Men of War: Assault Squad 2

Men of War: Assault Squad 2

Red Rising Redux 3.27b
 This topic has been pinned, so it's probably important
Batmane  [developer] Jan 21, 2021 @ 7:26am
Balancing
Post balancing recommendations here for now.
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Showing 1-15 of 25 comments
KillerOfFascism Jan 23, 2021 @ 2:44pm 
Maybe a gamemode similar to frontlines where you have to defend against zombies Endlessly or until Civilians are rescued There will be intermission times inbetween waves were you can search for survivors, Weapons, Ammo, Even cars or trucks to help you carry stuff, and during the first intermission (before starting wave 1) You start with small patches of Devastated and encircled USMC and Local Police and SWAT teams(or if you Choose Russian Police you start with 25 Standard issue Police officers (armed mostly with Glocks, a few KSG's maybe one or two AK74's) You also would be given 5-10 VDV infantry (Not many on Military personnel for both factions as the Military units are basically leftovers from being encircled by zombies) (up to like 5-10 USMC soldiers + 1 USMC LT.) Standard Police would be issued (5-12 Standard Issue US police officers(a mixture of M9's,Glocks,44.Magnums and maybe a shotgun or two?) and 7-8 SWAT loadout would be (Armed in Riot gear armor M14's,M1014's,maybe an M4 or two?) both factions start out with at minimum 10 Civilians (depends on size of map) but their are chances to spawn with 5-15 extra Civilians at start (this depends on the map size)( which with every wave or so you could explore more of the City which will require Manpower, Loot and everything you have to Scavenge for are randomly Generated, You can also Upgrade your base, build defences while assigning a group of volunteers to venture out in the City to search for things, or heck even a car, pretty much anything as you could find, you also have the option to let them venture out automated (without your observation and ability to direct control them) While you handle Operations at base i.e repairs constructions which you could also have automated while you have your men assigned to venture out as you cannot be in two places at once so you can either stay at base or venture out. However when you assign a group to automatically or even observing and going with them you run many fair bits of danger Military and trained Law enforcement are more likely to see more success both on their own automatically or with your direct control over them. you will have every 2 waves 10 minutes or so to explore for items and such, however for the pre wave 1 you get only 5-15 minutes to set up/ scavenge
KillerOfFascism Jan 23, 2021 @ 2:45pm 
I know this isnt a balance related thing but I couldn't post it in comments it was TOOO long LOL I put a really good thought into this, it most likely could be expanded upon heavily
Batmane  [developer] Jan 23, 2021 @ 3:15pm 
This actually sounds like a really good idea. I think this could all be coded in the editor. It might not be something I can get to for a while. I gotta take a look at zombies to fix some bugs as well.

The zombies need to be more functional. Currently there are 3 issues.
1. Unknown bug causing individual zombies to become invincible.
2. Zombies freeze due to a med-decor object they create when they attack
3. Some zombies cannot walk close enough to enemies to attack.

Fixing these might end up being high priority.
catmanmlio Jan 23, 2021 @ 8:34pm 
Originally posted by Batmane:
This actually sounds like a really good idea. I think this could all be coded in the editor. It might not be something I can get to for a while. I gotta take a look at zombies to fix some bugs as well.

The zombies need to be more functional. Currently there are 3 issues.
1. Unknown bug causing individual zombies to become invincible.
2. Zombies freeze due to a med-decor object they create when they attack
3. Some zombies cannot walk close enough to enemies to attack.

Fixing these might end up being high priority.

With Much Testing I have found that Zombies NEVER Are Fully Invincible, They Are Always Kill-able, However This invincibly seems to just be a very high damage Resistance i think?, I am not sure but i do know for a fact the zombies can always die.. it may take much longer than normal but they are always kill-able
Batmane  [developer] Jan 24, 2021 @ 6:52am 
Have you ever seen a bug where they are still alive at 0 hp?
catmanmlio Jan 24, 2021 @ 6:56pm 
Originally posted by Batmane:
Have you ever seen a bug where they are still alive at 0 hp?
Yes, But continuous and sustained gunfire will kill them, time to kill changes but they do die
Last edited by catmanmlio; Jan 24, 2021 @ 6:56pm
Batmane  [developer] Jan 24, 2021 @ 6:58pm 
Ok I won't need to change that then.

On my to do list is just
1. The freezing zombies
2. Zombies wont come into range to attack
catmanmlio Jan 24, 2021 @ 7:02pm 
ehh.. the time it takes to kill can range from 30 mins to never..
Batmane  [developer] Jan 24, 2021 @ 7:12pm 
Lol. I think what I noticed is that when you stop shooting them, they die.
catmanmlio Jan 24, 2021 @ 7:57pm 
(ALSO SHOTGUNS ARE VERY STRONG VERSES ZOMBIES!)
Benzo-Kazooie Mar 17, 2021 @ 4:16pm 
Small arms have too far of range, it makes snipers kinda useless given the small size of maps in Men of War + is unrealistic

A crewman armed with an Uzi smg shouldn't have the ability to hit an enemy 2 street blocks down. Same goes for any of the assault rifles in game with iron sights. Maybe if the rifle has a magnified optic like an ACOG or LVPO but its hard for the average soldier to shoot accurately beyond 100 yards in a combat situation.

My suggestion:

Handguns: 50
Submachine Guns: 60
Assault Rifles without Optic/Scope: 80
Assault Rifles with Optic/Scope + rifles + machine guns: 100
Machine guns with Optic/Scope: 125
Rifles with Optic/Scope: 150
Last edited by Benzo-Kazooie; Mar 17, 2021 @ 4:21pm
Batmane  [developer] Mar 19, 2021 @ 10:12am 
Ill trust your word on it. These numbers seem reasonable. Ill see if I can update this today.
Avalon Feb 4, 2023 @ 12:06pm 
A suggestion, Reduce the effectiveness of ATGMs and nerf them extremely, tanks and IFVs are effectively useless with even 1 ATGM squad on the field, games devolve into arty pieces with whoever holds a cover being able to mow down the other without any issue, reduce the accuracy of rifles and damage on the guns so as to make infantry last longer and have more staying power, also the stamina on the units is horrendous am fitter than these soldiers irl like seriously?
Batmane  [developer] Feb 4, 2023 @ 12:30pm 
Good suggestion. Already started working on some nerfs for atgms and small arms. Mainly reducing accuracy and damage.
Avalon Feb 5, 2023 @ 12:01am 
Originally posted by Batmane:
Good suggestion. Already started working on some nerfs for atgms and small arms. Mainly reducing accuracy and damage.

-->Recommend Increasing the health on the infantry across the board and reduce the accuracy and damage of small arms.

-->Nerf the ATGMs to 320mm for the Russians, 480 for everyone else(Historical, Russian atgms suck).

-->Reduce the accuracy and fire rate on mortars and arty pieces.

-->Helicopters still crash to the ground, recommend taking a look at how 1992 mod does helicopters.

-->Increase the stamina on Infantry by atleast 75%.

-->Some IFVs mainly BTRs and 23mm equipped Russian tanks have small 10 round magazines which make them extremely hard to use.

-->Reduce the cost on the early and late game tanks to make them viable.

-->Reduce the speed of the ATGMs and reload rate to make dodging them a thing.

-->Perhaps nerf the Toyata Trucks the terrorists get, or atleast the speed on them(your call).
Last edited by Avalon; Feb 5, 2023 @ 9:32am
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