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Сообщить о проблеме с переводом
The only reason it stablized (as many wars) is that the warden player density improves by having so many fewer hexes. Conversely, Collies have too much to build, defend, msupp, with a very long way to travel - and player ques to get into the fun stuff.
Make no mistake though, in 4X resource terms, the damage is done. This war is the Collies to lose, and they have better gear start to finish as well as obviously more players in this war, so they literally have no excuse other than "skill issued" to not win from here.
that shadowdancer? flops over dead
Colonials dodge bayonettes and bullets, not going to lie, I feel that I need that add-on to play.
I want the Devs to fix the balance, but I'd be ok if they simply got rid of the rampant cheating first.
Volta is lovely ... and not a Warden weapon.
when someone got up, peeked, or jumped/ran, the gunner would look and instantly beam you regardless of vision, which also make a sneak attack impossible
Yup there is a night vision hack out there. Cheats on both sides use it. There are also places you can get under the world, and still spot for artillery while being impossible to kill. We had a colly spotter doing that in Third last war in the "heroic" colonial victory. Colonial tanks can one shot kill wardens from further than a warden with a rifle can even see, so whether cheating or just rubbish game balance (its not cinematic at all for the infantry who does not even know who is shooting at them) that's an issue. Colonial tanks can also shoot wardens who are lying down inside trenches. Not sure if that is just bad coding, or a cheat, but either way it makes a mockery of the very reason trenches were invented in the first place.
Honestly ... this is looking more like The Great Break War. Where the game is just so broken, everyone plays something else. I hope Space Marine II is great.
You want epic battles worthy of making youtube content about that people will watch?
Rebalance the game, because there are litearlly not enough people building on the warden side to make bases that have any chance aganist the wonderweapons, and Wardens literally cannot make most of the things designed to balance the new weapons.
A submarine with a 120mm arty? Gee, that was inspired. And utterly unnecessary Devs - what a way to make it even easier to kill Warden bases, which in all but two hexes are primarily near the water. Rework the Collie sub to be just a sub, not yet another way to kill bases without opposition at 3 am in an underpopulated game.
I get that you want Naval Gameplay to be a big part of the game. But everywhere that does not have naval guns, and when you have destroyers those areas too, is just getting deleted by Colonial Naval attacks. And without the players to build up to the rediculous level to have any chance, this joke war is playing out precisely as we feared.
And no, we have not even begun to make a single storm cannon or information center. No-one on Warden side is, because we all know the war won't last that long. My heart goes out to the Colonials who build SCs in Weathered Expanse ... your diligence is doomed to lead to dissapointment, the SC surrounded by fully green hexes.
Heck, I feel bad for Colonials who build bases in pretty much all of their starting hexes. Even with counterattacks, the Wardens have not made it to meaningful fighting in an originally colonial hex.
A bunch of really good content from other games just came out - Star Marine 2, Star Citizen 3.24 live is much more stable, World of Warcraft major expansion. Honestly the World of warships event as well - this game is very likely to just bleed players now, as the essential basis of the game is players build bases that other players then have fun battles attacking and defending.
Now one or two players try to make a base, lack the time or in-game resources to ever finish it, the base dies very easily to sabotuers, naval ships, luniaires, fire, or artillery, no-one rebuilds anything, and then "taking a city" is just a matter of driving your tanks in and throwing mammons at the town hall. Again. Without builders this is a very boring game, and the majority of the game is empty or unfinished / very poorly built.
The balance between how time consuming and annoying to build vs how easy to blow up a base is deeply, deeply broken. And the player numbers and player retention are going to keep on emphasising that. Colonials kill half a hex, every day.
27/12 in under 10 days, 8 hours.
The Warden's only hope is that the Colonials are more bored than the Wardens are, which is honestly a very credible possibility as no-one is getting amazing battles against well build well defended locations. It's Bravo quality, Charlie pop, on an Alpha map.
Everyone will call it a Break War to try to justify how, to put it bluntly, bad, this one is.
Time to fix this Devs, if 117 is more of the same, people are going to shift from "play Green if you want to have fun" to "Play other game if you want to have fun". Because other games continue to push forward, the content in this game is fundamentally player made - so without enough players building, the content becomes very very boring. And its all but pointless to build within 225m of water, which is most of the map.
Wardens lost by day 2, and unlike wars of old, did not have an artillery advantage for 6 to 12 hours to retake the ground lost early (now it is we get 120, they get 120), no better tanks to look forward to, no ... nothing. Start to finish, Colonial gear is better and cheaper.
And at times there were less than one thousand players actually playing the "main" server.
Players, Colonial is just better unless you like heroic but futile last stands. Also don't build battleships or storm cannons, the war is probably going to be functionally over before you tech the ammunition for them: 120mm take sulfur, tanks take components, so you can have an insurmountable lead in resource income before even teching 150mm let alone 300mm.
Alas, Foxhole. Once a good game, now an utterly unbalanced POS sacrified at the altar of Colonials complaining for years their gear was inferior, despite the original design that Colonial gear was cheaper to make so its was US excess of equimpment vs Germany shortages of precision gear themed. This was once a Shermans v Tigers analogue, but now its just M26 Pershing v Panzer II with a few Jagdpanzer IV 7.5 cm for target practice by the collies.
Devs, rebalance your game or watch it wither and die for good.
Let's go !!
me no like shadowdancer man
6,3k players just makes the game unplayable.
Massive surge in popularity ... you mean 70% fewer players than last year? With under 1,000 players on Steam at times?
Sorry, this game must be perilously close to being unable to pay for its own server fees.
Also did you see the "best of the week" videos from this war, where collies were shelling "bunkers" that did not even have combat bunkers before the newbies concreted them? Spin it any way you want, you can't say 116 was a "quality" war. It was trash. And I was not the one who buffed the Spatha in 115 to make the balance even worse - with predictable results of players flocking to Green in 116, with even more depressingly predictable and insipid outcomes in 116.
You want 117 to be good? The game needs rebalancing, or you get 116 but with even fewer players.
And 6.3k players is ... *nothing* for Steam games. Hell, more people are playing Star Citizen, as buggy and unfinished as it is, than that.