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This problem is due to balancing issues, particularly in PvP.
I'll explain to you, I'm taking out the maximum number of tanks, say 3 Panther, 1 Tiger, and 2 Stug.
I empty my tanks, without the current system, I buy the same quantity of tanks and I take back the empties, so I go to 6 Panther, 2 Tiger and 4 Stug.
In your text you mention the death of the crew would be enough to redeem the members.
They have to get there otherwise the players would do anything and take advantage of this flaw.
Is this a recent change with Frontlines? I seem to remember when your tank was hull broken in multiplayer before you would get the CP back but you could still repair it, and recrew it later. I agree that is a better system, even if it could be exploited somewhat, it still keeps the game flowing more and more units in play, instead of being limited by a popcap with not many units on the field.
So any equipment that gets left behind or is captured by the enemy continues to cost you CP.
Not a huge problem in most game modes but in Frontlines (which I assume the OP is talking about by the mention of first line) it can be a problem.
The more you use - the more you lose.
So the less you have left available to continue defending the remaining objectives.
I believe the CP of the two soldiers who crew the MG should have been released but not the CP for the weapons. At 10 CP per M2HB HMG placing three of them at the first zone was a gamble.
The point is, the limitation shall be the MP, if you have MP you can buy what you want.
The CP limits the number of unit on the map, because even if you buy empty tank, you should have to buy Crew, and if you reach the max CP you can not stuff infinite tanks. So increase the tank crew cost of CP in that case.
But now : the CP is the limits for everything,
So if by unluck you tank is broken far away you're f*cked for the rest of the game.
If you do a line with 3 MG and 2 mortar, when that first line died your amount of CP is almost totally blocked. => in real war you always have several lines of defense.
I spend half of my time destroying abandonned stuff with my own artillery, it is completly absurd.
The MP should limit the buying, not the CP.
:S
yes the vast majority of the remaining are lost and never used again, you barely repair a tank time to time.
But most often, the line is lost and you won't pay the price to recover a tank behind the ennemy lines.
There should be a way to allow multiple waves of attack during one game. (fully stuffed, not half naked infantry only).
That's what it is supposed to do.
Your 'limit' was always set by CP not MP.
MP trickles in and gets replaced when a unit is destroyed.
Great you'll know not to throw weapons you can't afford to lose around like this.
Every player I've ever played with or against has used the ability to repair damaged equipment and use it.
Ok we do not have the same gameplay, for you a map is a one shot, you loose something the game is ending.
On my side, we play hours-long game, with attacks, counter-attacks, with the line moving back and forth.
Can you understand this setting block every correct action ? In which world a military would say "Oh no you already have a MG, prefer loosing the battle than loosing another MG ..." it's absurd.
So your point of view is : only infantry on front lines ? In that case no CP loose ?
That's what happen in our game : we only took artillery, which is far away from the line and could be easily recover in case of lost.
When you loose a line, you loose equipment, this is the way army works. There is no "oh my god we already loose 2 MG, the war is lost ..."
That's mean also, that the person tryng to pierce, to attack a line will definitely lose the game due to lost of equiment on the road.
This function emphazises "campers".
It's a computer game not the real world.
It isn't perfect.
And yes the only way to stop CP loss is to use infantry only.
But that is not an acceptable solution.
The simple fact is there is no solution that balances both the PvE and PvP gamemodes.
Or at least no solution that I can think of.
That's why the only suggestion I can provide is not to play Frontlines if the CP loss bothers you so much.
The player has the choice to self destruct vehicles that come with a demo charge.
But if the hull is "broken" the crew bail out and you can't re-enter the vehicle to self destruct it (at least until the hull is repaired - once repaired why would you want to self destruct?).
You can't "scuttle" your units once they are 'hull broken'.
Unfortunately no such option exists for a crewed weapon like an AT gun.
I see very few vehicles self destructed by players (and none by bots).
Recently in one of the few Frontlines games I've played I had a STUG knocked out in a location dominated by enemy fire. The hull was damaged and there was no way to repair the vehicle. I tried to repair the STUG several times under the cover of smoke but all attempts failed.
I then decided to destroy the STUG.
I tried using the demo charge inside the vehicle but fiddling around getting the demo charge out of the STUG inventory and into the inventory of a soldier took too long. By the time I had had managed to transfer the demo charge from the inventory of the STUG to the inventory of the soldier, the soldier was dead.
I then needed to find the dead soldier in amongst other bodies to try and get the demo charge back but in the end after losing somewhere between 5 to 10 soldiers trying repair and then destroy the vehicle I just gave up and left it.
Others have said I should have fired at the STUG with another vehicle but the problem is I had neither the CP nor the MP to purchase another vehicle without first destroying the STUG that was stuck.
That was the whole reason for trying to destroy it so I could afford a replacement.
And that's my grudge with the current system. You can't easily destroy a vehicle once the hull is broken.
You nail it !
That's exactly the point, examples :
* ammo crates, last game I had an artillery in perfect position, I ate 4 ammo boxes just for that piece. I needed to micro-manage the empty crates to get them far away due to huge explosion, just for gaining CP .. if you loose empty ammo crates you loose CP ..
* as you said tanks. Each game half of my time is micro-managing repairing tank to destroy it,
or dedicating a piece of artillery firing at my own lost tank ... absurd :'(
* idem for trucks that come with artillery, you have to put them in an empty field, destruct them, and then micro-managing a poor guy lost in the countryside ..
xD
At a certain moment i'm asking myself if I play a wargame or euro truck simulator :D
but I like it ...
I just wish an option to decrease or cancel the CP, just for PVE or scripted PVP as we do.
That would require a split in the "codebase". One set of code for PvP and one for other game modes.
That creates the problem of maintaining/updating two different sets of code into the future.
I'd say that is very unlikely to happen for such a niche issue.