Comments
Posted: Fri May 30, 2014 9:07 am
Enjoy the game, simple mechanics, nice graphics, adequate sounds.
A few comments, suggestions and probable bugs. Some of these have probably been mentioned by others as well. Sorry about the somewhat random list.
Edit: tested on iPad2. Latest version (which should display on the front-page, please).
Add Undo button.
Some way of displaying that you have selected a new scenario location or used the Load button, even a distinc sound would help.
Add equipment specific movement and attack sound. When I use a Stuka I want to hear the characteristic whining sound.
Add a bit of fog-of-war for units behind hills/woods etc. Currently the only fog-of-war I have encounterede is the 'natural' one. And it is very hard even to spot your own units in the fog.
Please remove the 'Do you like this game' nag. Gets pretty annoying after popping up 10-15 times.
I think air strikes are a bit expensive, 300pts would give you 2 inf units.
Add different kinds of plane strikes, He111 for silencing an AA unit, a Ju87 for taking out a tank, a Bf109 for attacking enemy planes.
Add enemy fighters/bombers to regular scenarios.
Bugette: artillery transport requires 2 clicks to move.
Mortar attacks should have an attack distance of minimum 2 hexes. No direct shooting within 100 meters.
The Russian rocket attack results are hard to see during the enemy turn. Maybe stay focused on the victim a couple of seconds longer.
Allow artillery to provide friendly support fire while stationed next to an attacked unit. Similar to PzC.
AT inf range 200 meters is too powerful, especially against well-armored tanks.
Regular inf attacks against armor should only be allowed next to the enemy unit.
AI tends to favor inf as targets for tanks and vice versa. It looks like the algorithm only looks at distance to enemy units. This puts the AI at a disadvantage.
Optional victory. I found using supply, reinforcement, special ability is a strange victory type.
The prestige pts displayed on the strategic map is odd. It does not relate to the pts you get in the next scenario.
SP art should maybe be able to move after attacking.
Display range after attack as well. this would facilitate tactical movement after the attack.
Recon units should be able to split their total movement between before/after attack.
Ability to select all scenarios at random after you have finished the campaign(s).
LOS-tool. Often you want to see where you can move a unit to a 'safe' location. Click and hold on a hex. This could also give you info on the terrain with attack/defense modifiers.
Flamethrower is somewhat useless against a pillbox. This is just plain wrong.
Scenarios.
Demyansk Pocket:
Ambulance icon = Panzer IIIF
Kharkov:
There are two identical 15cm art avialable in the shop
Missing Optional victory txt
Sevastopol:
BUG. Load button triggers fair victory.
Vyazma:
Optional sniper victory, but there is no unit with sniper ability available as far as I see.
Tallinn:
He115 icon = Bf109
Bf109 better at sub attack than the Ju87?
Naval vessels should move towards the map edge trying to escape. Would add some urgency to the mission.
Kursk:
Missing objective names and tool tips.
Mius:
Goliath icon = Truck. (Also blank abilities/initiative. Sorry, my notes are a bit unclear).
Kremnehuk:
Optional victory = finish in 20 turns. Need turn no easily displayed, maybe discreetly on map.
Korsun:
If you place the inf in Slavhorod, it turns into the invisible man.
Bug. Load button opens the scenario, but you cannot move/attack, only add supply.
That's all folks
Erik
A few comments, suggestions and probable bugs. Some of these have probably been mentioned by others as well. Sorry about the somewhat random list.
Edit: tested on iPad2. Latest version (which should display on the front-page, please).
Add Undo button.
Some way of displaying that you have selected a new scenario location or used the Load button, even a distinc sound would help.
Add equipment specific movement and attack sound. When I use a Stuka I want to hear the characteristic whining sound.
Add a bit of fog-of-war for units behind hills/woods etc. Currently the only fog-of-war I have encounterede is the 'natural' one. And it is very hard even to spot your own units in the fog.
Please remove the 'Do you like this game' nag. Gets pretty annoying after popping up 10-15 times.
I think air strikes are a bit expensive, 300pts would give you 2 inf units.
Add different kinds of plane strikes, He111 for silencing an AA unit, a Ju87 for taking out a tank, a Bf109 for attacking enemy planes.
Add enemy fighters/bombers to regular scenarios.
Bugette: artillery transport requires 2 clicks to move.
Mortar attacks should have an attack distance of minimum 2 hexes. No direct shooting within 100 meters.
The Russian rocket attack results are hard to see during the enemy turn. Maybe stay focused on the victim a couple of seconds longer.
Allow artillery to provide friendly support fire while stationed next to an attacked unit. Similar to PzC.
AT inf range 200 meters is too powerful, especially against well-armored tanks.
Regular inf attacks against armor should only be allowed next to the enemy unit.
AI tends to favor inf as targets for tanks and vice versa. It looks like the algorithm only looks at distance to enemy units. This puts the AI at a disadvantage.
Optional victory. I found using supply, reinforcement, special ability is a strange victory type.
The prestige pts displayed on the strategic map is odd. It does not relate to the pts you get in the next scenario.
SP art should maybe be able to move after attacking.
Display range after attack as well. this would facilitate tactical movement after the attack.
Recon units should be able to split their total movement between before/after attack.
Ability to select all scenarios at random after you have finished the campaign(s).
LOS-tool. Often you want to see where you can move a unit to a 'safe' location. Click and hold on a hex. This could also give you info on the terrain with attack/defense modifiers.
Flamethrower is somewhat useless against a pillbox. This is just plain wrong.
Scenarios.
Demyansk Pocket:
Ambulance icon = Panzer IIIF
Kharkov:
There are two identical 15cm art avialable in the shop
Missing Optional victory txt
Sevastopol:
BUG. Load button triggers fair victory.
Vyazma:
Optional sniper victory, but there is no unit with sniper ability available as far as I see.
Tallinn:
He115 icon = Bf109
Bf109 better at sub attack than the Ju87?
Naval vessels should move towards the map edge trying to escape. Would add some urgency to the mission.
Kursk:
Missing objective names and tool tips.
Mius:
Goliath icon = Truck. (Also blank abilities/initiative. Sorry, my notes are a bit unclear).
Kremnehuk:
Optional victory = finish in 20 turns. Need turn no easily displayed, maybe discreetly on map.
Korsun:
If you place the inf in Slavhorod, it turns into the invisible man.
Bug. Load button opens the scenario, but you cannot move/attack, only add supply.
That's all folks
Erik