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I have to agree.
It's way more tactical because people can't spam units and decide twice what they are going to use.
In fact, it also is more realistic, in a real modern war, countries wold save wherever they could.
just dont...
It's exactly the problem of mode (destruction) and size (10v10) of battles which you select to play
In 2v2-4v4 conquest games arty other than Buratino and mortars is a waste of points most of the time. Those who spend a lot of points on arty in conquest loses the battle.
I mean, more casualties comes from artillery fire than tanks, except the defender has lack of AA. Well, the real war is more boring than that.
What we need is non arty piece map. That could use deck with arty, but will automatically disabled or not available on that map. Although the next issue would be AA defenses, ATGMs lol.
It's called 'Combined Arms' for a reason.......................
Artillery = Gods of War, Gods cant be balanced
The normal setting are only the same: Rush to towns/unit spawn and arty,arty,arty,thats all. And you have so oftewn a hectical fast-click gameplay too. That was the reason i stop playing for a long time.I hate the "rusher-unitspawn-arty-gameplay" so much. For me it is not tactical who rush faster to towns or who have the bigger arty/unit spawn.
With very low income/startpoints all is less hectical,every unit is important and you have not such a stupid rusher gameplay.
And less units=less clicks =less hecctical fast-click-game.
But in this modern age the most player will only have so a hectical rushergameplay with action every second.
And to call a gameplay "tactical" who have the fastest clickfinger or rush faster is not a real tactical gameplay.
And another disadvantage for the normal setting: Too much luck with the decks! And to say build a mixed deck is wrong because wargame have too much different units.You cant build a deck like in "age of empires" where you know cavalry beat archer,archer beat swordsmen ect.
Wargame have uncountable differtent units,it is impossible to build "counterdeck" for all possible units.
So when the enemy make a plane-spwn and you have not enough anti-air you have a bag game.
But when you have luck and have a deck with a lot of anti-air units (or anti-air-planes) your enemy will have a bad game. But in wargame you cant build bases and build conter-units.
And you cant know which units the enemy have,so it is too often luck if you have the right deck to counter the enemy. That is the problem too with wargame :The game have too much different units so to have (with luck) the right deck is so often more important then the strategical gameplay by itself.
Back to the lowpoints/income: When you not have many startpoints/income all the poor fast-click-spawn-tactics doesnt work. Too loose only some units is very hard. So you play more carefully and make not such idiotic unot rushes to towns.
All the gameplay feels much more realistic too. And with the normal settings the map looks so laughable with all the unit-quarders all over the map.
For a long time i played with some american guys and they say the same like me. In other games too: The american and russian players have the most time the better gameplay (for example red orchestra 2),but many german guys are...sry....very horrible.
So i can say try to play with lowpoints/low income and you will see. I asked for a long time for players they prefer lowpoints/income-games,but nobody wanted to play. And my problem (lol you can read it here) is my horrible english. Have searched for german speaking (older) players but no chance.
Perhaps i try some multiplayer games,but the standard setting is too hectical/fastclick-game.
I see a very good mod for Assault Squad 2 with realistic weapon-ranges. But such mods will not played very often,what a fu..
But it is a really bad joke which gameplay/games called tactical.
In conquest however, arty can be a huge weakness. if someone buys artillery (especially many mortar units or a couple tube units) they are usually lacking in front line forces. This also applies to aa.
One of the best way to counter an abundance of aa and artillery is pushing up as far as you can at the begginning of the game. Most people tend to wait a bit before pushing when they see these signs which allows the other player to build up their forces to a decent size after having spent alot of aa and artillery. I
ts important to remember that if they buy two howitzer thats 200 or more points which could get you a superheavy and 3-4 squads of infantry. That is a pretty significant difference if you attack right away and they don't have forces to defend with.
If they have howitzers then just keep advancing and moving, howitzers take a long time to fire. If they have mortars then split your units up and choose the spread option, mortars can only attack one thing at a time. If they have lots of aa then just attack because they have less frontline troops. Also, lots of players who buy heavy artillery at the start don't watch the sides so you can always try sending a recon or heli around the side and hit them off guard.
