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Thread: Bonus units discussion
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09-03-2010 #1
Bonus units discussion
Just something to jumpstart the activity in the forums again. I think there have been a lot of new members signing up recently, and you shouldn't hesitate to voice your thoughts and constructive criticism on the game. Don't forget there's a TS3 server as well!
IP: ts55.gameservers.com
port: 9101
So,
What are your thoughts on the new bonus units and the impact they have on gameplay?
Suggestions for more bonus units?
Balance issues?
Perhaps someone can even think up a workable system for earning points, rather then having everything on a timer which is far from ideal in my opinion.
The one thing I would like to see changed is the range of the Sturmtiger. Reduce it to 120m or something, so it is at least forced to get in visual range when firing. It's rocket is really to powerful for it to be fired from deep in the fog somewhere. Blowing up Pershings without you being able to do anything about it.
And perhaps a 'No bonus points' setting somewhere in the future.Playing online as [EPIC]Nowotny
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12-03-2010 #2Member Level 4
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Re: Bonus units discussion
I like the bonus units. And agree about the Sturmtiger.
I would like the bonus units more profilic towards how the game is going. If you are on the defensive there should be some units adapted to help you out not otherwise in the menu, as well as if you are at the offensive.
The bonus system could be a bit balancing. If you are really being hit bad and loosing big, it could trigger some game balancing bonus units not available otherwise. The flag situation or resource losses could be something that triggers that instead of a timer. Just to give some small hope for a lost case for the loosing team. This should be carefully made so that the stronger team doesn´t feel they are getting punished for playing well. Anyway, this keeps the better team (player) on their toes and give the loosing team (player) a little better morale instead. The better team could get other bonus units, like a fuel tank or whatever.
If the game is fairly balanced the timer is ok I believe. So, a 2 level bonus trigger, timer and gameplay balancing at the same time.
I can imagine many don´t like things like airstrike as a bonus. But I think it could be made interesting. If you call in a Typhoon attack it could be managed directly a bit like artillery with the plane coming in (dont know how this could be visualized though) and you aiming at an object/area on the map, then firing of the rockets to damage or hit a tank or whatever. On the other hand if the opponent has some AA close to the object this should be able to have a chance to stop the air attack. This bonus option should be very rare and only for allied players.
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12-03-2010 #3Member Level 6
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Re: Bonus units discussion
Love the Idea of "loosing" bonus.. Say you have Zero points, and the Foe have 50,. You have been outplayed, and are going to loose. But, if you get a littel treat, say a Medium + tank, Pz4H, then you have something to fend for yourself, or mabye the Stug, as its a more defansive unit. That late in the game one medium tank wont change the game, but it will help..
For the Airstrike, NO, I dont want that,.
"You have a JP? Well, taste this!" Typhoon swoops inn, blowing up half of you resources in one pice..
- Lame
The other side "You have 2 Pershing's? Well TASTE THIS!" And you flipp one with your Sturmtiger.. Going "Mohahahaha form behind the hill, at 160 meters.." - Lame..
Reloads..
And how to balance the Sturm,. as Hartman posted, range, 100-120, that way you have to get down and dirty to get a shot of.. And **** up its accuracy..
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16-03-2010 #4Member Level 4
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Re: Bonus units discussion
I agree about changing the Sturmtiger. It is too powerful as it is now. Lesser accuracy would be more fair to gameplay, but the power of the impact of the shell should not be reduced.
I still want to market that Typhoon attack. It is historically correct too. The British had 26 squadrons during 1944 = 312 planes. Probably much more likely the Germans would encounter Typhoons than Allied soldiers would encounter a KT.
Anyway, the Soviets has its Katyushka that according to me is the same thing, altough it takes some driving before you launch, and the Germans have their Sturmtiger. I am all for that these attacks shouldn´t be game deciding and perhaps nerfed in accuracy, but could help out in a way so that gameplay gets more flexible. You have also a chance to stop the airattack if you have AA to protect the target - meaning you have to spend even more resources to be sure that your heavy investment don´t falter. That possibility you don´t have with the Katuyshas that fires of somewhere behind the enemy lines.
I am just all for some more gameoptions against a player who put his KT/Pershing on a hill, knowing the opponents hasn´t got any more resources and cant do anything about it at all. With so much infantry in Assult Squad, it is also almost impossible to sneak up with a bazooka/faust to finish it off compared to MoW. This attacks (i.e Typhoons) if they don´t destroy the heavy tank at least soften up the infantry protecting it, so that you get the possibility to sneak up to it.
I also believe artillery should have the option to fire of some heavy smoke shells, so that e.g. it is possible to assault entrenched/sandbagged fortifications.
BTW, I believe the british Commandos/SAS should have at least a rocket man in in their squad also.
One more thing! I´d like the German Hero tank unit to be a Panther instead of a Tiger. But that´s of course only my personal preferences
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16-03-2010 #5Member Level 3
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Re: Bonus units discussion
..or a nicely camoed jagdpanther. Is the current bonus unit a Tiger because of the promised year settings?
Originally Posted by Sven
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18-03-2010
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Re: Bonus units discussion
It's based on Wittman's Tiger in skirmish, and Tiger being the most famous tank of WW2.
"If men would consider not so much where they differ, as wherein they agree, there would be far less of uncharitableness and angry feeling in the world" -Joseph Addison
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29-03-2010 #7
Re: Bonus units discussion
Flamethrower tanks are pointless atm. Why would anybody get a tank that can't fight other tanks, and has a shorter range then infantry carried AT weapons? Either allow them to use their main gun or dramatically increase the range of their flamethrowers, 60/70 meters or something. Preferably both actually, they are bonus units after all and you are forgoing stuff that is a lot better by buying them.
Playing online as [EPIC]Nowotny
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26-04-2010 #8Member Level 14
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Re: Bonus units discussion
Have not played AS yet, but this idea is very bad. Do not "balance" units by distorting inherent statistics of it.The one thing I would like to see changed is the range of the Sturmtiger. Reduce it to 120m or something, so it is at least forced to get in visual range when firing. It's rocket is really to powerful for it to be fired from deep in the fog somewhere. Blowing up Pershings without you being able to do anything about it.
And perhaps a 'No bonus points' setting somewhere in the future.BaseRespawn blog (MOWAS tank combat guide):http://baserespawn.blogspot.com
The map list (the one-stop place to go for fresh custom maps): http://steamcommunity.com/groups/mowasmaplist
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26-04-2010 #9
Re: Bonus units discussion
What do you mean by inherent statistics? In any case it's range is already shortened, and the unit now needs some actual tactical thought when using it, instead of just blowing it's rockets from a completely safe distance.
Playing online as [EPIC]Nowotny
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27-04-2010 #10Member Level 14
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Re: Bonus units discussion
If the rocket was able to fire from a larger distance than a pershing then it should be like this.
BaseRespawn blog (MOWAS tank combat guide):http://baserespawn.blogspot.com
The map list (the one-stop place to go for fresh custom maps): http://steamcommunity.com/groups/mowasmaplist
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