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Minenfeld! posted:That's because no one should ever take Grenzers. The game is doing you a favor. When I'm running expensive helo recce infantry grenzers are awesome to have as 15 point dudes that I can get a bunch of who can see stuff pretty well.
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# ? Jun 10, 2024 22:24 |
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Yeah grenzers are the poo poo I wish I could get regular or rookie very good optics infantry in every deck u crazy.
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Grenzers are that perfect combination between useful and expendable. If they die, what ever they're grenzers! If they live then its still recon! Also I look forward to Eugen's 1st massive rebalancing of many.
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Agean90 posted:Grenzers are that perfect combination between useful and expendable. If they die, what ever they're grenzers! If they live then its still recon! Yeah thats how I use them too, nothing is more effective than a unit that can actually do something but you aren't worried about losing. Thats what makes ASLAVs, 9040s, Brennus, BMP-Ts etc so awesome - you pay a lot more aggressively with them than your precious high cost units. Haven't taken uralgrazmod out for a spin yet but I hope the balance changes encourage that aggressive play.
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Jet Age posted:Yeah thats how I use them too, nothing is more effective than a unit that can actually do something but you aren't worried about losing. Thats what makes ASLAVs, 9040s, Brennus, BMP-Ts etc so awesome - you pay a lot more aggressively with them than your precious high cost units. Haven't taken uralgrazmod out for a spin yet but I hope the balance changes encourage that aggressive play. It certainly does! I'm also making a video of a match right now that I will put up onto youtube.
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_-,-~''~''':::'':::':::::''::::''~ ._,-'':::::::::::::::::::::::::::::::::::::::''- ..,-'::::::::::::::::::::::::::::::::::::::::::::::| ,-':::::::::::::-~-~--'~-'~--~-~--~- ..,'::::::::::,~'': : : : : : : : : : : : : : : : : : '-| ..|::::::::,-': : : : : : : : - -~''''ŻŻ''-: : : : :\ ..|::::::::|: : : : : : : : : _--~'''''~-: : : : '| ..'|:::::::,': : : : : : :_-: : : : : : : : ~--_: |' |::::::|: : : --~~'''~~''''''''- _..~''''''''''''Ż| |:::::,':_-|: : :_---~: : :|''ŻŻ''''|: ~---_: || ..,~-,_/'': : : |: ![]() ![]() ../,'-,: : : : : ''-,_______,-'': : : : ''-_____| ..\: :|: : : : : : : : : : : : : :: : : : :-,: : : : : : : :\ ',:': : : : : : : : : : : : :,-'__: : : :_',: : : : ;: ,' .'-,-': : : : : :___-: : :'': : Ż''~~'': ': : ~--|' .|: ,: : : : : : : : : : : : : : : : : : : : : :: : :| .'|: \: : : : : : : : -,_-~~--~--_: :: | ..|: \: : : : : : : : : : : :-------~: : : : : | ..|: :''-,: : : : : : : : : : : : : : : : : : : : :| ..',: : :''-, : : : : : : : : : : : : : : : : :: ,' | : : : : : : : : :_ : : : : : : : : : : ,-' |: : : : : : : : : : '''~----------~'' ._|: : : : : : : : : : : : : : : : : : : :| .-''. '-,_: : : : : : : : : : : : : : : : : ,' ,-''. . . . . '''~-_: : : : : : : : : : : : :,-'''- █▀█░█▀█░█▀█░█▀█░█▀█░█▄░█░█▀▀░░ █▀▀░█▀▄░█░█░█▀▀░█▀█░█▀██░█▀░░░ ▀░░░▀░▀░▀▀▀░▀░░░▀░▀░▀░░▀░▀▀▀░▀
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today we discovered that you can change your nickname to anything, whether it is taken or not. cue joining 10v10s with half the team named STONE COLD STEVE AUSTIN and HANK HILL
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OKAY ITS A GAME uralgrazmod..game with tanks. 3v3. https://www.deadlyshoe.com/Wargame/UGMPlunjiang.rar
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![]() Propane and propane accessories.
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It took me three times as long to upload this than it took me to render due to the amazing state of Australian internet ![]() https://www.youtube.com/watch?v=M0bPOCljPXQ
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I like how one night I was checking my ping because I had that ~month long period where I was dropping all the time and Shan grumpily mentioned that my ping to LA from western China was better than his ping from Queensland.
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Did they ever add multiplayer campaigns to this?
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The Geoff posted:Did they ever add multiplayer campaigns to this? No, and they never will.