You write it here too: Pushing (like rushing),so it is exact the gameplay i hate. Sure rushing is a part of every game,but only a P A R T !!! But to often dominate rusher and fastclicks the gameplay (you will not have so much with lesspoints/income).
And it is not the question if it possible to counter or not and it is not the question to win or loose a game ( loosing no problem for me).
But when you loose a game because the other have a biger clickfinger or a very big units-spawn it makes no fun. And when they make a massive arty spawn in combination with air-spawn the gameplay will be very sh..
When you dont rush you will loose so often so you MUST rush in the most situations. So rushing is not a part of the game...it is the main-part so you have (at the beginning) too often a typical rusher game. And when rushing is the dominate part of the game,it is not a real strategical game.
And yes you can all counter,but with such idiotc gameplay all will be very hectical.More arty you must everytime move your units to another location,must rushing like the last idiot.All need many clicks and so you have the typical "fast-click-game". Lol very good to see on youtube and can here the massive mouseclicks like a mmachinegunner.
Or some very big idiots engage you mainbase with a lot of arty.
And counterable or not,it makes no fun to have such gameplay. And i speak here not only about the arty....i mean all the spawn-kiddies.
And @Swatty and @od★zle★bake★rodjak say the true !!!!
Some "realistic-experts" write in real war you have arty too . Yes but in realwar the arty have a higher range,will not called because some units are hide in bushes,you have no fastclicks in realwar and in realwar the planse have a much more higher rocket range (the pilots dont must see enemy planes to hit).
The fire range from the planes with rockets is absolute laughable,its more like a ww2 warplane range with bullets.
And that is the point why so masny player prefer ww2-strategicgames (me too) : You cant simulate modern weapons very well,the ranges are too high. Sure you must lower the weaponranges for pc-games to make possinle to play on a screen. But the relation between the different units (air/ground) is a disaster.
In WW2-games you have no highrange-rockets they can hit the target out of the visual sight.
So ww2 feels more realistic because all weapons are better to simulate with the lower range.
In warame it is the combination with rushergameplay,arty/unitspawn,no base-buildings that make the gameplay so often to a hectical "rusher-fastclick-gameplay".
But you can reduce this problem with low income/startpoints. And look at the mid/lategame on the map............with so many units you see not really the ground.
1. Rushing isn't required. It is a counter to specific situations just how ATGM, AA, and almost everything else is. There are times to rush and times to not rush and better/worse ways to do it which make it strategic.
2. You keep mentioning this "fashclick gameplay". I assume what this really means is microing your units which is also a skill that can be a huge difference in player skills. Just about every RTS game out there has some sort of micro mechanic involved.
You will have enough micoing too when some comfort option will release.
And very important things lost too : You cant rotate your tanks to the same place (look north and give the order to rotate the tank to south on the same place). Very idiotic it is a normal tank-function and so your back look sometimes to the enemy (when he sneak behind you).
Or you move weak units (anti-air ect) together with tanks. So the faster weak units will overtake the tanks and will not covered from the tanks. E V E R Y other rts game have the function that the fastest unit will use the same speed like the slowest unit when moving together (like the very old age of empires 1 ,not only AOE2 and all other rts-games).
And some other comfort settings too (give the evac direction for planes and a lot of more.
And you have enough control for your units too with some more (but very useful) comfort-option too.
But ever fart use a mouseclick in the game and it is not more tactical or exigent when your clickfinger is clicking every second.
With lowpoint you have less units----so less clicks and a much more less hectical gameplay.
It makes no fun when you must have fo an action many clicks because some standard/comfort settings are missed in the game.
But lowpoint games can reduce the problem a little bit.
But the biggest joke in the game is that you cant move different units with the same speed.Very poor.
So you say rushing: But i wanted to move my tanks together with anti-air (so tank will covered).
But not possible. So you must click...click...click ! You must move you tanks separate (click)
and your anti-air separate (click) and perhaps some helies (click).
And so you see the typical fast-click game i mean.
Micro-mechanics are ok,but warame have nothing to control your units. Sometimes it feels like a unit-ediotor,but not like a game.
And is it a big different between micro mechanic and absolute "nothing-control" of your units.
Only lowointgames make wargame enjoyable. But many players will not understand the different between a game with a lot of micro mechanic and a game with absolute nothing features to contol the units (wargame).