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I feel as if you consider this game a pseudo rpg with strategy combat mechanics then this is much easier to accept and then it allows you to have fun with what the game is.
Devs I am glad you are reading the comments. I hope you add tooltips into the game like the tutorials explaining the supply mechanic a bit more and add in the tips you provided there. Also please make a discussion board for ideas to add to the game. Like I said I love it but there is a lot of room for improvement/additional mechanics that I think wouldn’t be too hard to implement? Just a thought.
Lastly if you could add in armor values to the vehicles. The cartel tank says it has less armor in the description compared to some other vehicles but it’s kind of hard to find out if it’s worth adding armor to certain vehicles without knowing their base armor.
What you want to keep is the Abrams and the Bradley one can find very early. Those are needed and the basis of your army. Without them, you stand no chance against the tougher enemy units.
Don't bother with fuel and supply vehicles and never have more then one infantery squad of every type of your starting faction. Decide between the Striker and the HumVee and pick only one. (I'd go for the Striker because smoke grenades).
Don't bother with the fancy truck and armored trailer - those are noob traps.
Use the first level-ups of your infantery to reduce their supply costs.
You can start experimenting with the new units from the movement faction if you feel like having total control over the supply scarcity. Which might be after 6-7 campaign missions.
Until then all captured vehicles and joining squads are just a trade commodity.
1.Scavenger or something that could carry dropped guns in each given mission like a truck with all guns and etc in it. It would be nice to lessen it for your Supply as you can just sell them for quick goodwill point.
2. I love the perks but how about loyalty and experienced fighters? What if you put "passive abilities" like the survivalist (which i would always pick first for my units) turn it into passive like when you reach able rank 10% of supply and as rank goes up it would be increment of 5%.
3.Supply bases i know the map us big but what if you can stop and search for supplies and then you can put in special or side missions then the machines will try to kill you and loot them out something like thay
4.Just really lessen the supply of each unit LOL
Once again thanm you for the nice game I'm really loving it and would buy futute DLC to this one.
*Side Note can we just build a base so we can drop in units and train them or something (was hoping for this one to come out)
As already mentioned you need to have the Abraham's and a Bradley, without them the game is basically impossible. I recently picked up a second Bradley.
I run a supply trailer and a secondary supply truck as I find you are frequently forced to setup hold points, and it's easier with a supply truck parked behind the garisoned building. Haven't needed an oil tanker yet.
A couple humvees are nice to have as well for the HMG support. 2 ATGMs, 2 Infantry, 2 rangers, and 2 sniper squads has carried me through 7 missions so far.
So that I don't derail a tips thread, this is my tip then too: if you have supply problems and can't figure out why, then look at the details and through each and every unit to note their supply usage and compare them to others. There might be some odd units that have a usage disproportionate with what you'd expect.
I didn't take the Abrams or Bradly, but kept the Stryker and the Movement artillery. After each mission I disband and sell anything that doesn't fit with my core force and doesn't have experience or special abilities. That's kept me going pretty good with a force made up of technicals I've upgraded to have better weapons and infantry I've picked up along the way.
I do think that it may be a bit too harsh and adds one more thing to micromanage that takes you away from actually playing the game, especially if you don't watch it carefully. Even a 10% reduction in supply use per unit or ability to passively generate supply from faction relations would be enough to make it less tiresome.
One thing that struck me as potentially helpful would be some form of indicator with supply consumption that could help players understand if they are over extending. On a first play through, you probably won't know how many days travel it is between regions and that can easily lead to over extending your supplies and creating a death spiral where you have to disband so many units that you no longer have a force that can complete missions.
Target Supply Consumption:
After Abiquiu - 40 thousand per day
After Albuquerque - 45-50 thousand
After Tortuga - 50-55 thousand
After Chihuahua - 65 thousand
After Vega - 70 thousand
After Oklahoma - 75-90 thousand
If the player sticks to this army size, then they will not have any problems with resources.
These are the current balance values. If the player does not collect a horde and does not exceed these values, then they will always have resources for upgrades, restoration of ammunition, repairs, training, etc.
If it exceeds, then they will have all resources spent on moving the army from place to place.
Hope this helps..
I might have gone way overboard with my forces then... xD
I tend to assume the opposite. Start with scarce resources to set expectations then gradually open it up as the game progresses by providing a mechanism to generate supply as you get established allowing for larger forces and better upgrades. Since it never really opened up, I kept a lid on consumption for fear of running out of resources.
Agreed. I know and understand that they were going for a sense of, rag tag, scrappy fighters going tooth and nail.- But if I can't build into a strong Warband, and give legion or the cartel a black eye.... I'd rather be limited in what i can bring to a mission than what i can store for a big fight.
An example. I could buy a helicopter, but without a pilot i can't move it with my army.
Because I can't load it onto a flatbed or something? Egggh.
I REALLY LIKE THIS GAME. But I really think it needs some sort of in-between mission, Skirmish-esque ways to do supply gathering. It's asking a lot, I know, but a 'radiant quest' method of keeping your army moving would be nice. Even if it's a mix of overworld rpg choice based stuff, or actual skirmishes.
I went south. I want to go visit settlements up north. But to go back north i need supplies I don't have currently. Am I expected to turn around and say. "Okay guys. thanks for everything, take all our vehicles and manpower and dissapear." just to make ends meet?
Apparently (not checked) selling vehicles instead of scrapping them is a roughly x10 boost to the amount of money you get.
So maybe the tutorial could emphasis that?
I presume hanging onto vehicles after battle for *one* quick trip to the nearest place where you can sell them is the intended method as opposed to scrapping them on the spot. (unless supplies are critically low.)
If you can't take any trailers with you (such as ammo or fuel) then use them up before moving on.
it costs supply to refill ammo/fuel on the map screen, so use up any resources you can't bring with you on the battlefield before moving on.