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At one point, there were allegedly plans to release mod tools, but forum drama happened and they changed their minds. Also something about expensive licensing issues.
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# ? Dec 30, 2015 09:16 |
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# ? Jun 2, 2024 03:07 |
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A few pages of discussion to result with: "ALB arty was breddy gud" lmao.
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# ? Dec 30, 2015 11:45 |
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I still disagree. ALB artillery was mostly useless, you'd only use the top tier ones (and high HE mortars) because they were at least capable of doing some damage. None of the stuff that ~applied debuffs~ was really worth spending a lot of points on. RD artillery is better. It takes longer to aim, so it's harder to use against mobile units and attacks, but it's actually effective against static little doomforts.
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# ? Dec 30, 2015 12:42 |
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I don't think artillery is much of a problem in RD either. The only people getting wrecked by artillery are those who aren't playing to the line-of-sight of the map and not trying to stop scouts getting eyes on their stuff.
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# ? Dec 30, 2015 16:35 |
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Yo where's that replay?
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# ? Dec 30, 2015 18:45 |
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Tulip posted:Yo where's that replay? That screenshot just looks like a typical Bloody Ridge deployment.
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# ? Dec 30, 2015 18:51 |
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Mukip posted:That screenshot just looks like a typical Bloody Ridge deployment. I just want a good goon-approved replay, I'm not super interested in watching the 4Chan tournament even if the main turnoff is the team names.
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# ? Dec 30, 2015 18:53 |
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Foxdie made a thing (I helped a little): http://www.wargamedb.com/ It's still in beta so doesn't have all the units. If you have feature requests or spot something missing please let me know.
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# ? Jan 1, 2016 03:02 |
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anyone game dumb play
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# ? Jan 4, 2016 06:18 |
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This game of sour feelings is still actively played for whatever reason.
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# ? Jan 4, 2016 19:44 |
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Elukka posted:I still disagree. ALB artillery was mostly useless, you'd only use the top tier ones (and high HE mortars) because they were at least capable of doing some damage. None of the stuff that ~applied debuffs~ was really worth spending a lot of points on. I remember artillery being pretty important to soften things up before pushing in ALB. Also for knocking out expensive air defenses, murdering doom forts in treelines and hilltops, and infantry running around on mountains. You couldn't easily knock over a town-doomfort with just artillery, but you could drain them of points and knock out the valuable ATGM teams. I actually liked the idea artillery would not murder everything entrenched in a town, requiring you to actually use your own infantry for that. It made towns important. The problem is that artillery didn't really soften infantry up for as long as it probably should have, so by the time your APCs had closed in to assault the place they'd usually be popping them with accurate RPG shots again and stranding your dudes in the open.
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# ? Jan 5, 2016 03:00 |
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I really think the easiest solution to the whole problem would've just been increasing the distance at which house infantry can be spotted by very good or exceptional recon. Make it so they can be spotted and shot by tanks at a reasonable distance, forcing the defender to both hold the town but also the areas directly around the town with tanks and armor. It was too easy to doomfort and make the entire town dangerous with just infantry and recon. Like if it was 750m, double it and see what happens. Then work from there.
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# ? Jan 5, 2016 03:05 |
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play a america game time?
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# ? Jan 5, 2016 04:06 |
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Mazz posted:I really think the easiest solution to the whole problem would've just been increasing the distance at which house infantry can be spotted by very good or exceptional recon. Make it so they can be spotted and shot by tanks at a reasonable distance, forcing the defender to both hold the town but also the areas directly around the town with tanks and armor. It was too easy to doomfort and make the entire town dangerous with just infantry and recon. I like this idea, because it would let an external presence force units out of the front line of buildings and give up enough to get a foothold, but only while under active suppression. It would also lead to the fight for clear lines into the city prevailing, which is generally good.
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# ? Jan 5, 2016 05:29 |
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Mazz posted:I really think the easiest solution to the whole problem would've just been increasing the distance at which house infantry can be spotted by very good or exceptional recon. Make it so they can be spotted and shot by tanks at a reasonable distance, forcing the defender to both hold the town but also the areas directly around the town with tanks and armor. It was too easy to doomfort and make the entire town dangerous with just infantry and recon. Here's an old trick for dealing with mens in houses. Casualties get higher if they have a lot of cheap ATGM teams dug in but I historically found it manageable. Tulip fucked around with this message at 08:06 on Jan 5, 2016 |
# ? Jan 5, 2016 06:14 |
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Tulip posted:Here's an old trick for dealing with mens in houses. Casualties get higher if they have a lot of cheap ATGM teams dug in but I historically found it manageable. What time index?
