#49949
bugs with russians
russian tanks/artillery pieces various objects don't destroy like american/german so when you destroy a russian tank it doesn't become wreckage and you can't run over it/fully destroy it...i'm sure modelers know this already but this is very important because there are like 40 russian wreckages just sitting around on my map
russian infantry cannot retake artillery pieces/or steal german ones (i play light tank/heavy infantry because the germans will always mass produce tanks and i was very upset to find that my conscripts/engineers couldn't man a light artillery piece (that means there were like 3 of them laying around useless and i kept racking them up and it looked really stupid on the battlefield) i was also sad that i couldn't steal the germans neberweffers/other artillery after i killed their men
the german artillery has too much hp/armor or whatever stat that makes it invulnerable (i shot it 5-6 times with my heaviest tank and they just sit there and keep firing/destroying my entire tank force)
i think these pieces should have long range so they can get 2-3 shots off/destroy light tanks easy but once a heavy tank comes in range it should only take 1-2-3 shots at the most to destroy these pieces (slower turning rate also because these guys can just keep turning and turning while i strafe around them and shoot them in the butt...i deal no dmg and they finally destroy my tank after they keep rotating in circles...it makes the battle look quite stupid and unrealistic)
a few animations need to be reworked (mainly the salvo animations from the steamroller and truck, they look as if they didn't quite fire from the vehicle...maybe a little lower or smaller radius or something to make it appear that they are coming from the vehicle
i've only played battle of moscow(i think that was the one) so far, it was kinda small and not so moscowish as a big city/with many points (but i plan on learning how to map and make some thicker cityscape maps for you guys...i will post them when i get better)
german tanks seem to dominate the game of COH/and eastern front..although they aren't rediculously overpowered...i think a basic rocket/piat/panzerfaust/tankhunter team should be made which fires all 2-3 rocket launchers and maybe an extra gunner with a bar or assault rifle..if this is cheap and easy..people can make tanks or they can make infantry while going against the elite panzer you can either rush them or heavily defend but if you don't play it right/go heavy at/armored they will always overwhelm you with super tanks
if i could make a rocket squad that costs 150mp and 150munition and they could delay/take down early tanks then that would give time to build defenses/attack germans early vehicles/even germans could panzerschreck groups after their main tanks are destroyed by shermans...also i don't like spending my engineers on flame thrower so if i could just build a fireteam from the engineer/main building with an armory upgrade instead of converting my engineers then that would be great as well...since i play a more of a buildcraft style than an actual adaptation of military cores (i like to keep my engineers always building)
british mg nests could cost less population because i seem to build the same number of them as i do american mg nests and i notice my pop cap is already out (i know there are 3 men in the nest instead of one but british mg is worse then american/german i feel)
infantry/cost of things probably needs to be reworked (in eastern front and even in the main game)
i always like building a few extra mg nests on my base before the krauts come over but mg nests cost fuel which forces me to either build mgs or build light vehicles..i think mg nests should be changed to costing munitions because they really only need sandbags and bullets (unless they want flammable mg nests which explode)
also since i spent my munitions (which i always have a bunch of and i never have enough fuel) i can save my fuel up for my first light vehicle or heavy tank while still building basic defenses for my base
basically cost should go like this
man power for pure infantry
fuel for vehicles, extra for flamethrowers upgrade/flamethrower tanks
munitions for defensive buildings/machine guns/rockets/bombs/etc
buildings should probably cost manpower + a fraction of its regular extra fuel or munition (since building steel frame doesn't cost fuel, unless you also want to build a bunch of halftracks/airplanes that carry the materials to the front, then the game would be weird)
population cap should be raised but only to include more infantry units(i don't know if you can limit a specific thing..but i think you can)
so i can have 4-8 infantry, 4-8 engineers, 4-8 artillery/rockets/mgs/specialties/snipers, 4-8 light vehicles like jeeps/motorcycles/halftracks and 1-4 tanks of a certain class, 1-2 of a heavy tank class and 1 of a super heavy class (if you ever get around to including Maus or Super Russian Tank or whatever, 1 secret weapon (like v1 rocket truck or whatever)
finally, as would any world war 2 fan (feel free to invent stuff for the germans/british and americans to use that they were on the verge of using but didn't because it wasn't cost efficient, the war was over after hitler split the fronts/lost africa
that means super tanks/secret vehicles (try to make some for the british and american too because the german heavy tanks are a little supreme and fighting the super nazis over and over again with the same tactics gets boring...
