Home › Forums › General Discussion › Suggestions › Beta test 1/13/2019- stealth thoughts.
- This topic has 2 replies, 3 voices, and was last updated 5 years, 10 months ago by Lorarius.
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13/01/2019 at 9:26 pm #7757Death_KittyModerator
Just a personal thought about the beta games we did today, not concerning any changes or the new doc (which is a lot of fun!), but concerning camo and infantry. I had a blast getting ambushed by combined arms infantry, and it was truly refreshing to actually feel challenged by a doc using mostly infantry units. Their commandos did feel a bit too easy to kill, not at all like the shock troops they were supposed to be, But the SAS felt amazing (to play against!). I did not build snipers or many scout cars, and I was frequently caught off guard by an SAS squad, AT squads and snipers, but it felt very good to be able to root them out and destroy them. I felt like I was playing against shadows, never being able to really “secure” the other half of the map. The SAS jeep squads would make daring raids into my back lines, mowing down reinforcements, and allowing commandos to slip it unopposed, who would then take points and kill tanks at will. It was very fun, very difficult, in a great way.
I did notice that the infantry had some time creeping up on my units, but I had a hard time attacking into the territory as well.
Some bugs though: It seems planes can see through stealthed units. I’m not sure if this is intended, but it does seem rather unbalanced.
I’m also curious as the what changes could be done with detection units: currently is it is snipers and Scout cars that detect, but snipers with their huge sight ranges reveal far too much.
A suggestion on how stealth should work:
- Snipers reveal when firing, so they can counter snipe one another, but can’t detect camoed units on their own.
- Scout vehicles (jeep, kubel, 221, m5 scout car, m20 utility car, bren carrier) reveal stealth units as a passive, radius 20-40m.
- halftracks can be either upgraded, or spend munitions, or both, to temporarily reveal units around them, but at a much smaller radius
- Ambush infantry gain a new stealth mode (in addition to the current one) where they can move faster, but are spotted easier by non-spotter units (20-15m instead of the 5m from the prone camo ability). This IS NOT given to AT squads.
- Ambushed Tank destroyers can be revealed at much longer ranges by units, 20-35m
All values are just some rough estimates, and should be adjusted accordingly. As always, a suggestion presented with all due respect.
P.S. new doc is a blast! Has a lot of good unlocks too.
- This topic was modified 5 years, 10 months ago by Death_Kitty.
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14/01/2019 at 1:21 am #7758OlhausenKeymaster
Thanks a lot for the feedbacks mate, I will wait for the other too 😉
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14/01/2019 at 8:19 am #7760LorariusKeymaster
my thoughts on that:
- Snipers reveal when firing, so they can counter snipe one another, but can’t detect camoed units on their own. (OK, but veteran snipers should gain the “stay camoed” ability)
- Scout vehicles (jeep, kubel, 221, m5 scout car, m20 utility car, bren carrier) reveal stealth units as a passive, radius 20-40m. Can there be a difference in detection radius between a moving scout car and a static?
- halftracks can be either upgraded, or spend munitions, or both, to temporarily reveal units around them, but at a much smaller radius
- Ambush infantry gain a new stealth mode (in addition to the current one) where they can move faster, but are spotted easier by non-spotter units (20-15m instead of the 5m from the prone camo ability). This IS NOT given to AT squads.
- Ambushed Tank destroyers can be revealed at much longer ranges by units, 20-35m
- all camo units should have the hold fire ability, also to get rid of some micro:
- AT inf-teams could have a “tanks only” mode, just like AT canons
- if camoed units get revealed and shot at, they should shoot back, no matter if they have a hold fire or so activated
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