some questions

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Shanks
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some questions

Postby Shanks » 21 Sep 2018, 13:33

first-Could they have an escort? the US-British captains and the WM officer? like the PE Hauptsturmfuehrer (by the way, I think they should reduce the price of this unit to 300 MP, and in return raise 100 MP to the special unit thereof)
normally a skillful player would look for a way to eliminate the captain or officer who stays behind the units or where they see it, which makes it difficult for them to get veteran (unless you have it next to a mortar, but it does not have much sense,because the idea would be to have them together to the units, for example with the riflemen, to give them combat bonuses), so I think it would be convenient for them to have an escort, in my opinion, what would make the game more exciting in turn

second-could there be a medical vehicle? for WM?

third-could you have the withdrawal point skill, all medic truck? without the need to have a captain or officer inside ... Maybe an improvement in exchange for ammunition?

fourth - is there any chance that the suggestions of these posts will be applied?: Super pershing call-in by mofetagalactica --- Heavy bomb for Raf by The New BK Champion --- Sniper Aim Time by Mencius --- Dingo-Obsolete by Shanks

I would like to hear what others think, regarding the first three points. For the last point, I would like to receive a response from some developer, if possible

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Warhawks97
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Re: some questions

Postby Warhawks97 » 21 Sep 2018, 14:14

Shanks wrote:first-Could they have an escort? the US-British captains and the WM officer? like the PE Hauptsturmfuehrer (by the way, I think they should reduce the price of this unit to 300 MP, and in return raise 100 MP to the special unit thereof)
normally a skillful player would look for a way to eliminate the captain or officer who stays behind the units or where they see it, which makes it difficult for them to get veteran (unless you have it next to a mortar, but it does not have much sense,because the idea would be to have them together to the units, for example with the riflemen, to give them combat bonuses), so I think it would be convenient for them to have an escort, in my opinion, what would make the game more exciting in turn


This idea isnt new actually. It was discussed but cant remember the result. I am not against it actually. Sometimes i give a Halftrack to my officer that keeps riding behind my infantry. That way he is save from small arms fire. Worked quite well so far. well for US and WH at that point.

second-could there be a medical vehicle? for WM?


Like one that picks wounded (Inf doc) or just as CW and PE have it as healing vehicle? I think WH has the advantage when it comes to costs of the regular healing station for just 180 MP and little fuel.

US is worst in healing capabilties unless you pick inf doc.

third-could you have the withdrawal point skill, all medic truck? without the need to have a captain or officer inside ... Maybe an improvement in exchange for ammunition?


You mean it always acts as a retreat point just like the BK stormtrooper HT?

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Shanks
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Re: some questions

Postby Shanks » 21 Sep 2018, 20:23

Warhawks97 wrote:
third-could you have the withdrawal point skill, all medic truck? without the need to have a captain or officer inside ... Maybe an improvement in exchange for ammunition?


You mean it always acts as a retreat point just like the BK stormtrooper HT?



as a mobile withdrawal point,that works as a captain, unlike that to be able to cure has to be installed in the place, like the medic truck of USA

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Re: some questions

Postby Tiger1996 » 21 Sep 2018, 20:35

Shanks wrote:fourth - is there any chance that the suggestions of these posts will be applied?: Super pershing call-in by mofetagalactica --- Heavy bomb for Raf by The New BK Champion --- Sniper Aim Time by Mencius --- Dingo-Obsolete by Shanks

I support all those points.

However, about the Super-Pershing call-in, i think some doctrinal re-work should be done to many docs in the game before implementing this change.

Also, i want to add... Faster turret rotation for Comet tanks.

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Re: some questions

Postby Shanks » 24 Sep 2018, 11:53

ignored by the dev, how nice

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MarKr
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Re: some questions

Postby MarKr » 24 Sep 2018, 13:37

I know, right? Outrageous! How dare they not to answer every single topic created on this forum!

