Rudankort -> RE: Tanks / Stuka to weak? (7/17/2011 5:08:32 AM)
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ORIGINAL: krupp_88mm #1 the sdkf transport the first one costs 100 which is fine, but the upgrade costs 200 and the only difference is ? 5 more fuel? that is hardly a worthwhile upgrade for 200 and it makes your units to expensive to replace, need to reduce its cost That transport also has 8 moves instead of 6, and if you really want your infantry to move that fast, you pay. ;) quote:
ORIGINAL: krupp_88mm the unit replacement costs (regular replacements) is too cheap this results in multiplayer battles where your only objective is to kill units, as they can be fully repaired for 20 or so prestige but to destroy them costs hundreds, the cheap unit replacement needs to be more expensive, i can have a never ending wave after wave of infantry and units with such low replacement costs without regard to their casualties as long as they destroy enemy units Many scenarios will break with this change, and existing rule makes it really important to avoid total destruction of your units, withdraw them from action in timely manner. Besides, cheap replacements mean that the unit itself is probably too cheap in the first place. It can be argued that some units, like conscripts, are too cheap, but in my experience they are so weak, their price is justified. Anyway, feel free to experiment with replace costs, you can change them yourself in Data/gamerules.pzdat file. quote:
ORIGINAL: krupp_88mm another thing i would like to see changed. just personally is aa units be able to attack, yes i know in PG they couldn't either, but without the ability to attack they are nearly useless, and they could attack IRL, like the halftrack mounted aa was great for attacking infantry, but they cant to any damage in this game, i love the 88 for its ability to attack and use it alot, if other aa could do this i would use it alot more in my army giving an alternative to mass fighters This was suggested during the beta test, but AFAIR a lot of people were against it because it is not realistic. Would be interesting to hear more opinions on this. quote:
ORIGINAL: krupp_88mm and finally aircraft ranges, do you love that feeling when you capture an airfield and know you've just denied his fighters and bombers the ability to operate over an area of the map? yeah me neither.... plane ranges are too great across the board, what is the point of even having airfields to capture when planes can fly so far, i say cut down aircraft ranges / fuel by about 1/2 across the board, that will make the game ALOT more interesting in the air, fighters and bombers will need those airbases you capture badly, and wont be able to operate at some points in the battle till you capture them, also reduce bomber / fighter ammo, they have too much ammo especially since the rearm automatically when next to an airfield, give them less ammo and those airbases become much more important, also is it just me or strategic bombers and suppressing the enemy? whats going on is it working or not? maybe when they attack they could remove two entrenchment levels instead of one, also i would like to see fighters unable to reduce entrenchment when attacking, being i can reduce entrenchment of a unit with fighters 2 per turn it seems gimmicky that a fighter strafe will reduce their entrenchment There are a few fighters in the game with low fuel ranges (like Comet), and they are pain to use. I think, the change you suggest will be pretty unpopular among players. But again, feel free to mod it if you enjoy playing with shorter range air units.
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