Was that the game with my mines? Have you watched the full replay?Nemo wrote:Set the tanks and such to gaurd the infantry, they'll stick near to them as they advance. They'll drive in silly circles, of course, but its better than nothing.Felix the Cat wrote:What would be really nice is if it were possible to allow the user to set speeds on vehicles lower than the maximum, or even to synchronize an entire group's speed to the slowest unit in the group... infantry and tanks would often advance together, the infantry filling the spaces between the tanks. In this way the two covered each others' weaknesses and were more powerful than if they were used separately
I agree, infantry should be vital throughout the game..and I feel like while they are highly useful right now (I watched ~10 bazooka troops slaughter a large, unsupported 250/9 pack of yours in your recent game against Flozi), they aren't completely needed. I'll probably up the buildtimes of vehicles a bit so they're even less common, and perhaps have grenades do even more damage to buildings, so if you want to kill a base quickly, you need infantry there.
Any suggestions welcome.
anywho, some issues:
- Reduce the range of the stummel, It's too much IMO
Decrease the tolerance of the 20mm, the 'firing-at-multiple-angles' bug is part of why they are so effective vs M8s
Remove the command bunker, it's useless and yet totally unbalancing in the demo
AP mines are worthless while infantry detonate AT mines... Don't really know how we can fix this, requires an engine change (OnlyTargetCategory tags for kamikaze weapons)