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Butane is the bastards gas, because Stone Cold Hank Hill said so.
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Is it just me or is the campaign actually halfway fun this time around? Less retarded group composition, better AI, and the ability to fastforward make it a hell of a lot better than ALB for me.
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I want a new feature to Wargame: handicap. That allows the creation of a new attacker-defender game mode (one side gets most of the zones, one gets higher income). Please add your voice to this thread: http://www.wargame-ee.com/forum/viewtopic.php?f=155&t=46190 It isn't a huge technical change and won't change anything in vanilla if players don't want to. There's a realistic chance it will get implemented if there is enough noise supporting it.
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I added my voice to the crowd. It's a great idea and would go a long way towards making the issue of pre-made teams versus pubs less so.
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Infidelicious posted:Is there any way to make aircraft start unloaded when you buy them, so you have to wait for them to be armed/refueled/etc? Infidelicious posted:Basically, most balance issues related to aircraft come from the ability to instantly deploy them, or the ability to instantly deploy them magnifies the issue. I thought about writing about this like 2 months ago but ![]() It seems a case of the realism/gameplay argument where erring on the side of realism creates more interesting gameplay. There would have to be UI changes (which of course will never happen :eguene). One should be able to give a plane orders before it's ready and the time to re-arm should to be numerically presented in the airport. Edit: ETA on DLC1? Would seem to be a good time to start playing again.
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I really mean to get back into playing. People are saying user numbers are down but last time I was on there were like 12 goons on. My XCOM campaign has stolen me away.
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A lot of them were probably playing war thunder instead.
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Xerxes17 posted:A lot of them were probably playing war thunder instead. ![]() If you guys are on and actually playing and not just mod-making (not that there's anything wrong with that!) then I'll start dropping in again.
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Planning on doing a new version release tomorrow so hopefully we will indeed be playing!
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I've been sitting out waiting for that DLC, the mod stuff is interesting but I'm more interested in new soviet hand-me-downs. New units to toy around with is pretty much the only thing that sparks my interest, especially PACT.
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Mazz posted:New units to toy around with is pretty much the only thing that sparks my interest, especially PACT. We'd better work out a way to add new units to the game, then. Fortunately...
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Mazz posted:I've been sitting out waiting for that DLC, the mod stuff is interesting but I'm more interested in new soviet hand-me-downs. New units to toy around with is pretty much the only thing that sparks my interest, especially PACT. Yeah I'm kind of holding out for the DLC to play more, though mostly because I'm just busy with work.
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I'm afraid they'll balance the DLC by reducing the availability bonus on the 'minor' nations and I'll no longer have effectively unlimited amounts of veteran Nork troops to bury my enemies in ![]()
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When is the DLC coming out, anyways?
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Tehan posted:I'm afraid they'll balance the DLC by reducing the availability bonus on the 'minor' nations and I'll no longer have effectively unlimited amounts of veteran Nork troops to bury my enemies in Norks shouldn't be changing.
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Arglebargle III posted:I really mean to get back into playing. People are saying user numbers are down but last time I was on there were like 12 goons on. My XCOM campaign has stolen me away.
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So if we're all posting about not playing this game, could we do a bit of a pre-dlc1 post mortem? Why are we all not playing this game? I know for me Airland Battle had a lot more staying power.
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Arglebargle III posted:So if we're all posting about not playing this game, could we do a bit of a pre-dlc1 post mortem? For me it was: They effectively broke AAA/SAMs. I actually enjoyed setting up effective SAM/AAA traps and don't really like constantly microing planes. Tanks seemed strongly disadvantaged in the meta, again something I enjoyed using. Having to constantly micro poo poo due to artillery was getting annoying. Naval side was poorly done in general. I actually liked the game more with a stronger emphasis on nation-specific decks. In general the parts of the game I enjoyed in EE and ALB were substantially less enjoyable. Note that I haven't played since a few weeks after release, so I don't know how valid these are now. Warbadger fucked around with this message at 03:50 on Jun 14, 2014 |
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I guess for me I would say:
I should probably sort these into categories to make it more useful criticism but gently caress it. XCOM awaits. Arglebargle III fucked around with this message at 04:33 on Jun 14, 2014 |
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I'm pretty exhausted with men in houses.
