Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The biggest issue with the game's tempo, in my opinion, is the fact that the vehicles are moving 3x faster then their stated speeds in the armory (and those values look pretty accurate).
Letahlity is directly linked to ROF and accuracy so I dont understand your points except to say the same thing than the post differently
Currently, there's not much of a "Critical Hit" system in-game as is the Eugen standard - most of the time, units which are hit by a weapon exist in the very binary "alive or dead". Lethality can be tweaked by allowing units which are dealt a penetrating blow to suffer critical damage (de-tracked, turret stuck, crew wounded, etc) which takes the unit out of the action until repaired, but doesn't kill it outright.
Accuracy relates to probability of hit. By lethality, I'm addressing probability of kill following a hit.
I'm saying that accuracy and rates of fire are, in my opinion, about right. 50% pH for a Dragon ATGM is about right, for example. What needs to be tweaked to get it all correct is the HE/AP values for each weapon system.
So I am generally agreeing with you, the current state of the game is too lethal which has a negative impact on the game's tempo. Adjusting the lethality statistics though, I *think*, is essentially inserting adjusted numbers on a spreadsheet into the game's code. It should be relatively easy. When the M1A1HC accidently had its main gun's AP dropped to 16, it was identified and corrected in two weeks. The harder part is Eugen has to do whatever it is they do to compare real world penetration/HE estimates for everything and make the decisions on what the new number values are. That has to be done as a whole and can't be nickle and dimed (which is why we have ~2005 era lethality from W:RD affecting 1989 vehicles.
The vehicles moving 3x too fast is also [in my uninformed mind] a spreadsheet fix, unless the vehicles moving too fast is a design decision for playtimes (some people prefer the unrealistically fast gameplay).
However, when you combine vehicles that drive 3x too fast with ATGMs that shoot 1/2 as far with ~2005 era lethality statistics: yea. Stuff is dying fast in the game. Its a very attrition based system right now, rather than a maneuver based system.
Your post implies that octopuses do not think, but they are actually highly intelligent, with excellent logical inference abilities. Even at slower pace, octopus will be a formidable opponent.
90% of humans are idiots. Sad but true.
Idiots have attention span limited to 20 minutes. in WRD they start to mass quit after 40 minutes, not bcz they are losing but bcz they stop to understand what is going on ))
To make more money you need to appeal to wide audience
This means you need to design game so it would be fun for idiots
This means game shoud be fast and straight, with hints and popups, packed with action.
So dont waste your time. Its not wargame, its not simulator, its casual cold war RTS for "everybody". You select all your units and send them to face another player units, thats how its supposed to be played. All these talks about battle simulation is a maskirovka to lure dudes like you into the game.
There is a game about trucks called "Snowrunner", it says "Ultimate nextgen offroad simulator". In fact its a buggy supercasual arcade which is a absolute downgrade compared to prequel, only visuals are better. Its already a scheme of things.
You assume the game's target audience is the entire population ("everybody"). I believe its target audience to be military history nerds who appreciate that they are playing a real-time tabletop wargame.
I can search Steam for any dozen military themed fast paced arcade games. What makes Eugen unique is they've created a game series that provides an immersive and plausible replication of combat that uses statistical models without a ballistics based damage model that is so good that it demands realistic tactical decisionmaking. Its not a simulation. Its literally a wargame, hence why they chose the name.
Nerds like me haven't been playing Eugen's titles for a decade because they are Starcraft with historical vehicles. I would prefer Eugen remain true to its previous pattern. There are a few more realistic realtime wargames on the market, however they cannot achieve the scope and scale (and fun) that Eugen achieves.
The problem are not the people here.
The game let you turn weapons ON/OFF the game requires you to position your armor precisely in order to optimize the lifetime of your unit etc.... In other words you have to micromanage a strategic game.
My understanding is that this game tries to give you role of Major General / Brigadier general which means that you are commanding a division or a brigade.
Now in real life as a General you are not micromanaging your units. You are giving general orders and goals to achieve and you have a global view in your area of responsibility. You are not taking your radio to signal F-4 wild weasel to tell him don't use your sidewinders only HARMS /Shriek.
You are requesting an air strike and a mission. The job of micromanaging units is done by other officers, Col. Major, Captain, Lieutenant , while squad managing is done by non commissioned officers.
In the best of worlds we should have an advances unit AI which is doing such roles, by detecting the threat and adapting to such situation.
We are humans not machines and we are only able to do so much. We are not multitasking but we are working on preemptive tasks. It means if you micro manage 2 tanks or an infantry squad you are completely loosing focus on what is happening on the other side of the map.
Now tell me please how many times have you had your artillery being destroyed without knowing it until you needed the unit ?
My point exactly. You have to draw orders and not to issue orders on what ammunition will be used against what. This is not your level of responsibility. This is not a RTS game. It is more a tactical game with a strategic level which is represented by what unit you will call and when.
I have nothing against the game I have all Wargames + Steal Division 1 and 2.
What people are asking for is more Regiments style of game.
Yes, on paper, in theory. In fact franchise is steadily changing its form to appeal to wider audience and all requests from nerds are ignored. Thats the theme of the post. Military history nerds love realistic combat speed and values but game is clearly designed to be faster and values are adjusted randomly for balance and to fit the scale.
Thats what I say. Games are marketed with loud slogans like ultimate simulator, while they are designed with 10-year olds in mind. Its a global practice for industry now, you have been told that the game is a battle simulator, but it ends up to be a pocket scale fast paced arcade. Industry absolutely do not care about quality or gamers demands but only about making more sales.
Definitely not my preference.
Also, reading the manual's explanation of cohesion effects really stuck out. A unit with full cohesion is getting a 25% speed boost.
So an M1A1 Abrams should be driving at 79kph per the armory, and 99kph if we assume that the 25% boost doesn't treat 79kph as a hard cap.
An M1A1 with the cohesion bonus is moving at 360kph as I tested it. That would mean the actual road speed the game is using is about 285kph...which is 3.6 times too fast. It also means that cohesion is giving a bonus of about 75kph...which is just shy of what the vehicle should be moving at in the first place.