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# ? Jan 5, 2016 06:25 |
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xthetenth posted:What time index? Goddamn embedded videos. Starts about 25:45, they start explaining it about 26:06.
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# ? Jan 5, 2016 08:05 |
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xthetenth posted:What time index? at about 25:30 infantry for the reveal and cheap armor for the stunlock.
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# ? Jan 5, 2016 08:35 |
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Had a few Cat C only matches with friends and it was the most fun I've had with the game in a while. The combination of new maps and no prototypes made for actually quite engaging matches. Then I realized that it was pretty much the ALB experience.
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# ? Jan 5, 2016 11:45 |
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Tulip posted:Here's an old trick for dealing with mens in houses. Casualties get higher if they have a lot of cheap ATGM teams dug in but I historically found it manageable. That does work, but in ALB there were far more ATGM teams in houses (people use less in RD because of the lethality of artillery), and USSR didn't have 15 man reserve squads to pair with Su-122-54s (or any of the 4 HE tanks). It's a lot more effective in RD like that because of a differently balanced game. I actually used to run 2 cards of Jagdkommando in my FRG deck and just put 8-12 on the front lines of my major holdings. Also, like 3-4 mortars on the defender's side could've changed the outcome more or less, just barrage the low armor Su-122s until they back off. Artillery being more lethal was good for fixing the ATGM problem, but it just comes with a lot of other downsides IMO whereas we could've tried just fixing the house problem directly and see where that took us. But yes, I had 2 20 man cards of Moto in my ALB USSR deck along with T-64A for almost exactly that kind of push, along with a lot of other utility uses. Even in destruction it could go points positive as long as you made sure to punish that panicked airstrike that people always tried to turn the tide with. Mazz fucked around with this message at 19:17 on Jan 5, 2016 |
# ? Jan 5, 2016 19:14 |
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Hazamuth posted:Had a few Cat C only matches with friends and it was the most fun I've had with the game in a while. The combination of new maps and no prototypes made for actually quite engaging matches. Then I realized that it was pretty much the ALB experience. Yup, that era is my favorite as well. Less sniping, less BS.
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# ? Jan 5, 2016 19:23 |
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Anyone want to play a goon game tonight?
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# ? Jan 5, 2016 19:23 |
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Sure. Usually I wait on Mumble until enough people show up to play.
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# ? Jan 5, 2016 21:19 |
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I uploaded my latest verison of the 2nd Korean War campaign mod recently on the forums guys, if anyone is interested in SP still,. If anyone feels like it, here's a link: http://www.mediafire.com/download/o039kjep3xlbia9/MOD.rar The thread is here: http://forums.eugensystems.com/viewtopic.php?f=187&t=44459&start=490 If you'd like to report any errors or have suggestions for BG tweaks or flavor text errors you spot, please let me know I know a few people play SP still, its a loving shame coop is gone because in this campaign that'd have been magnificent.
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# ? Jan 5, 2016 22:00 |
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I don't know that I'll be available tonight until late.
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# ? Jan 6, 2016 00:31 |
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Anybody wanna help test the newest ural mod? We have a release candidate here: https://www.dropbox.com/s/8khz71jnzvvt13o/UralMod_2.1RC4.zip?dl=0 Documentation is pretty sparse because I haven't had time to do much of anything lately (including testing), but here is the main changelog: https://docs.google.com/spreadsheets/d/1_pPqXyE2SvnVlYSijHSIUbLQBktiXaPtFNIjb2kff78/edit#gid=678467639 And this document contains stats for infantry AT, plane prices and availability, faction bonuses and air-to-air missiles: https://docs.google.com/spreadsheets/d/1-32yjT7goePLBfP9NzMXDzEp9Fjhe6NL-mTbRZNiums/edit#gid=182015747 I'd be very interested in feedback on how air power plays now (since it's seen a total overhaul) as well as balance between factions (superpowers vs coalitions vs minors). I'm also looking for feedback on the installation process. Installation is carried out by placing the four bat files and the uralmod folder in your main Wargame RD directory and then running the installer bat. I'd like to know whether this process actually works for other people.