Wolf is a statue, MarKr tries to steal the mod!
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Re: some questions

Postby Shanks » 24 Sep 2018, 14:00

I summarized all that I could on point 4, I just wanted to hear something like, "no-yes-maybe", maybe it's very difficult

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Re: some questions

Postby Tiger1996 » 24 Sep 2018, 15:15

MarKr wrote:I know, right? Outrageous! How dare they not to answer every single topic created on this forum!

Wolf is a statue, MarKr tries to steal the mod!

Hahahahahaha :lol:

Still annoyed from that? :D

Dude, please don't let these personal barriers stop you from acting nice to everyone else...
I might have been too critical with my statements back then.. however, this shouldn't influence your actions for the development of the game!
Even if the suggestions are provided by a user you don't really like (such as me for example :D) then you should still treat all suggestions equally.

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MarKr
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Re: some questions

Postby MarKr » 24 Sep 2018, 20:27

Shanks wrote:first-Could they have an escort? the US-British captains and the WM officer?
They could, though I am not sure what you mean in case of CW - they have Lieutenants (bonuses for offense) and Captain (bonuses for defense). You speak about "British Captains" but they provide bonuses only to soldiers in a teritories that you captured so having him follow your soldiers around in a combat makes little sense and so it makes little sense giving him some "escort". On the other hand Lieutenant can be worthwhile having around during an attack, however more soldiers in a squad means more expensive squad. Lieutenant is a "tech up" unit (you need him to build stronger units and other HQ trucks) so if the price goes up, it will delay the tech up progress of CW faction in general. Giving him some "escort", thus making him easier to survive, or at least easier to accumulate veterancy, and keeping the same price for the unit does not feel right. Especially when you realize that you can have more LTs and their bonuses stack.

Shanks wrote:second-could there be a medical vehicle? for WM?
Probably could but I don't see a reason why it should be added. US has ambulance only in a single doctrine, WM has mobile healing point also in a single doctrine (Stormtrooper HT), CW and PE have them available to all docs. So it doesn't really feel wrong that WM doesn't have any mobile healing point. Also as both WM and US you can make an "ambulance HT" by building a triage center, in there building a medic team and then putting it to a HT (or a truck or whatever), Medic teams since few patches ago heal automatically without any need to "activate" healing ability so the end result is pretty much the same as for CW/PE, only with extra steps. I can understand that these extra steps can be annoying, but if you do it, you will get an armed "medic HT" while PE/CW have them unarmed. So those extra septs have some payoff too.

Shanks wrote:third-could you have the withdrawal point skill, all medic truck? without the need to have a captain or officer inside ... Maybe an improvement in exchange for ammunition?
I am not sure how it would work to be honest. You already have an Officer who works as an alternative retreat point, most of them can place the "retreat flag", so practically an alter-alternative retreat option and you would add another one? How would it work? Retreating to the halftrack would take priority over retreating to the officer? Or officer would be prioritized over HT? What about the retreat flag? Would it have higher priority than both HT and officer, or just the officer and HT would have highest priority? Or the HT would have the lowest priorty? What if you have more more of these HTs? I would say it would be very messy, everyone would like to have retreating priority to something else and it would probably end up in a huge mess.
If you want a mobile retreat point, you can put the officer into a HT and soldiers will retreat to him anyway. If you want a retrat point with healing around, you can again place medics into a HT and have that HT parked near your officer or the "retreat flag" so once the retreated soldiers arrive, they will be healed by the medics and be able to reinforce thanks to the HT.

Shanks wrote:fourth - is there any chance that the suggestions of these posts will be applied?: Super pershing call-in by mofetagalactica --- Heavy bomb for Raf by The New BK Champion --- Sniper Aim Time by Mencius --- Dingo-Obsolete by Shanks

SP: not sure, I sort of like the need for the choice where you either choose something super-strong (at least in terms of Allies) but once you lose it, you don't get another one, or the choice of a weaker unit but you can it repeatedly. If it is made the way mofeta asked this aspect will be gone. But this is just my opinion, I remember Wolf mentioning that he doesn't like the "one time" units too much, so maybe he'll give it a go.

