Sprocket

Sprocket

Wave Defence feels weak
Anyone feel like the new map seems rushed? You essentially get a dozen heavies thrown at you from the other end of a hill and the match is lost if just one squeezes past you.

It's not bad but it's easily the weakest arm of the scenario chain in my opinion; maybe it's just me but it just doesn't feel right playing in-game, it feels unfun if that makes any sense.
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Showing 1-10 of 10 comments
x.god.of.hate.x Aug 20, 2022 @ 8:49pm 
Yup you're not wrong.
calembredaine Aug 20, 2022 @ 10:28pm 
the objective sure sounds arcade and silly, probably since the point is to try more elaborate defeat conditions.

other than that it feels on-par with the rest imo. you must be aware and reactive about more than what's shooting at you, but that's not particularly worse than laying back and picking each others off from a distance.
Shy Aug 21, 2022 @ 6:40am 
I like it as it's own scenario but what these scenarios really need is custom options and modifiers like setting the era or choosing what variety of tanks are on either side just to see how it plays out.

The AI gets a variety of tanks from lighter to heavy, while we just get one, it's unbalanced in that way and would be a lot more complex and interesting to see how mixing and matching your own tank designs can affect the results rather than trying to make a tank that's tailor made for the scenario, or a master of none for all scenarios.

Like having a bunch of light tanks stack up behind a super heavy to protect them from fire, or in the waves scenario having a mixture of tank destroyers with faster firing tanks to make stopping the waves easier.
Xalpen Aug 21, 2022 @ 2:19pm 
I dislike that enemy tanks often ignore you and just drive there. Even worse that they are behind terrain, showing literally at last moment and failing mission. Good idea, need some polish.
Hitomi_Lv4 Aug 23, 2022 @ 8:21am 
Maybe you can equip a powerful and rapid-fire gun like 88L71. If you do so, another problem is newly added M27 is too hard to destroy from front or side...
I hope Hamish can change player's spawn site to the top of a little hill to slow enemy down
AND NERF M27 officially!!!!!!!!!!!
blackmirror Aug 24, 2022 @ 6:49am 
Originally posted by Xalpen:
I dislike that enemy tanks often ignore you and just drive there. Even worse that they are behind terrain, showing literally at last moment and failing mission. Good idea, need some polish.
like a real tank. the objetive for them is pass the line, not fight you.
i think this scenario is to make us learn about making the tanks light enough to spam high numbers to counter the enemy charge.
x.god.of.hate.x Aug 24, 2022 @ 7:10am 
Originally posted by blackmirror:
Originally posted by Xalpen:
I dislike that enemy tanks often ignore you and just drive there. Even worse that they are behind terrain, showing literally at last moment and failing mission. Good idea, need some polish.
like a real tank. the objetive for them is pass the line, not fight you.
i think this scenario is to make us learn about making the tanks light enough to spam high numbers to counter the enemy charge.

Not everyone wants to spam light cheaply armored tanks. Makes for boring game play. If you want all the bots to do the work, then go for it. Fundamentally in real life, no tank would push past and ignore a threat. The idea is a tank that fits all roles by having ingenious designs.
Kony2012 Aug 24, 2022 @ 1:15pm 
Originally posted by blackmirror:
Originally posted by Xalpen:
I dislike that enemy tanks often ignore you and just drive there. Even worse that they are behind terrain, showing literally at last moment and failing mission. Good idea, need some polish.
like a real tank. the objetive for them is pass the line, not fight you.
i think this scenario is to make us learn about making the tanks light enough to spam high numbers to counter the enemy charge.
They're making suicidal charges to get past the line. If you want to bring realism into it, the defending tanks can just turn around and shoot the rear armor after the tanks break through. A victory for 5 seconds is no victory at all. Also the low friendly unit cap makes spamming low cost tanks a bad strategy since the enemy will always have more tanks no matter what.
Xalpen Aug 24, 2022 @ 1:51pm 
Originally posted by blackmirror:
Originally posted by Xalpen:
I dislike that enemy tanks often ignore you and just drive there. Even worse that they are behind terrain, showing literally at last moment and failing mission. Good idea, need some polish.
like a real tank. the objetive for them is pass the line, not fight you.
i think this scenario is to make us learn about making the tanks light enough to spam high numbers to counter the enemy charge.

In real life battle wouldn't end after passing 20cm into end of map where depending on tactic would be AT-guns/AT infantry. And thats a terrible lesson if true - high numbers of lower quality stuff is not really that good idea.
calembredaine Aug 24, 2022 @ 2:15pm 
am convinced it was just a simple way to create a more elaborate losing condition. call it map design practice or experimentation for the dev. not much else.

ngl not a lot of scenarios (if any) feel elaborate enough to even seem purpose built for any actual design lesson to teach. they are just themes with a bare minimum in map design, and lessons learnt happen to be there by association.
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Date Posted: Aug 20, 2022 @ 5:13pm
Posts: 10