them?
I mean, I can take out two T-80's easily with 4 infantry units if they stand still. They're asking to get killed.

I'll now give you the solution on both sides.
If you're infantry rushing, and the enemy is moving back, use more infantry to counter. If you get killed, try to spread out a bit. It's usually the blast radius that kills you (Assuming you got a large group of carriers near eachother)
Use the main road to get to your target, using infantry rush (or spam) always have the faster vehicles. If you want the armed variants, try sticking to planting infantry in forests, side lines etc.

Victims of rushes. Make sure you deploy some units within 3000 radius of the main road (1.5k to each side, this is to avoid being hit by infantry once they deploy,)
If your main tank (Let's assume an expensive T-80), move it BACK. It's the main focus.
Always have units to support your expensive tanks (If you did not know this already, don't come whining about OP game mechanics, these are not grim reapers. Tanks are fragile, no matter how expensive)
Zhalo's are good example of a perfect vehicle for this task. Always keep units at the rear, spread out and have an in-depth attack. Don't create a line formation, retreat your outer units (Those more than 2000m away) down the line and follow up with the infantry, move those at the start of the line backwards until the infantry stops at the 2nd layer of defense (Previous mentioned units further than 2000m away)

I'd make you a drawing for easier understanding, but eh.. Yeah.

Main thing you need to worry about is if the enemy spam is aiming for your third layer (The zhalo's at the sides) then you need to move the 2nd layer (Units 2k+ M away) closer to take those out while retreating with the zhalos to avoid high amounts of damage.
Stop the first layer of defense (The heavy / expensive tank on the main road) once the spammer aims for the side defenses, and help them kill off remaining targets. Do not engage in actual combat with it if you see carriers moving towards you, even a few well placed missiles can take you out, do not take the risk.

If everything goes flawlessly you've lost nothing to a zhalo or two.
If things goes well you've taken out their forces with only a couple of loss in tanks / zhalo's from the mainly the third layer, maybe the second.
If it goes bad you've lost what's mentioned above and maybe some AA units or similar support.

You've failed if you lost your heavy tank.


If you can't be bothered having these long lines of defense when you move forward, do this. Cut off the second layer as that's usually the one hardest to have (I usually use recon vehicles with a proper punching gun and mid-range costing tanks of 40~) and replace it by some of your own infantry. Just keep them behind your heavy tank, once the spammer is spotted, move back your units, deploy your infantry & good luck (I'd prefer flame infantry, or infantry with HE power of 2, or high accuracy. Anything stronger than the regular 10-20 costing infantry the enemy may spam)
This is the lazy method, but it may or may not work.

Good luck!


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