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Re: Playtest-20190106 - Discussion

Posted: Fri Jan 11, 2019 11:42 am
by netnazgul
Changes to actors frozen under fog
...have actually no relation to what you describe as there were changes to frozen actors (buildings), whereas moving units disappearing into FoW are still to be fixed. Though that might take some tweaks around still as it's a long-standing can of bugs.

Also Thief speed is not 72, but rather a whopping 85, making him the fastest infantry on the field (well, dog is 99), outrunning all tanks except the LT, with Medium Tank having same 85, but that's not accounting for common terrain speed penalty that Thief doesn't have. So at least getting it back to 72 should be done. As for its stealth - I suppose its unique stealth trait is ok to be scrapped, replaced by the common stealth that is disabled when Thief is moving or is being attacked.

Otherwise I mostly agree with everything above.

Re: Playtest-20190106 - Discussion

Posted: Fri Jan 11, 2019 5:48 pm
by Luftwaffe
Here is my quick take on the playtest:

GOOD: The soviet dog and thief improvements, the playtest finally makes those units usable.
BAD: yak has some serious performance issues, useless to take out arty and rockets while revealing fog. The arty defense will be an even bigger problem.
UGLY: Consumable engie makes most oil maps almost unplayable and does not make sense at all. This should not be by default. The engineer could be consumed by capturing let's say a conyard - but nothing else.

Additonally:
1. I was not able to test the performance in multiplayer, but the game dynamics should not allow for lagging players to drag down everyone's speed.
2. An explored map should be by default.

Re: Playtest-20190106 - Discussion

Posted: Sat Jan 12, 2019 9:31 am
by FiveAces
netnazgul wrote:
Fri Jan 11, 2019 11:42 am
Changes to actors frozen under fog
...have actually no relation to what you describe as there were changes to frozen actors (buildings), whereas moving units disappearing into FoW are still to be fixed. Though that might take some tweaks around still as it's a long-standing can of bugs.
Maybe I should have worded it better, what I was trying to say is that the frozen actor changes do, in my eyes, constitute an artillery/V2 nerf that does in turn warrant the fixing on the long-standing, non-related, FoW issue to keep them viable. The frozen actor change itself is fine imo, it punishes lazy artillery spam and those who neglect to scout. The only aspect I don't like about it is that shift-queuing defensive structures with V2s no longer works, but I'm fine with the overall balance implications.