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翻訳の問題を報告
The Turkish 2A4 is not the Leo 2A5
Weak spot still there - design of well for gunner sign doesn't changed over years, Later modifications just added a bit of spaced armor in front (empty wedge with nothing inside, no composite armor).
https://twitter.com/DRatka1/status/1204774279449137154
Modern germans lost engineering skills, like funny failures prove - like history of new Baden-Württemberg class of fregates or even the history of construction of new airport in their capital.
Mission 6:
Overall mission was OK, since there were no endless Leopards swarming me, I enjoyed this mission a bit more over previous Siege of Leongrad. Advailable units pool was cool. I still do miss mortar, here it would be very useful and fun. Only bug i had is that IFV in Village, Train station and by the bridge where invisible, it was shooting at me and my AI was shoting at it back but for me as player was invisible.
Mission 7:
Vanguard units have 2 primary weapons for some reason. Finally RPG-29 was given to russians but why only in this mission? After defending against first wave, the timer was missing, at first I thought mission has gliched as suddenly nothing was happening. After restarting the mission, again timer was missing, but I was able to see it for a brief second. So I understood that I need to wait. Also at one point it showed that I failed mission and then timer appeard that I must kill enemies inside railway station.
After defending against last wave I receive 0 MP, because defence cost me all of my resources and had very few infantry alive. I had to wait until slooowly MP was raised so that I can call a vehicle. MP here is going way too slow and without MP reward I've spend good time doing nothing and waiting... Overall a good mission and it was fun to play it. Mainly since leopards are not there, only Abrams. Advailable units pool was ok, but you can't call in engineers. Since It's a defence mission and afterwards you can not repair your vehicles nor capture and repair enemy vehicles. It's not a good idea. Engineers should be available in all missions. Missing ability to build MG nests was really noticable. Also you gotta give Russians more Anti-Tank weapons, LAWs, RPG29.
Mission 8:
Overall mission design was okay, but kinda boring. Why are helicopters soo damn strong? Flying ones needs 2-3 SABOT kits from the tank to destroy it. While tank's HE shells have no effect? One hit with HE shell should destroy helicopter with an ease.
Mission 9:
First part of mission should have option to call in rifle squad. Second part was cool, oh boy 770 enemy infantry killed in total. Nice. However since we can not build MGs nor kornet nests making defence is really damn hard. Luckily I was able to capture and repair one Leopard. If i did not capture it, I don't know how would i complete this mission. I do like 15 minutes timer to prepare the defence. Nice idea.
Mission 10:
It was cool, a chill mission, it was a nice and relaxing for a change. I like it.
Overall my feeling of Russian Campaign:
All maps are designed really well and i had very few bugs. Most noticable were in mission 6 and 7.
Fun factor was mediocre, large part of missions are just copy-paste. German campaign is better designed, while this Russian one feels rushed. German campaign mission felt more unique - diverse. Russian ones feel the same. Only last mission was different and felt like a welcomed "new" thing after having 9 identical approach to missions.
One part that really, really was killing the mood of gameplay is that Leopard 2A5 and A7 are way too strong, what the heck. Not to mention that Russian tanks only want to use ATGM which are aweful. ATGM was also made to destroy flying helicopters in real life. Here when you hit a heli with ATGM it does nothing, no damage? What the heck. Only way I was able to finish the campaign is to manually drop ATGM from all tanks, just drop them onto ground.
Not being able to build MG and Kornet nests is a bad idea. Also why all TOWs ingame only hit ground when aiming by AI. They can't hit any vehicle it always hits below the vehicle, always.
This campaign has shown that some game fixing is needed:
TOW/Kornet AI only hits ground when auto targeting, when you tell AI to aim for the hull that's when they will hit it, other way was to use DC.
Russian infantry needs better anti-tank capabilies, having only RPG-7 is a piss poor balance. RPG-29 should be more common among infantry. Other factions have two type of handheld ATs.
Russian tanks ATGM needs rework, it's boredline useless and tank AI should use it only when they are empty of SABOT and HEAT shells. Seeing how AI will force reload to switch onto ATGM was baffling. You have to drop ATGM from inventory just to give AI a fighting chance against enemy tanks.
Leopard 2 A5 and A7 needs better armor system. Their armor is currently OP, gun mantlet can not be destroyed. Only way to counter them is to hit the sides, from front there are no weak spots. Leopard 2 A5 and A7 in real life are hell of a tanks, but they are not invincible from the front. They do have weak spots, e.g. Drivers hatch, gun mantlet, gunners sight, etc. If player does not use DC, friendly AI has no chance of defeating them alone.
Any update on the Russian campaign being officially released? I stopped at mission 3 as hit the bug where I couldnt control my troops. Would prefer to play through when these bugs and balance issues have been ironed out.
Any news DMS?
I think you are going to be waiting a while. Bugs and issues has never been something they care about. Neither has a reasonable development time frame. This entire project was nothing but a cash cow to them and they are milking it dry. Sad, but unfortunately true.
so please try to balance enemy reinforcements let them for example counter attack once every time we capture a flag and that would be a good solutions for us
Actually, each campaign have to be it's own way. US more like a combined way, using air-armor-troop missions. The GRM is good in it's way now. For the German Campaign there's no idea how it'ss supposed to be. About the russian... the way to use armor and the content is should be good. The last mission however is truly diasspointed me. It have to be some kind of large scale mission or some sort.
The problem with the artillery is a combination of incredibly high gravity modifier combined with a very piss poor shell velocity. In my mod I fixed that noise. Increased shell velocity and bam, arty fires 400m, or, its max range. Vanilla CTA they do not...they fire maybe 200m at most.
Why is the Russian Federation fighting against Germany? A war against NATO would simply lead to a nuclear conflict.
It would be better if they did a campaign in Syria.
What didn’t please, German tanks didn’t penetrate at all from the front. Enter then 9M123 Khrizantema to combat tanks.
2. The Russian special forces have claymore mines, in fact they use Mon 50 or Mon 90.
Flashbang grenade should be zarya-3
Is that World War II? The Russian army is currently using the RPO-M Shmel. And all sorts of poor countries in the Middle East use RPO-A Shmel.
Further, since you have added RPG 7, then add different shells to it. He has shells: fragmentation, thermobaric, cumulative.