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Agreed
1.) Sometimes in the opening minutes, several civilians can die in quick succession and cause an almost guaranteed downward spiral into a loss.
2.) Sometimes the POW mission feels like it comes pretty early. Unless you went with an equipment upgrade as your first spendings, those Brandenburgers guarding the POW is one hell of a fight to face with a few bolt actions and grease guns. I can't remember exact timings (oops), but I've actually had the POW mission come up before I've even killed more than a few volkssturm. Not even managing to have scrounged a couple AP grenades. Not to mention, if you didn't get a troop sustainment upgrade off the bat, you'll be facing an extremely tight patrol duration timer on top of the rescue one.
2.1) I've also had the POW mission pop at the same time as a friendly convoy escort, in the opening few minutes of the game--pretty much instant GG. Though I always try to come back.
Personally, I do enjoy the "roguish" nature and being able to lose to RNG unless you're a literal god. I don't really consider these things detrimental to the gameplay for myself. They're just high probability game-over situations (for me on Normal, anyway) that you could want to tweak.
The event that was firing due to, apparently, a game engine bug that would kill civilian vehicles has been removed completely. Nothing of value was lost. (I swear I looked over my script on that and there was no way in heck it should trigger on civilians) I simply adjusted enemy mining probabilities and locations to compensate for the lack of this event.
If you are really curious, it was a special IED event on the bridge near the church(chokepoint, prime ied area). Everytime 3 or more US personnel, or a US vehicle were on the bridge, it had a 10% chance of going kaboom-boom. For some broken-game reason it was firing the even on civilian vehicles as well. Took me forever to figure this bug out on my own.
Civilians are immune to regular enemy mines BTW. Unless, of course, the game engine borks it.
The game engine is just really unfortunate. It was the one part of MOW that needed an upgrade the most. A lot of modding potential gone to waste because of it.
The one place it isn't as good is stability. But you can't gain some without giving some. I haven't touched CoH sinch discovering MoW:AS2. The game, and it's engine, are everying I had always wished CoH was.
One note before I go to bed, also since you had to scrap the idea of the enemy trying to destroy your base facilities:
Out of about 30 playthroughs, I had it happen ONCE that the enemy drove a goliath into my base about 10 minutes into a match (of course I had no AT on standby, and it came up suddenly over the lip of your base edge that goes down to the highway). Proceeded to, atleast APPEARED to chase my officer. I panicked and scattered everyone, and it blew up my radio tower. Was not in range of any of my infantry, looked almost intentional.
Edit: It was still giving me intel on enemy positions after that, can't remember if terp/eco were still available though.
Maybe there's something there for you to implement consistent methods of attack on the FOB. Maybe through a mortar truck spawn or something.
That's the one scrapped idea I would have really liked to see come through. I've rarely gotten any vehicle or towed weapon attacks on my base.
1.) The officer's range of creating prisoners after the prison cell base addon can seem a bit extreme sometimes (roughly 1/4 map distance). Not sure if a bug or not, maybe tone that range down to ~sniper rifle distance?
2.) I've had several games now ranging from 20-40 minutes in length, where I did not get a single convoy escort. Have gotten the POW rescue consistently, though.
3.) The POW rescue has always been either at the greenhouse looking buildings with a wall around them (due east near the highway), or at the village buildings a bit more due north that also have a wall around them. However I just had 1 game where for the first time, they spawned in a patch of trees between those 2 areas at a hill--and I think after killing the Brandenburgers, the POW just spawned in the trees out of thin air.
Also not sure if that's intentional or not, as it seemed fully functional besides the POW spawn-in. In the other areas, he's been spawned in already and surrounded by the enemy units.
4.) Just my opinion on the pacing/timers of the base upgrades/abilities and unit recruitment (mainly in terms of comeback potential from lower H&M scores). It's starting to feel like it's just a *little* bit slow compared to how fast things can happen on the map (and how fast H&M can change). But logistics should be hell, and players should be forced to make tough choices on their base upgrades and unit recruitments.
Maybe a reduction in civilian (or police/militia) death H&M score by 1%, or shaving seconds off some of the base upgrades and recruitment/ability timers to speed things up on the Player's side EVER so slightly could be due.
Comeback potential from low H&M scores around 25-35% feels quite low, even though there are more enemies to mop up to boost your income/score--you can't actually spend it fast enough to get back into the game. And the H&M boost for killing enemies isn't offsetting the drops, even with prisoners coming in (and utilizing propaganda + police).
