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Btw its nice to see a mod maker so active thats kind of a rarity and i enjoy talking with you
With a stable income you end up generating more usable manpower than you can get in 3x mode in 1x mode because the way you spend it is so drastically different, its a very interesting system. Personally id like if logistical load was more gradual because even in 1x it feels like you go from full logi to 0.3 very fast as in you don't get to see 0.5 or 0.4 or 0.7 very often.
2. Frescite is given with a reserve so that you can use skills such as grenades, aviation, artillery strike, etc. or just give it to your allies.
3. Logistics load is needed to balance teams when one of them is losing badly, and the other has pulled ahead. In update 0.7.10 I will also add a small bonus to MP (15%) to the team that has captured fewer mines.
That distinction matters a lot
The mod being balanced around the slow bursts of income often feels unsatisfying, and more often then not (at least this is what i got from friends i played it with) encourages people to stockpile vast ammounts of manpower due to everything using it and logistical load being an ever present factor, though i like logistical load in concept since it allows for easier comebacks. Also yeah now that ive heard from you this makes sense, looking into the mod it seemed very strange but I enjoy it a lot.
1. Firstly when you play on 3x income fres becomes the primary issue due to logistical strain not scaling with the 3x income gamemode, you get drastically more fres than you can use with it on even more so than baseline
2. While yes fres does somewhat limit vehicles in a lot of maps you end up getting many many fres mines which puts your income above your manpower, on top of this most vehicles have upgrades that use far more manpower than fres (side skirts being a common one), this means lategame if you want to use your fres on vehicles you just run out of manpower
2. Perhaps. In fact, jeeps and light armored vehicles are significantly cheaper, only 10 F and 200 MP (compared to a squad for 620 MP). The problem here is in the Frescite rather than in the MP.
The reason VGR is what it is and why people love it is because it does some things differently than other mods. I understand that many things seem illogical and unclear, perhaps this is so (however, this is why I wrote so many tips that you can read at the beginning of the match). Otherwise, what's the point of all this if I could have done it exactly the same way as others did?
1. Resources
The HQ should give manpower more frequently, either 400 per min or a set income like regular rusted warfare mods. The idea of having a big budget to build units with is cool but its not really that much manpower to begin with, at best you train two squads on default resources its not great.
In my opinion the manpower costs of vehicles should be reduced, their main limitation should be your supply of fres rather than manpower, if you capture just a few mines your fres outstrips your manpower
Mine upgrades such as mine barracks, propaganda mine, recon mine, ect should give a trickle of manpower to the player who uses them perhaps 25 manpower per min. This would make them a more useful as buildings like the barracks mine would have a little extra manpower for preforming their function while not altering the set manpower system too much.
In my experience, it takes awhile for the "ready" button to become available