WARNO

WARNO

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24. Dez. 2021 um 1:42
Hello World!
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Beiträge 4660 von 101
Ursprünglich geschrieben von Haymaker:
Ursprünglich geschrieben von molnibalage:
To make just a luck + reaction game and not a real planning and tactical game?
Eh, smart orders reduce skill expression, especially counterbatery.
If you call skill expression the totally luck based counterarty....
Ursprünglich geschrieben von Radioshow:
Ursprünglich geschrieben von woozle?:
Will NATO unit icons be an option as in previous games?
this.. i hate the cartoony icons, NATO map symbols or not at all
The Cartoon Icons are unusable and hard to differentiate.
Kissida 25. Dez. 2021 um 4:19 
what about infantry?
aNtic 25. Dez. 2021 um 5:25 
I find it really good they introduced fatigue as a mechanic in the game. It worked very very well in Total War series. I also find this post music to my ears! Well, done Eugen!

I hope they introduce now the realistic ground elevation mechanics as in SD2 it became a bit too repetitive without it. I also hope they retain the defensive cover levels as well and light forest, heavy forest, marshlands etc. It worked very well in SD2!

I want more dept in the urban warfare as well, to be able to occupy buildings partially, and more visibility in taller buildings.

I also believe a great evolution to the series was the Army General which kept me hooked for hundreds of hours but it's not really deep at the moment. It needs more tactical depth in the AG. You need to think about capturing villages, passing over water streams with engineering battalions or establishing defensive positions on the AG map. You also need to be able to move freely specialist companies to different battalions in AG and get penalties if the HQ is far away from the core group. You need to get inspired from WITE 2 on your AG as it's the most complex game out there from an operational stand point.

I see the air warfare is downgraded to 9 units again. This is completely llame imo. You need to get outside of pawns thinking with the airplanes. Planes shouldn't even be considered as pawns in the AG... They should be just deployed above an area and provide bombing support, fighter support etc.
Zuletzt bearbeitet von aNtic; 25. Dez. 2021 um 5:29
Ataka 25. Dez. 2021 um 5:53 
there is something that i want you to suggest to you Eugene and that is to enable the players in multiplayer to either loan or hand command of a player's unit to another player , like i can give my team mate command of a special forces unit , a tank , tank group etc and vise versa
this will add a whole new dimension to the gameplay and the way players cooperate online during games
Dying to see infantry)
Ursprünglich geschrieben von Ataka:
there is something that i want you to suggest to you Eugene and that is to enable the players in multiplayer to either loan or hand command of a player's unit to another player , like i can give my team mate command of a special forces unit , a tank , tank group etc and vise versa
this will add a whole new dimension to the gameplay and the way players cooperate online during games
That most likely will not happen. That is alot of complicated added MP code
I gotta be honest here, the distance scales look worse than ever. They weren't great in SD2 but this almost seems worse. It feels like each irl meter translates to 10 ingame.
redAcid 25. Dez. 2021 um 14:30 
Hope there will not be same biased accuracy where Blue unit have 75% for 50 points and red 50% for 100 points...
Ursprünglich geschrieben von IIIIIIIIII:
Hope there will not be same biased accuracy where Blue unit have 75% for 50 points and red 50% for 100 points...
But the redfor tanks were better in red dragon iirc, especially for tank rush
Can someone tell me the difference between this game and wargame air-land battle?
Ursprünglich geschrieben von MISC-FREELANCER:
Can someone tell me the difference between this game and wargame air-land battle?
mostly naval, unicorn units slightly adjusted decks
Syresian 25. Dez. 2021 um 16:19 
Oh my god. This is literally like all of what I wanted in the original wargame series. Simple icons, a slew of tools to help me understand what the hell is happening, and above all else *AI controlled units on your side*. Thank. God. You have no idea how tiring it is to have your units expend their valuable missiles on cheap recon units, or have your tanks barrel directly into an ambush while you are busy doing something else, with the only way to stop it being a micromanaging god. This looks so, so promising!
There is a reason why i like wargame: deckbuilding and learning every unit
learning its stats by heart
so when i see an enemy tank, i have to "know" what it can do and how i can engage it

They give you all this information right when you hover your mouse over the enemy
you dont even have to calculate
its like babysitting for noobs
this game is supposed to attract new players, its like a "red dragon tutorial" and thats okay. But i feel like the factors that "pulled" me to wargame and "kept" me there are negated here
Zuletzt bearbeitet von Mr. Kokonut; 25. Dez. 2021 um 18:24
a lot of it should be optional to turn off
Zuletzt bearbeitet von Radioshow; 25. Dez. 2021 um 19:17
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Beiträge 4660 von 101
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Geschrieben am: 24. Dez. 2021 um 1:42
Beiträge: 101