I've noticed strings of successive "the enemy has saturated the map" events that continually plummet the H&M score in bursts, faster than you can do any patrols, or utilize any abilities to get the score back up. This event popping in succession is what I feel like could be the main culprit of not allowing you to get back into the game, and may or may not be a bug since it seems to only happen at low H&M scores.
Also (finally) found the place where the civilian vehicle would, semi-consistently, run into a building and collapse it on another civilian, fixed that.
Probabilities and time restraints on the prisoner event have been adjusted. There are four different possible locations for the POW, they all have equal weight, but RNjesus likes to mess with that :/ The POW himself always spawns in with the guards, my guess is the trees prevented your visibility on him.
POW scripting has been adjusted a decent bit. I *think* i figured out why it would fire but not actually create a prisoner every once in a while. The officer's ability does seem to work further than it is supposed to by the rules its given, not sure why just yet.
The new subversive units, their effects, and the abilities to combat them should be pretty big game-changers as well, so alot of re-balancing is likely ahead.
And yeah I just saw about that new unit, sounds like good times and some extra covert action that some people have voiced about wanting more of.
I'll try to be more choosy about posts until the next update, since you've pretty much revamped the whole sha-bang. Can't wait, got some nerds who'll test the coop with me as well.
Motorpool tab disappears entirely after clicking the back button upon the addon's completion.
Enemy position intel from the radio tower isn't pinging on the minimap at all, and seems to be triggering on its own once activated the first time. Unless the sandbags around the tower are close enough to proc the barrel, because I had a guy defending at them.
Sometimes the officer's prisoner ability doesn't actually activate an enemy unit/create a POW, even though you get the message that he created one. Subversive surrenders seem to be fine, in activation range and all.
De-crewed an Isuzu 20mm AAA truck (enemy vehicle on the map event, not a random spawn), got the +250MP for knocking it out. Put my officer and starting NCO inside it to steal it, got another +250MP with a 2nd triggering of the vehicle knockout logic.
Had 2 allied convoy trucks (2nd event about a minute or 2 after the first truck died) going east to west who died at the (exact) same spot to seemingly nothing at all, in the highway along the outer right edge of your base. Basically just before entering the little "valley". A subversive had set 2 mines pretty much right on the same spot the trucks died (<1cm in front of where they died, in the middle of the road). Not sure if that had anything to do with it, have only seen this bug once for now.
Killed a civilian that a polizei found to be a subversive (outside of his LOS and rifle range-ish away), got no game logic reaction at all upon his death (nothing happened). Just had this happen again, but with one ID'ed by my starting NCO.
Polizei ID of subversives seems to affect civs that aren't in their LOS (if that's anything you can control), and also seems to be a bit long ranged sometimes (maybe rifle range distance).
I see what you did there with the VBIED. I like it. Maybe one day they'll drive into my FOB.
All I've been able to find in terms of bugs/weirdness so far. Mainly posting due to the motorpool bug. Other than that, the mission pacing and balance/counterbalance seems a lot better on all fronts. The enemy feels more aggressive (also nice if you increased the light vehicle spawns). The civ backstabs seem a lot more common and aggressive. It definitely feels like there's always something to be doing, with fighting along the way, and the games last long enough to use more addons and features. The H&M downward/upward spirals are much more tame which allows you to keep playing longer, and makes you really use every tool you tech into.
Big improvement IMO.
Edit: Also to my experience, towed MGs/mortars have never actually *attacked* my FOB. They always seem to be trying to carry the weapons "through" it and get cut down, basically giving you a free toy if you want. This was also in 1.2, not sure if you can do anything about that.
Edit: Forgot to say that just awhile ago, for the first time in 20 hours of playing, I saw a civ fire a k98k he picked up. Couldn't see who or what he shot at, and he only fired it once. Guess he hit the lottery.
Fixed. That was missed/messed-up during re-working.
Fixed. That was a test unit I had in that I forgot to remove. Derp. To be fair, he wasn't an actual sub, he just acted like one.
Agreed and nerfed. I CAN restrict things like this to LOS, but I don't like to do that often, since it seems to be pretty strenous on the game engine if you do it too much. In this case I just cut the distance down quite a bit.
Based on post history, I think you are referring to mining crews which have specific target areas to heavily mine (chokepoints and such). These haven't been changed. They do tend to go kaboom quite well since they are often surrounded by enemy mines.
My guess would be some bad luck with afformentioned mining crew's ongoing work.
Yeah, the base game's AI handling for crewed weapons is... not great.
Fixed the first part, couldn't recreate the second part. The triggering area for the radio is the radio hut/shack itself, not the fire.
Spooky. Not sure why this happened. I added something to try to prevent it.
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Will be uploading shortly.