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Victory 100
Resources 100
manpower 3000
the game is balanced for the above. Any higher some units are less useful then others. You can set it to higher if you want but the higher it is.. then more longer the game will take and also the more heavy tanks will be useful and other units not so much.
Resources 140 CP, this makes alot of units useless that have CP bonsues such aS the russian charge banzai and the sort. This also makes it hard to give alot of your units the attention it deserves and makes it a bit of a cluster. The maps are quite small already.
Manpower - same again it makes the medium and light game units a bit less useful.
RE -" 1. I just dont get what the fuss is about and why people moan so much when i
host and leave this as standard.
For me its the way the game was designed to be played and make's it an achievment
to unlock units."
The above that i mentioned is actually the biggest impact on the gameplay and the way its designed to be played. Resource and victory points. The below actually make the game better to play.
The other options are actually the good to have.
1 )Minimum bandwiht - it works alot better and is less laggy. The current netcode is not optimised.. even the devs recommend this, i am not sure why this is not the default.
2) Units unlocked - this is quite unbalanced now and prettty much prevevnts you playing most of hte game. There is no real way to unlock units too as match making is bugged. You dont unlock units in normal games you host. Basically the unit unlock thing will give you a advantage/dis depending on nation and reduce depth of play.
Locked units is also balanced poorly. For example a lvl 1 USA player, can not buy a halftrack, at-rifle, 20mm, croc or pershing. These are all units that are key to winning games. Germany is not really affected by locked units. I have struggled against much weaker players simply because all the anti-infantry units USA has are locked with the exception of the m20 which is garbage. Meanwhile USA has nothing that can pierce tiger frontal with locked units.
2) FOW changes? Have never heard anyone ask for that.
3) Bandwidth should always be set to min. The game will run a lot more fluidly.
Victory points 150: You will not find too many vet players that will want to play with that setting. It simply draws out the game needlessly long. 150 also promotes slower paced gameplay and banking, as there is not a big of penalty to letting the enemy take your points. I will personally never jon a 150 VP game.
Resources 140: I would never host this. 100 cp is fine, and promotes strategic buying, and teamwork. Prevents one person from dominating in tanks, anti-inf and infantry. If you want to host this way though whatever, it shouldn't affect gameplay too much.
Mp 5000: Most vetreran players will probably not join these games. Increased MP promotes early heavy tanks, the game accelerates to end game too fast, and mid game units become completely useless. Increased MP also gives germany the advantage again. The game is balanced for standard MP. Germany has strong tanks, but they cost a lot for standard MP games. With increased MP germany can afford their huge tanks too easy. Meanwhile Japan thrives on starving opponents of MP preventing them from escalating tank battles, but with increased MP this becomes impossible. So japan becomes a no go.
Increased MP will also, make infantry battles lesss decisive. Losing an entire squad of infantry does not really matter. Making infantry spam even easiear.
If your looking for a fair balanced, competitive game. Settings are all normal with the exception of turning locked units off and min bandwidth on. You also have to look out for unbalanced maps such as red october and crossroads.
edit: Strat you beat me too it :p
Victory Points 150 ( I know the points you need to win the game)
Resources 140 not sure about this one or Man power
Manpower 5000