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Posted: Mon Jun 28, 2010 3:00 am
by Obsolete
In another thread it was mentioned if Artillery was over-powered. I assume you have adjusted it for the next patch? If not, let me re-iterate. Without a doubt, the Priest and the 25 pdr are the most broken units in the whole game. These basically can ping off any unit on the board no matter the distance at will.

They have such devastating fire-power, and such huge range. Not only that, but their accuracy is insane. Then on top of this, the 25 PDR doesn't even have a cool-down period, so they can do so EVERY turn. They essentially make Calliopes look like kiddie toys.

Basically a Priest or a 25 PDR can be looked at like getting a bunch of free King Tigers. They are that over-powered.

It is rather a joke, that the M8 howitzer can't even hit a damn barn 3 tiles away from it, and the one time you finally do hit anything, it barely does a scratch of damage.

Meanwhile, the Priest and 25 PDR makes King Tigers obsolete.

I would never buy an M8 because they are so damn terrible.. but I'd gladly trade in 10 of my units for just one 25 PDR.

Posted: Mon Jun 28, 2010 3:01 am
by Obsolete
I am playing an online game (Desert Encounter) with Strebe. I noticed that after unloading my AT guns, they are now STUCK and can not be loaded back onto any transports.

Posted: Mon Jun 28, 2010 3:29 am
by Obsolete
I find it problematic that there is no way to tell morale of a unit that is loaded in a transport. It would be also nice to know the man-count, etc. details as well.

Yes!

Posted: Mon Jun 28, 2010 3:30 am
by pomakli
Obsolete wrote:In another thread it was mentioned if Artillery was over-powered. I assume you have adjusted it for the next patch? If not, let me re-iterate. Without a doubt, the Priest and the 25 pdr are the most broken units in the whole game. These basically can ping off any unit on the board no matter the distance at will.
In a desert scenario I had the sane problem.

After chancing the AP Effective values in the "squads" - excel chart (making lower) in the data ordner they are more realistic!

Or is it great dream?

:?:

Posted: Mon Jun 28, 2010 3:49 am
by Obsolete
I wonder if aircraft were tweaked a while back when all the land-units were increased in attack rating. I still find planes like the Stuka useless for anything but a 1-tile scout.

Posted: Mon Jun 28, 2010 9:33 am
by Obsolete
BTW, in my ranting earlier about the artillery, you can throw the Bishop in there as well. This damn thing not only is also armoured up, and has a decent attack vs armour but it comes with a 100 HE attack, and can also nail anything anywhere on the board. EVERY TURN.

In reality, these things were a borderline failure.

Posted: Mon Jun 28, 2010 9:58 am
by Obsolete
Here is a shot from the Desert Encounter Scenario. The map is broken in more ways than one. The AT you see here, can not be loaded back into a truck. Is there a reason for this? I can not load any of my ATs.

Game-balance wise, it's broken here too. The allies can kill any unit anywhere on the board at will with the Bishop. EVERY TURN. This is IN ADDITION to the extra artillery barrage that they get on top of this. The axis has absolutely no counter to any of this. What do they get? 2 lousy planes. That's even when they don't get shot down, barely do a scratch most the time (the time you actually hit something). And even THEN you have to painstakingly wait just to be able to call in air support sometime down the road again.

Image

So I don't know. It's possible maybe the axis were designed to rush in a suicidal order to knock out the Bishop from the start of the game. But that seems like a non-winnable situation as well. Either way, until this AT bug is fixed, it would be hard to test any optimal strategy here at all.

Posted: Mon Jun 28, 2010 11:08 am
by Obsolete
On more than one occasion now I've had opponents tell me they had no units left on their side in the Desert Fort scenario. Yet the game would not auto-end.

Posted: Mon Jun 28, 2010 11:30 am
by IainMcNeil
The artillery have been heavily reduced in the next beta so retry them.

On the load/unload issues you are not allowed to unload & load artillery in the same turn so this may be the issue? Tests here seem to work fine. Check this in the next beta as we did change some of the rules about unloading.

Aircraft probably need a bit of a boost as they are a little under powered.

Posted: Mon Jun 28, 2010 1:15 pm
by Obsolete
I was not doing it in the same turn. But np, we'll see how it goes in the next beta. This is the same beta that was SUPPOSED to be out last week... right? <wink> :P

Anyhow, I just noticed that Slitherine Tray Tool. Great, maybe I can get even more games in now. I see somehow I have already over 700 BBC games in. Surely that's impossible, I suspect it's counting each TURN in pbem as a game :P

Posted: Mon Jun 28, 2010 2:04 pm
by IainMcNeil
The tool is only for FoG at the moment but we will add BBC soon :)

We had synch issues in multiplayer which stopped the beta releasing last week :(

Posted: Mon Jun 28, 2010 2:08 pm
by Obsolete
Yes, I was just going to say, it seems it doesn't work for the beta. Hopefully soon.

Hopefully next beta won't be too far off? If the synch problem is still there, then it's best we wait.

Re: Yes!

Posted: Mon Jun 28, 2010 4:18 pm
by pipfromslitherine
pomakli wrote:
Obsolete wrote:In another thread it was mentioned if Artillery was over-powered. I assume you have adjusted it for the next patch? If not, let me re-iterate. Without a doubt, the Priest and the 25 pdr are the most broken units in the whole game. These basically can ping off any unit on the board no matter the distance at will.
In a desert scenario I had the sane problem.

After chancing the AP Effective values in the "squads" - excel chart (making lower) in the data ordner they are more realistic!

Or is it great dream?

:?:
Have you been altering the squads file? That will definitely break multiplayer games!

Cheers

Pip

Posted: Mon Jun 28, 2010 4:32 pm
by pomakli
No!

I am only testing while playing aginst AI!

I thought it is not possible to play against an opponent in MP while having different values!

Posted: Mon Jun 28, 2010 9:55 pm
by pipfromslitherine
In the new beta that is the case - it will warn you if the data set is not identical.

But if you are playing MP then please do not alter any files at all. It makes it impossible to track real verses data bugs.

Thanks!

Pip

Posted: Tue Jun 29, 2010 3:39 am
by Obsolete
I'd like to re-iterate an aesthetics issue, not with the game but with the site. It seems Slitherine has a count of games played, but it counts every single pbem turn as a game. Shouldn't there be another field added in there to reflect this?

As for the data set warning, there should be one also that checks for the scripts itself.

Posted: Tue Jun 29, 2010 7:34 am
by Obsolete
I'm just curious about something else. It seems the voices from the units sound the exact same as that from the Close Combat series. I guess there was a royalty deal there or something?

Posted: Tue Jun 29, 2010 9:25 am
by IainMcNeil
Matrix do close combat, so we have access to anything they've done now :)

The French & Italian voices were owned by someone else so we're having to get them done ourselves.

Yes!

Posted: Tue Jun 29, 2010 11:31 am
by pomakli
iainmcneil wrote:The French & Italian voices were owned by someone else so we're having to get them done ourselves.
That means, the Italians will never speak again german!

and there will be also french units!

:twisted: :twisted:

Posted: Tue Jun 29, 2010 12:01 pm
by IainMcNeil
No French units will be in this game but we wanted to have the whole library abvailable depending on what we do next. We also have Russian units available. I think the only thing we're missing is Japenese then :)

Italian voices are still in production so I dont know when we'll get those.