Heavy bomb: Most likely not. I don't think it is needed, RAF is meant to be weak in directly attacking emplacements and ability like this would take that away. Though if it is absolutely needed then there could be other solutions, e.g. the "flame bombs" could be tweaked to deal more damage to emplacements so while the flames are active they could completely destroy or at least heavily damage the emplacements etc. There is also no model for such a bomb, using another model would lead to a lot of rant from "history fan boys".
Sniper aim times: Most likely yes.
Dingo: Yes.
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Re: some questions

Postby Warhawks97 » 24 Sep 2018, 20:51

I think lieutnant and captain dont need a squad. The are quite cheap, have binoculars and that heroic charge at vet one and can be build muliple times+ CW inf doesnt really rush an attack and stays defensive. The Commando captain is a different story. For captain it would make quite a lot sense. Or Perhaps inf doc one would have a special captain. That way we wouldnt need to increase the cost so much since its a cruical unit for US gameplay. Perhaps with ranger Truck unlock the ranger captain would automatically get a 3 men squad? AB has the HQ squad later and armor usually needs only a forward retreat and the call in ability. Inf doc is the doc that could use a better frontline captain.


for WM i am unsure. Yes and no. Since i play almost only BK doc i do use the leader squad anyway. The Officer is already very usefull even outside from combat with its supervision of buildings. Also the off map strike is devastating and should be risky to some degree. A three men squad would make it much easier to call it. Def doc stays defensive mostly as well just like cw so here a full squad is not needed. Thus my conclusion is that only inf doc could use a special combat captain. Would be nice he would get a squad once the ranger truck got unlocked. And perhaps also the option to build him in this truck as it was in the past. That helped a lot to maintain the combat just like BK doc can.


Last question: Can Stormtroopers always have the truck as priority retreat point over the flag?

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Re: some questions

Postby MarKr » 24 Sep 2018, 23:46

Warhawks97 wrote:Or Perhaps inf doc one would have a special captain. That way we wouldnt need to increase the cost so much since its a cruical unit for US gameplay. Perhaps with ranger Truck unlock the ranger captain would automatically get a 3 men squad? Inf doc is the doc that could use a better frontline captain.
Yeah, I was thinking about that too for the doctrinal rework. However there is sort of a problem with this - if you increase a squad size same way as it is done with the PE upgrade, you cannot set which entities take these new places in the squad, the game automatically adds the entities that the squad has the most of, so in PE heavy assault squad there is 1x leader and 5x soldier so it adds +1 soldier. In these command squads there are only the commanders so you would get +x commanders in the squad. It is possible to change it so that the Captain squad gets replaced by one that has those extra soldiers defined but that means that if you already built Captain before, you need to wait until he dies and then build the new squad that has more soldiers, otherwise it would mean that you would be able to have more commanders in the field which is also not desireable.
The engine puts quite some limits here.

Warhawks97 wrote:for WM i am unsure. Yes and no. Since i play almost only BK doc i do use the leader squad anyway. The Officer is already very usefull even outside from combat with its supervision of buildings. Also the off map strike is devastating and should be risky to some degree. A three men squad would make it much easier to call it. Def doc stays defensive mostly as well just like cw so here a full squad is not needed.
Again, in my concept for doctrinal reworks the Officer of WM got quite some changes - for Def doc he actually provides similar sector-wide defensive bonuses as CW Captain, in Terror he is expected to command soldiers in combat so there he has some bodyguards. In BK staying as it is because BK doc relies on Storms and they have their own command unit, so the Officer's most likely function there is to support infantry before you get Storms and then supervising in base to increase unit production speed.

BTW it is possible to make the offmap mortar barrage only useable when the Officer is alive, so if he dies and only the bodyguards survive, the ability cannot be used - similar thing is used in the doc rework on Fallshirm command unit.