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# ? Jan 10, 2016 23:02 |
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I come humbled. Having watched the latest tournament and started playing again, the state of the balance is enormously different and more fun than it was when I last played and my more recent judgments were based on a false understanding. If anything, artillery is even less important than it was in ALB. Mea culpa. What's the current thought on flame infantry? I know that they tend to swing wildly from 'great' to 'garbage,' and the fact that I never see them seems to point to the latter, but is there some untapped potential for them?
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# ? Jan 10, 2016 23:14 |
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How do you watch a latest tournament?
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# ? Jan 11, 2016 05:48 |
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Arglebargle III posted:How do you watch a latest tournament? I've been watching via this YouTube channel. I'm not happy about the quality of the caster but it's easier and faster than finding the games myself.
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# ? Jan 11, 2016 09:27 |
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Tulip posted:What's the current thought on flame infantry? I know that they tend to swing wildly from 'great' to 'garbage,' and the fact that I never see them seems to point to the latter, but is there some untapped potential for them? I think flame infantry are okay, the one with napalm rockets are better. But a lot of the newer maps don't cater to drawn out urban fights so they are niche units in the very competitive infantry slots.
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# ? Jan 11, 2016 11:41 |
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Mukip posted:very competitive infantry slots. Cf. AP balance no longer matters.
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# ? Jan 11, 2016 15:32 |
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Why does everyone in the tournament play red?
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# ? Jan 12, 2016 17:48 |
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Buratinos and Mig 27s. There's a few blufor entries, and they tend to do just as well as red, but mostly on the back of blue dragon infantry of all the drat things.
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# ? Jan 12, 2016 20:50 |
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Tulip posted:Buratinos and Mig 27s. There's a few blufor entries, and they tend to do just as well as red, but mostly on the back of blue dragon infantry of all the drat things. Also PACT still has the missile advantage, you see a lot of BMP-3s and a few T-80As in that video you posted. Big advantage on the open ground maps you see pretty often.
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# ? Jan 12, 2016 22:43 |
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Mazz posted:Also PACT still has the missile advantage, you see a lot of BMP-3s and a few T-80As in that video you posted. Big advantage on the open ground maps you see pretty often. Also SU-122-54s and SovKor can take 3 cards of Superheavies. The 3 cards thing is just kind of nice to know but the SU-122-54 thing was decisive in at least one match on Hop & Glory. Blufor has a few advantages that come up in the tournament - Jagers and Hachinana Shiki proved to be decisive for grinding out a victory on Another D-Day in Paradise - but ATACMs and Longbows don't seem to come up decisively.
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# ? Jan 13, 2016 02:17 |
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Huh. Yet a bunch of Bluefor cheap tanks and support guns exist. The only thing they don't have is a Burrito. MARS and ATACMS replicate Smerch functionality just fine. And Blue Dragon has some sort of burrito thing right? And the MiG-27 doesn't seem special compared to the plenitude of AGM planes on Blue.
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# ? Jan 13, 2016 02:40 |
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The SU 122 has 5 HE at 15 points, it's a lot better than other support guns. The MiG 27 is 105 points, which is important when you have no intention of the plane flying a second mission. I'd say ATACMs is a distinct advantage of Blufor, but I also don't see players that are much better than me using them.
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# ? Jan 13, 2016 03:01 |
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Arglebargle III posted:Huh. Yet a bunch of Bluefor cheap tanks and support guns exist. The only thing they don't have is a Burrito. MARS and ATACMS replicate Smerch functionality just fine. And Blue Dragon has some sort of burrito thing right? Isn't the distinctive thing with the su-122 that it's a cheap fire support with HE 4? Blufor in general doesn't seem to have a lot of high he cannons
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# ? Jan 13, 2016 03:03 |
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Mange Mite posted:Isn't the distinctive thing with the su-122 that it's a cheap fire support with HE 4? Blufor in general doesn't seem to have a lot of high he cannons Yeah, it's a very good combination of armor greater than 1 or 2 and HE for the price.
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# ? Jan 13, 2016 03:21 |
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# ? Jun 2, 2024 03:07 |
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Honestly it's pretty lame that only one side is played at tournaments because of a few outlier units in a roster of hundreds. You saw the same thing back in ALB where nobody played red for a while.
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# ? Jan 13, 2016 05:18 |