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sukha

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Landsmen

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  1. The range indicator should be easy to implement, just show all 3 ranges on the same indicator divided by color lines. Check out my paint skillz
  2. I always buy up all the 24pdr available throughout the campaign. They outperform all other cannons to a point where I consider them to be the only real representation of how cannons should be in the game. Most battles 24pdrs will do 2x+ casualties compared to any other cannon, even in worse/less active position.
  3. I wonder what other trivial bs this guy complaints about in his daily life. I hope he is as adamant in expressing his complaints to everyone in real life as he does anonymously on the forums. Imagine him complaining throughout the day about every minor inconvenience, hilarious.
  4. Devs need to realize this and fix it, start by decreasing forest cover so that it doesn't trump all cover in the game. Cities have this problem as well, you easily get 100% in a city. If you garrison a city block however you don't get 100%, wth??? Then there is the problem of fortifications spreading your units so wide allowing for concentrated fire against them which needs to be a part of calculating the effectiveness of that cover. plz fix, thx.
  5. I was really annoyed by this as well.
  6. Bigger or smaller font and color schemes are a matter of taste as you do not hold the right to deem what a "normal" user is. The developer is at liberty here to express its artistic style at will and it is your "Personal Taste" that dictates if you like it or not, hence its subjective. You also complain about controls without seemingly having fully explored them. Generals do disappear when they are killed. Rotation holding shift will always face where your mouse cursor is, no need to even look at the green outline. The new way of moving multiple units is to hold right click and draw a line to which the army will align. Its weird that they removed the drag movement option when selecting a whole army tho. When it comes to flags I think they should be a part of the Brigade model itself, there should be a visible flag bearer. That would be both realistic/historically correct and just plain cool looking without cluttering the AI itself. Maybe even have the brigade Officer with a saber present. They could also bring back the cool MAP outline around the game like UGG had, maybe devs tried it and it looked out of place with how the aesthetics are a bit more realistic looking this time around. The topography lines like UGG is supposedly in the works.
  7. A few things here. 1st a unit must be fully covered by cover to get 100% if half your brigade is sticking out of cover it will only get half the bonus... 2nd 100% is the cap, idk where u read 115%on a wheat field I never seen such numbers. 3rd Skirmishers have like 25% natural cover at all times so its much easier for them to get to 100% and go full retard tank mode. 4th You seem to be able to combine covers, if your brigade is half inside a forest and half inside a building it will benefit from both.
  8. I actually went from playing UG:CW to UG:G and I could not stand it. The controls are all awkward, the rotation of units is horrible, unit selection and movement by drawing lines and circles is terribad. Double click to halt a unit?!? Wth kind of controls are that?!? One thing I liked was the Topography map and the range indicators on cannons for 3 different rounds. Other than that I just quit the game and went back to playing Civil War. How do you lose your general? Its literally a massive STAR on the battlefield. Double clicking on a unit icon on the bottom does center the camera on that unit...The flags were another thing that annoyed me in UG:G, felt like a waste of space on my screen. I know I am Union or Confederate, I don't need a flag on every unit to tell me that. Artistically I find UG:CW much more sleek and sexy looking unlike UG:G with its overblown UI fonts and stark color contrasts. Overall your complaints are very subjective and I doubt that developers are going to redo the whole UI and art style because it doesn't fancy you. You cannot please everyone, consider yourself collateral damage in the never ending cycle of improving and change.
  9. The AI can keep the Overlap mechanics as they are, it rarely benefits from it that hard anyway. A player on the other hand can abuse the crap out of it. While I can accept real defensive structures like a fort etc having 100%, woods and a single building in the middle of a field yielding 100% is a bit dicey. I think Artillery should at least somewhat counter 100% cover, as it stands melee is the only true option. On Hard when all enemy units are Vet3 on some heavily forested maps melee is the only way to play. Artillery is heavily under performing as an attacking unit. Takes ages to get into position, when it gets into position it starts deploying for half an hour then it needs to load and only then fire.... A regular squad would have already put like 5+ volleys down range. And what was my incentive for bringing that arty into position? Its not any better at countering cover anyway.
  10. Blobbing is ridiculous. When attacking you can select as many brigades as you want and tell them to attack 1 enemy and they will all clip through one another forming this insane blob with crazy firepower. Same thing can be abused on the defensive by using Hold Ground command. Friendly troops shooting through one another in general is strange in how it works. As far as I have figured out its if at least a portion of the brigade has clear line of sight with no friendlies in between them and the enemy then the whole brigade can fire. Those mechanics allow for some really cheezy play and nullifies any significance on positioning since you can maximize firepower at will, any time any place. Funny enough AI does this on occasion too. There should be more uniformity to how this works, either allow to shoot through at all times or ban it completely. A quick example how to abuse blobbing to steamroll AI on attack or defense. Establish a long thin line using skirmishers and some real brigades. Then take like 5 brigades +1 cav to a flank, gg WP. You can now single out every enemy in your path with superior firepower going 5v1 against enemy brigades you encounter. You don't really need the cav, but you can use it to capture or destroy the enemy brigades completely. Friendly Fire is a no no. Unit overlap should be addressed tho, my personal opinion enforce no overlapping harder. No Hold Position Overlap, no multiple units attack 1 target overlap. Force units to always arrange them selves according to free space at all times except melee or when walking through one another of course. With this in mind some maps need an adjustment to how defensive positions work. Having this long ass fence that houses 1 Brigade is very bad for the defender, now this 1 Brigade is being focus fired by 3 enemy brigades +Arty that's unfair... There are a couple defensive positions that are as compact as when the brigade is standing by itself, and thats how it always should be imho. Cover needs to be nerfed as well. 100% is insane, on Hard difficulty I sometimes strugle to dislodge 1 AI vet2+ brigade from 100% cover by blobbing 5+ brigades focus fire +arty and it just sits there forever. Now idk if its the cover or Morale of Vetted units that is the problem here, either way a brigade going 1v5+arty should be shitting its pants no matter the cover or Veterancy lulz.
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