russian infantry cannot retake artillery pieces/or steal german ones (i play light tank/heavy infantry because the germans will always mass produce tanks and i was very upset to find that my conscripts/engineers couldn't man a light artillery piece (that means there were like 3 of them laying around useless and i kept racking them up and it looked really stupid on the battlefield) i was also sad that i couldn't steal the germans neberweffers/other artillery after i killed their men
the german artillery has too much hp/armor or whatever stat that makes it invulnerable (i shot it 5-6 times with my heaviest tank and they just sit there and keep firing/destroying my entire tank force)
i think these pieces should have long range so they can get 2-3 shots off/destroy light tanks easy but once a heavy tank comes in range it should only take 1-2-3 shots at the most to destroy these pieces (slower turning rate also because these guys can just keep turning and turning while i strafe around them and shoot them in the butt...i deal no dmg and they finally destroy my tank after they keep rotating in circles...it makes the battle look quite stupid and unrealistic)
a few animations need to be reworked (mainly the salvo animations from the steamroller and truck, they look as if they didn't quite fire from the vehicle...maybe a little lower or smaller radius or something to make it appear that they are coming from the vehicle
i've only played battle of moscow(i think that was the one) so far, it was kinda small and not so moscowish as a big city/with many points (but i plan on learning how to map and make some thicker cityscape maps for you guys...i will post them when i get better)
german tanks seem to dominate the game of COH/and eastern front..although they aren't rediculously overpowered...i think a basic rocket/piat/panzerfaust/tankhunter team should be made which fires all 2-3 rocket launchers and maybe an extra gunner with a bar or assault rifle..if this is cheap and easy..people can make tanks or they can make infantry while going against the elite panzer you can either rush them or heavily defend but if you don't play it right/go heavy at/armored they will always overwhelm you with super tanks
if i could make a rocket squad that costs 150mp and 150munition and they could delay/take down early tanks then that would give time to build defenses/attack germans early vehicles/even germans could panzerschreck groups after their main tanks are destroyed by shermans...also i don't like spending my engineers on flame thrower so if i could just build a fireteam from the engineer/main building with an armory upgrade instead of converting my engineers then that would be great as well...since i play a more of a buildcraft style than an actual adaptation of military cores (i like to keep my engineers always building)
british mg nests could cost less population because i seem to build the same number of them as i do american mg nests and i notice my pop cap is already out (i know there are 3 men in the nest instead of one but british mg is worse then american/german i feel)
infantry/cost of things probably needs to be reworked (in eastern front and even in the main game)
i always like building a few extra mg nests on my base before the krauts come over but mg nests cost fuel which forces me to either build mgs or build light vehicles..i think mg nests should be changed to costing munitions because they really only need sandbags and bullets (unless they want flammable mg nests which explode)
also since i spent my munitions (which i always have a bunch of and i never have enough fuel) i can save my fuel up for my first light vehicle or heavy tank while still building basic defenses for my base
basically cost should go like this
man power for pure infantry
fuel for vehicles, extra for flamethrowers upgrade/flamethrower tanks
munitions for defensive buildings/machine guns/rockets/bombs/etc
buildings should probably cost manpower + a fraction of its regular extra fuel or munition (since building steel frame doesn't cost fuel, unless you also want to build a bunch of halftracks/airplanes that carry the materials to the front, then the game would be weird)
population cap should be raised but only to include more infantry units(i don't know if you can limit a specific thing..but i think you can)
so i can have 4-8 infantry, 4-8 engineers, 4-8 artillery/rockets/mgs/specialties/snipers, 4-8 light vehicles like jeeps/motorcycles/halftracks and 1-4 tanks of a certain class, 1-2 of a heavy tank class and 1 of a super heavy class (if you ever get around to including Maus or Super Russian Tank or whatever, 1 secret weapon (like v1 rocket truck or whatever)
finally, as would any world war 2 fan (feel free to invent stuff for the germans/british and americans to use that they were on the verge of using but didn't because it wasn't cost efficient, the war was over after hitler split the fronts/lost africa
that means super tanks/secret vehicles (try to make some for the british and american too because the german heavy tanks are a little supreme and fighting the super nazis over and over again with the same tactics gets boring...