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Steel Steamroller hack, meta game flaw

Posted: Wed Jan 13, 2021 12:39 am
by ChristianC
By turn 2/30 Soviet side can halt majority of German force including both elite 4 star tank units by rushing infantry w/ trucks and forced march 2/3rds across the map to supply hex 14,18 (picture below), instant spawn cheap conscripts or OP infantry using the surrounding forests and hills to create a practically impenetrable blockade while Soviet elite units are free to make their way forward. Germans cannot prevent this given starting positions, the furthest possible advance being the hex just below at 13,19. On turn 2 this leaves Germans with little options, retreat, remain in place, or try their best to smash through the mountainous river crossings which will already be fortified while elite tanks remain relatively useless. I know this map can be edited to account for this, but for me this illustrates something more, namely the cheap gameplay that results from instant spawn on forward supply hexes along with no supply system.

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Re: Steel Steamroller hack, meta game flaw

Posted: Wed Jan 13, 2021 1:18 am
by Linai
any mp system needs constant updates and new map content to adapt to new player tactics and startgies that develop over time. ppl are figuring out all kinds of stuff with how the mechanics all work
it also needs unit balance consideration and a dedicated team working on mp related features n content and a large multiplayr community to sustain all of that

i dunno if you noticed but none of those things exist in pzcII