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Báo cáo lỗi dịch thuật
They came up with a complex solution to a simple problem which will only create more problems.
People will get annoyed with being asked to swap to support. People will get annoyed as a support having to run to a node to get resupplied with supplies.
Engineers will get annoyed at only being able to build one node at a time and then run to find more supplies. They will get annoyed at having to rebuild nodes that have been taken down because they had to be built in an area that is public instead of remote.
Here's the simple solution: Supplies, ammo crates, and even tank ammo is replenished by being inside any currently held strong point or HQ Spawn.
That's it. It's that simple. Go there and start the process of getting more ammo, supplies, or fuels. No screwing up the rest of the game and making people spend half the game running around and swapping roles instead of playing the actual game.
If they want to make nodes an additional place to replenish these items, fine, but having them be the only place is going to screw many things up.
A sdk during early access is pretty common in modding hobby. Modders can handle that without real issues.
This is a good point.
Can we assume that you get fully resupplied when you spawn on an HQ point? It would make sense because then the downside of doing that is the trek back to the front, making it only valuable if you can hitch a ride in a truck.
I agree with the Support role switching, that sounds awful and annoying. The node thing doesn't bother me that much because hiding nodes randomly in enemy territory is a massive time sink and, frankly, stupid. It takes one squad several minutes to run to the +15 area and role swap until everything is in place, just to get the resources. So, consolidating resource nodes closer to main objectives sounds like a way to focus things.
In warfare if you do it intelligently (the current way) you end up with a flanking garrison and safe nodes.
In offensive mode this new way is going to be a nightmare for defenders. Imagine you're defending omaha beach and manage to hide all your nodes far forward when the game starts. Then you lose a couple sectors. Those sectors are then locked to normal infantry - how are they going to get to those nodes to resupply? Even if they are not so far back that they're locked but sill in red territory, there will be no close garrisons, so the choice is for every squad to put their outposts in enemy territory that has no strategic value other than they're close to nodes they need to get 50 meters near in order to magically resupply their supplies. Then they run hundreds of meters to use the supplies. Ridiculous.
Like a lot of things that the devs have been doing recently it looks like they didn't bother to think through all the ramifications of their decisions.
Attempting to insult someone who calls out a whining and gripping post, who appears to desire the game to fail...ok bro. I'll admit, I neglected to include the glitter, unicorns, and forgot to complete my sensitivity training for this month. Probably should have came across much nicer than I did, and for that I apologize. Sorry Runlikehell. (good song btw).
Did I censor him? Did I report him? Did I ask him to delete his post? No.
He has a right to share his thoughts, as do all of us. Good Day Sir...
I said GOOD DAY!
I'm not sure about the cooldown system. Its definetly an improvment to the old system, but consider puting the cooldown on the node itself, and that it can hold a couple of "charges." Maybe they can hold 4 "charges" of 50 supplies, and they will refil one charge per minute.
That would keep the limitation, but yet alow bursts of hard work, in a way removing the tedium of waiting. In addition to this consider alowing the support to place several boxes of 50. Maybe 4 boxes.
Consider alowing for multiple refils from the same ammo box, but decreasing the amount in them if you feel the need to balance them.
More mines if you would be so kind. Would create an interesting obstacle, that would work great with the new ammo and fortification system. Maybe a doubling to start with, and see how it works out. Mostly refering to AP mines here. Bring back bauncing Betty!
Adressing some of the problems that some people have pointed out:
There will likely be more nodes now, and not just two placed in the rough middle forcing everybody to run back and forth. That would maybe not work very well, also keep in mind the new trucks, and that the post by the devs is very likely not conclusive.
And on offensive the system will either work differently, or the nodes will be destroyed like everything else is currently (apart from field guns ofc.)
You will likely spawn with full supplies and ammo at HQ.
This will make destroying a garrison more significant, and demand a more long term defensive plan and not just garry spam. The new fortifications (and hopefully the mine addition mentioned above) will maybe balance this out.
And the suggestion to make the hard-cap refil your supplies, would make it even more tedious counter to your argument, and make the game beyond simplistic. The distance would be on average the same, but not alowing for any creative and/or cordinated teamwork which is counter to everything else being attempted. If you can build lets say six nodes (assuming balance of resource spendeture), this would solve the problem but keep the mechanic intact. Not just stripping away everything, because its not yet properly balanced.
But great work so far devs ;)
P.S. I think some people fail to realise that games like these are more about the experience of teamwork, and offering a wide array of tools, some more conventional than others. The idea is a strategy game in FPS format. This demands role to role dependancy, and several ways of tipping the scales, besides the normal "memorize the map, and twitch aim". I can't see a future for a garry spam frontline with some tanks and arty thrown in from time to time. Which seems to be what some people want. This is the eqivalent to increasing difficulity by increasing hit points, or spaming "meta" units just to win without effort, or thinking. Out shooting, should be met with just as much out smarting. Learn to use the tools, and understand that the game is still implementing new ideas and fine tuning can only be done after the interplay between mechanics is clear and a meta has been established.
This gives new synergy between engineer and support. Support can do the normal "build more garrisons" move with the squad leader, or support and engineer can literally build up some major defenses anywhere one supply crate at a time via the manpower node. More supports leverages more defenses and stronger garrisons.
Now, no matter what, engineer has a permanent spot on the team and not just a "switch for a few minutes" class. Moving nodes around, building up garrisons, or frontline cover reinforcement for troops (lvl 1 wall behind a flimsy wood fence?) now becomes the engineer's bread and butter that can last the entire match.
Things to remember that are coming in update 8
-transports (I think)
-bullet penetration
-upgradable defenses
-grass render distance
-more?
Can garrisons and outposts be put in hardened bunkers to protect from artillery? How fast is the resupply timer? How much supplies are needed (as in how fast can it be built) for some of these structures? How many more medical supplies will be used due to bullets going through cover? How many more bullets are going to be used due to shooting blindly at cover? Just how much more effective is suppressing fire going to be with less capable cover? Should a node be built in an occupied building to simulate well supplied troops? Should walls be placed in/outside of buildings (if they fit) to harden them up from penetrating rounds? Should heavy machine guns really have 250 rounds in U8????
All of these play off of each other a lot. U8 will be a big change to how the game flows and plays. Personally, I like the direction the game is going. I have my gripes, but overall I feel these added mechanics and render changes will make the game very interesting.
Concern that has not been voiced:
limitation of nodes (2 per type per team) could really restrict what could be a really interesting game play loop for engineers to refill the reinforcement boxes of the other classes. Perhaps allow more nodes to be built, but have the resources gain at only the best ones or have a resource gain cap at update 7's maximum resource rate...... also let nodes auto-deconstruct/breakdown to not force people to somehow go back to terminate the node. Say, let a player have 1 node of each and then when they place a new one the last one deconstructs. Could also restrict 1 node per type per squad. Personally I think an annoying to rig system (costs time) is nearly as effective as a system that cannot be rigged (one node per type per squad....per person to prevent lots of small squads).
can't wait to see how these changes work in practice.