Warhawks97 wrote:Last question: Can Stormtroopers always have the truck as priority retreat point over the flag?
It should be possible...how does it work now? the retreat flag of Officer takes priority over the HT?
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Re: some questions

Postby The New BK Champion » 25 Sep 2018, 08:17

MarKr wrote:Yeah, I was thinking about that too for the doctrinal rework. However there is sort of a problem with this - if you increase a squad size same way as it is done with the PE upgrade, you cannot set which entities take these new places in the squad, the game automatically adds the entities that the squad has the most of, so in PE heavy assault squad there is 1x leader and 5x soldier so it adds +1 soldier. In these command squads there are only the commanders so you would get +x commanders in the squad. It is possible to change it so that the Captain squad gets replaced by one that has those extra soldiers defined but that means that if you already built Captain before, you need to wait until he dies and then build the new squad that has more soldiers, otherwise it would mean that you would be able to have more commanders in the field which is also not desireable.
The engine puts quite some limits here.


I really like those ideas

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Re: some questions

Postby MarKr » 25 Sep 2018, 09:44

In that quote isn't really much of an idea, but rather explaining problems with adding more soldiers to the squad when the commander has been built already :D
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Re: some questions

Postby The New BK Champion » 25 Sep 2018, 10:47

Oh sorry, I meant to quote this:
MarKr wrote:Again, in my concept for doctrinal reworks the Officer of WM got quite some changes - for Def doc he actually provides similar sector-wide defensive bonuses as CW Captain, in Terror he is expected to command soldiers in combat so there he has some bodyguards. In BK staying as it is because BK doc relies on Storms and they have their own command unit, so the Officer's most likely function there is to support infantry before you get Storms and then supervising in base to increase unit production speed.

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Re: some questions

Postby Warhawks97 » 25 Sep 2018, 11:57

MarKr wrote:Yeah, I was thinking about that too for the doctrinal rework. However there is sort of a problem with this - if you increase a squad size same way as it is done with the PE upgrade, you cannot set which entities take these new places in the squad, the game automatically adds the entities that the squad has the most of, so in PE heavy assault squad there is 1x leader and 5x soldier so it adds +1 soldier. In these command squads there are only the commanders so you would get +x commanders in the squad. It is possible to change it so that the Captain squad gets replaced by one that has those extra soldiers defined but that means that if you already built Captain before, you need to wait until he dies and then build the new squad that has more soldiers, otherwise it would mean that you would be able to have more commanders in the field which is also not desireable.
The engine puts quite some limits here.


Ok. Well one option could be that inf has simply a second captain available once truck got unlocked. Normal captain boosts and those of the 3 men captain wouldnt stack.

The second option would be that normal captain becomes a 3 men squad once inf doc got picked. Just like the 60 and 80 mm mortar work. That way he could get a his captain right away without need to wait for the truck unlock. But he would have made a doctrinal decision very early. If he waits longer with his doctrine pick he still has to build normal captain and then let him die in order to get the new three men squad. But that way he wouldnt be restricted to CP´s in order to get the Captain he wants, just forced to make a doctrinal decision. Else he would have to make a doctrinal decision and additionally waiting for the 4 CP´s.

But that captain should then be also buildable by that Ranger truck just like the BK leader squad.


Idk which option seems to be the better solution.


I just got a third in mind. What if the three men captain comes along with normal one, just that this special captain boosts only the rangers. Similiar to Bk stormtrooper leader squad that boosts only Stormtroopers. That way we would have a captain for Rifle squads basically and one for rangers. That one would perhaps also be able to throw nades, having 3 thompsons, ambush abilities etc. I mean so far all "special forces" except luftwaffe have such a special command unit (RAF, AB, BK). But Since PE commander unit is already special with three men, stg, nades and doctrinal abilities and ambush capabilties we can count Luftwaffe has having a special forces commander as well.


Just throwing arround ideas here.

