Spring:1944 dev and testing
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I agree that a hard limit is poor in that regard. We'll see what we can do. The idea behind limiting them in the first place is that one of the tactics that arose in the current public alpha release was simply building 5-10 barracks and leaving them on repeat-spam towards the enemy. which 1) chokes the game with pathfinding drag and 2) takes little to no thought, turning the game into a contest of who can build more barracks in the shortest amount of time.
This may no longer be quite so effective with suppression implemented, but the CPU drag of pathfinding with 200-300+ infantry per side is still very large.
This may no longer be quite so effective with suppression implemented, but the CPU drag of pathfinding with 200-300+ infantry per side is still very large.
Also, while the British have a number of disadvantages in the current release and are easily the most difficult side to play as, I feel that this is fair in the larger context. Their Navy will probably be baseline, their Air should be effective...
In short, while people may fairly complain that they are underpowered in the current release, it is my opinion that nothing needs be done to change them. I rather enjoy the difficulty of using the current units effectively.
Oh, and a load screen warning people that they need to manually rotate their area denial MG gunners would be useful. Neither Felix nor I were aware of this fact.
In short, while people may fairly complain that they are underpowered in the current release, it is my opinion that nothing needs be done to change them. I rather enjoy the difficulty of using the current units effectively.
Oh, and a load screen warning people that they need to manually rotate their area denial MG gunners would be useful. Neither Felix nor I were aware of this fact.
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
part of that is the way spring handles energy deficits. for example, if you have 10 energy, and a weapon costs 200 energy to fire - it'll still fire when you have 10 energy.
which is rather frustrating, to say the least.
The british infantry are probably slightly less powerful than they should be, but not much. the powerful AEC in the light veh yard and the excellent 25pdr make up for a lot in the lite build.
Something very much does need to be done about 1) german HQs being ridiculously hard to kill and 2) soviet armor access being twice as fast as everybody else. The fact that tombom had T-34-85s in that game before felix and PL even had sdkfz 250s is just silly. If PL had been even a little less on-the-ball with his fausts, it would have been a rather quick game because of that armor appearing so soon.
If I have time tonight I'm going to scale down energy again, storage-wise, and probably make them rather harder to build so spamming 50 of them makes less sense.
which is rather frustrating, to say the least.
The british infantry are probably slightly less powerful than they should be, but not much. the powerful AEC in the light veh yard and the excellent 25pdr make up for a lot in the lite build.
Something very much does need to be done about 1) german HQs being ridiculously hard to kill and 2) soviet armor access being twice as fast as everybody else. The fact that tombom had T-34-85s in that game before felix and PL even had sdkfz 250s is just silly. If PL had been even a little less on-the-ball with his fausts, it would have been a rather quick game because of that armor appearing so soon.
If I have time tonight I'm going to scale down energy again, storage-wise, and probably make them rather harder to build so spamming 50 of them makes less sense.
I can't test tonight, lads, and I apologize.
Do you have control over how the HQ gains experience? A huge factor is that, unknown to me, the HQ gains more health from experience through killing infantry than the infantry can deal to it, with the exception of Mortar units. I thought that with proximity the soldiers should use grenades which would have more effect, but I overestimated that severely.
If you reduced the rate at which it gained experience by half or even seventy five percent, I think it might work out better.
As for the Soviets, you're just going to have to increase cost or buildtime, either for the factory or the units themselves. It was ridiculous.
Do you have control over how the HQ gains experience? A huge factor is that, unknown to me, the HQ gains more health from experience through killing infantry than the infantry can deal to it, with the exception of Mortar units. I thought that with proximity the soldiers should use grenades which would have more effect, but I overestimated that severely.
If you reduced the rate at which it gained experience by half or even seventy five percent, I think it might work out better.
As for the Soviets, you're just going to have to increase cost or buildtime, either for the factory or the units themselves. It was ridiculous.
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
This old thread by Argh contains similar discussion to our issues with economy.
What I don't get is why our weapons fire without energy when they're supposed to require energy. TA-type mods don't have this problem... if you have no energy your LLTs don't fire, or only fire very rarely; Big Berthas won't fire unless you have X amount of energy stored up.
What I don't get is why our weapons fire without energy when they're supposed to require energy. TA-type mods don't have this problem... if you have no energy your LLTs don't fire, or only fire very rarely; Big Berthas won't fire unless you have X amount of energy stored up.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
firstly, infatry quantities are fine, the game is designed for 1000/1000 on decent sized maps to player ratio
also, i had this idea that the old and new tanks should be split up, ie, t60 and t70, t3476 n t3485 since the latter is so much better in every way. so you'd have light vehicles, guns, obselete armour, up to date armour. (kind of representing that as the war gets bigger, priority of your battle goes up and you recieve new designs of armour from factories rather than stashes of old tanks), since light and heavy tanks shouldnt be seperated by tech tree but by their uses and cost etc, but a 'better' version of tanks should require teching to acsess..
also, i had this idea that the old and new tanks should be split up, ie, t60 and t70, t3476 n t3485 since the latter is so much better in every way. so you'd have light vehicles, guns, obselete armour, up to date armour. (kind of representing that as the war gets bigger, priority of your battle goes up and you recieve new designs of armour from factories rather than stashes of old tanks), since light and heavy tanks shouldnt be seperated by tech tree but by their uses and cost etc, but a 'better' version of tanks should require teching to acsess..
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25