Ingame feedback from: Obsolete
Moderators: Slitherine Core, BA Moderators
I did a look in the world-builder, and things for axis are far worse than I thought. For example, lets look at the infantry soft-target breakdown. Axis get only 2 engineers, 1 MG, and 1 infantry.
The allies get the same counters, but ON TOP of this they get an extra mortar AND bren carrier, as well as an extra infantry AND bren carrier again. A total of 4 extra units on this small map. No wonder it's such a tuff hill to climb for axis. Then throw in the extra AA for allies as well and you see how silly this map still is.
Oh, did I even mention how Allies even get first-turn initiative? Or that they get the best terrain, and are the only ones with fortifications (quite a few of them), and get more hills?
Seems someone has really tried hard to screw the axis over here as much as possible. Hmmmm....
Now I know that if Rommel could win many battles against the odds, then so should we. But we are talking about playability here, and if both players are anywhere near optimal, the end is going to be pretty much a foregone conclusion here.
The allies get the same counters, but ON TOP of this they get an extra mortar AND bren carrier, as well as an extra infantry AND bren carrier again. A total of 4 extra units on this small map. No wonder it's such a tuff hill to climb for axis. Then throw in the extra AA for allies as well and you see how silly this map still is.
Oh, did I even mention how Allies even get first-turn initiative? Or that they get the best terrain, and are the only ones with fortifications (quite a few of them), and get more hills?
Seems someone has really tried hard to screw the axis over here as much as possible. Hmmmm....
Now I know that if Rommel could win many battles against the odds, then so should we. But we are talking about playability here, and if both players are anywhere near optimal, the end is going to be pretty much a foregone conclusion here.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Seems there is an older bug back, or maybe it wasn't fixed to begin with. I moved my Puma at high speed and then killed a target. I had about 14 APs left, and just then got promoted to elite vet status. The problem, is once again my unit became instantly stuck on the tile despite I had APs left.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
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Hmm, the only thing I really have a problem with in this game is how support fire still works. Often it behaves terrible. For example, when an enemy is firing, it often waits until the second shot before returning fire. Well by then it's often too late, since the second is always the most dangerous. It particularly annoys me when the enemy is sitting at 50 or 51 morale, and my unit still doesn't add support fire until say the second shot has gone off.
&@#($^^#
Hopefully we can add a mechanism to alter the sensitivity from say 0% to 100% for units. In fact, to really make support fire satisfactory, I feel it would have to be re-written from the ground up. I have yet to see it work decent in any game, except when only supporting artillery is involved.
&@#($^^#
Hopefully we can add a mechanism to alter the sensitivity from say 0% to 100% for units. In fact, to really make support fire satisfactory, I feel it would have to be re-written from the ground up. I have yet to see it work decent in any game, except when only supporting artillery is involved.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
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- Location: Arizona USA -7GMT
This must be a bug, since I can often do exactly that. Maybe not look through, but I can attack infantry directly over the other side of it.Tanks cannot look/shoot through hedges, but inf can.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
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- Site Admin
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- Joined: Wed Mar 23, 2005 10:35 pm
Should be almost instant. We're not set up with all the stats we'd like to have, ran out of time trying to work out cool stats that couldn't be abused. So initially it will only track SP games, times you've started up the game, etc.
We're aiming for more MP stats, and especially as and when we get tournaments going. But we also want to be sure that people who don't want competitive play can generate some interesting stats too.
Cheers
Pip
We're aiming for more MP stats, and especially as and when we get tournaments going. But we also want to be sure that people who don't want competitive play can generate some interesting stats too.
Cheers
Pip