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Shanks
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Re: some questions

Postby Shanks » 25 Sep 2018, 16:20

MarKr wrote:
Shanks wrote:first-Could they have an escort? the US-British captains and the WM officer?
They could, though I am not sure what you mean in case of CW - they have Lieutenants (bonuses for offense) and Captain (bonuses for defense). You speak about "British Captains" but they provide bonuses only to soldiers in a teritories that you captured so having him follow your soldiers around in a combat makes little sense and so it makes little sense giving him some "escort". On the other hand Lieutenant can be worthwhile having around during an attack, however more soldiers in a squad means more expensive squad. Lieutenant is a "tech up" unit (you need him to build stronger units and other HQ trucks) so if the price goes up, it will delay the tech up progress of CW faction in general. Giving him some "escort", thus making him easier to survive, or at least easier to accumulate veterancy, and keeping the same price for the unit does not feel right. Especially when you realize that you can have more LTs and their bonuses stack.

Shanks wrote:second-could there be a medical vehicle? for WM?
Probably could but I don't see a reason why it should be added. US has ambulance only in a single doctrine, WM has mobile healing point also in a single doctrine (Stormtrooper HT), CW and PE have them available to all docs. So it doesn't really feel wrong that WM doesn't have any mobile healing point. Also as both WM and US you can make an "ambulance HT" by building a triage center, in there building a medic team and then putting it to a HT (or a truck or whatever), Medic teams since few patches ago heal automatically without any need to "activate" healing ability so the end result is pretty much the same as for CW/PE, only with extra steps. I can understand that these extra steps can be annoying, but if you do it, you will get an armed "medic HT" while PE/CW have them unarmed. So those extra septs have some payoff too.

Shanks wrote:third-could you have the withdrawal point skill, all medic truck? without the need to have a captain or officer inside ... Maybe an improvement in exchange for ammunition?
I am not sure how it would work to be honest. You already have an Officer who works as an alternative retreat point, most of them can place the "retreat flag", so practically an alter-alternative retreat option and you would add another one? How would it work? Retreating to the halftrack would take priority over retreating to the officer? Or officer would be prioritized over HT? What about the retreat flag? Would it have higher priority than both HT and officer, or just the officer and HT would have highest priority? Or the HT would have the lowest priorty? What if you have more more of these HTs? I would say it would be very messy, everyone would like to have retreating priority to something else and it would probably end up in a huge mess.
If you want a mobile retreat point, you can put the officer into a HT and soldiers will retreat to him anyway. If you want a retrat point with healing around, you can again place medics into a HT and have that HT parked near your officer or the "retreat flag" so once the retreated soldiers arrive, they will be healed by the medics and be able to reinforce thanks to the HT.

Shanks wrote:fourth - is there any chance that the suggestions of these posts will be applied?: Super pershing call-in by mofetagalactica --- Heavy bomb for Raf by The New BK Champion --- Sniper Aim Time by Mencius --- Dingo-Obsolete by Shanks

SP: not sure, I sort of like the need for the choice where you either choose something super-strong (at least in terms of Allies) but once you lose it, you don't get another one, or the choice of a weaker unit but you can it repeatedly. If it is made the way mofeta asked this aspect will be gone. But this is just my opinion, I remember Wolf mentioning that he doesn't like the "one time" units too much, so maybe he'll give it a go.

Heavy bomb: Most likely not. I don't think it is needed, RAF is meant to be weak in directly attacking emplacements and ability like this would take that away. Though if it is absolutely needed then there could be other solutions, e.g. the "flame bombs" could be tweaked to deal more damage to emplacements so while the flames are active they could completely destroy or at least heavily damage the emplacements etc. There is also no model for such a bomb, using another model would lead to a lot of rant from "history fan boys".
Sniper aim times: Most likely yes.
Dingo: Yes.



thanks for answering; Regarding the captain (USA), Lieutenant (British) and official (WM), i just launched some ideas so that "all factions" have equal conditions and are more usable these units, which are currently easy targets and when i say " all factions " i also mean" in all doctrines "

The rest is in your hands, I just want a much better and fun game than it is now


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