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General Battuta posted:I'm pretty exhausted with men in houses. That's funny because one of the things I though shook out fairly close to right in RD is artillery. Everyone should be packing 155s in RD, and for the cost of a couple bombers you can create an almost permanent gently caress YOU INFANTRY zone anywhere on the map. I never experience the town-assault meatgrinders I did in ALB, although that's just as much a map design thing as an artillery thing. I think firepower dominance is RD's big problem, but static defense hasn't been an issue for me... largely because of the huge firepower at everyone's disposal.
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Aaand I know I just said post about why you're not playing, but I really like this deck. Not least because it's like, the anti-meta deck. It has rare, expensive, very powerful choices across the board, little ability to fight in forests and towns, and I've been winning games with it. My only regret is not having more support slots to drop the Norovs and Buratinos and pick up MSTA-S and Tunguskas. Octamurk, the mortars are there pretty much because I've watched your openings. I don't think I've ever needed the smoke when I remember to use it though. Why do you bring Podnos instead of Vasileks? Anyway... deckchat? Comments?
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Arglebargle III posted:That's funny because one of the things I though shook out fairly close to right in RD is artillery. Everyone should be packing 155s in RD, and for the cost of a couple bombers you can create an almost permanent gently caress YOU INFANTRY zone anywhere on the map. I never experience the town-assault meatgrinders I did in ALB, although that's just as much a map design thing as an artillery thing. I think firepower dominance is RD's big problem, but static defense hasn't been an issue for me... largely because of the huge firepower at everyone's disposal. Town-assault meatgrinders were actually a thing I *liked* to some degree. In a semi-realistic game urban fighting *should* be a meatgrinder and shouldn't be a trivial matter to clear them out - especially for artillery/armor which aren't exactly stupendously effective at that job without dudes on the ground finding targets and relaying that very precise information to the guns. I think there could have been a number of better solutions to breaking them up (with infantry and IFVs) than simply deciding that ARTILLERY SMASH TOWNS. Warbadger fucked around with this message at 05:07 on Jun 14, 2014 |
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Arglebargle III posted:Why are we all not playing this game? I know for me Airland Battle had a lot more staying power. Been playing Close Combat, and so very many design decisions in Wargame feel like they wanted to make a Close Combat but didn't quite understand why things that work in one game system don't in another. Invisible invincible infantry in houses works just fine in Close Combat. It's fun and exciting to scout forward, lay down suppression fire on places where you haven't spotted anyone but are sure someone is hiding in and make a charge to grenade range. Not to mention the excitement that is tank hunting with PIATs or Panzerfausts. Morale plays a significant part, as panicked soldiers fire only sporadically. Halftracks are vulnerable to machine gun and mortar fire, but provide significant support whenever present. Mortars offer fast reaction fire but you only get a limited amount of ammunition and once it's gone it's just a slow three-man rifle team. All this is tied together in a campaign setting which makes you consider the short-term advantage of using your mortar crews as line infantry against the long-term advantage of not having lost said mortar. Generally speaking things work as you'd expect them to and the whole experience feels cohesive. Wargame loses many of the subtle details in translation: for example, aiming individual tanks to fire onto buildings that you know are occupied but haven't spotted anyone in usually isn't feasible due to increased micro. Invisible invincible infantry ATGM teams prove too much of a challenge to armor, which can't approach buildings without practically guaranteed casualties, making approaches almost prohibitively expensive. APCs are useless after infantry dismounts and are sacrificed without second thought. Recon and morale systems are generally speaking a horrible mess. Multiplayer campaign system is dead. On top of this is Eugens inability to math the units into a reasonable selection system which would promote varied unit selection and resemblance to any existing or imaginary conflict. I feel bad for MadMat. The criticism must be getting to him personally. So much of what is wrong in Wargame are things that work very, very well in Close Combat and make the game fun. As is, it feels too much like cargo cult Close Combat to be worthwhile. If I had to pick one thing that needed fixing the most it's infantry in cities; the whole thing just feels stupid.
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Arglebargle III posted:So if we're all posting about not playing this game, could we do a bit of a pre-dlc1 post mortem? For me the core problem is that the maps are designed for maneuver gameplay with a lot of armor, line infantry in IFVs etc, and the units are balanced for a more tactical game involving elite troops, artillery, reconaissance and helicopters. The mismatch of the gameplay to map design makes the game less fun to me.
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# ? Jun 10, 2024 22:24 |
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Arglebargle III posted:I guess for me I would say: This is the big one but particularly on the PACT side, USSR and RD are the only complete decks. I'm not sure who else they could have put in there (India?) but it gets pretty repetitive. Hence everyone looking forward to the DLC maybe filling out NSWP.
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