I reckon all your infantries in the flower formation are less than 5km apart? I don't understand how artilleries don't completely kill a flower in 1-2 ticks. Shouldn't the artilleries full attack damage be fully applied to each and every infantry stack in the flower?
Posts by Mc_Johnsen
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Question, why is there no splash damage from artilleries?
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Gold Mark is not a problem, Gold Mark doesn't make the game any less enjoyable for a free2play player. The few times you encounter a hard golder in a public match you can bite a bullet, often times even overwhelm him with teamwork. Sometimes its even an interesting challenge, adding a form of variety to public matches. Tournaments, internal games, private matches, challenges are all good no-gold choices for true competitiveness. The existence of gold mark doesn't reduce the fun in this game, its a good business model.
However, an ad covering 20% of my screen does reduce the fun to 0. I have absolutely zero interest in playing a game when 20% is covered in ad that doesn't even fit with the rest. The map / supremacy is designed in dull colours, ads on the other hand are bright, constantly trying to take away the attention from the game being a super big nuisance. What I used to enjoy in supremacy is just looking at the screen(map) and being proud in what I achieved ("look at my empire, I'm so good, I am proud of myself"), obviously no longer works with the ad ruining the view. You surely have played other grand strategy games like Hoi4, EUIV, Anno, AoE. Reducing the screen for these games by 20% isn't a huge deal, but adding a bright google advert (or giant black stripe) takes away a lot of the fun if the game isn't nice to look at. I didn't play supre so I can order my troops to attack, I used to play supre because I can look at the conquest of my armies.
Are these adverts even worth economically? Do you gain enough revenue to offset all the active players you lost / deter from coming back?
For those who aren't aware what I am talking about:
Click on the image to see the full image. It is cropped by the forum.
Try to look at the game without getting distracted by the ad and its bright shining colours
(What do I suggest? Remove the adverts^^)
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If you only build cavalries the enemy could have defended easily by producing flame throwers (same build time as cavs), which hard counter cavalries stats wise. Even defending armored cars or Infantry would have traded equally with cavalry.
It is true that cavalry rush is a strong opener in the early game, especially due to the mobility, but you can still counter it. Every tactic has a counter tactic in this game, but it seems your enemies did not explore the rock-paper-scissor system to the fullest.There will be more rebalancing going on though and stronger units will become more xpensive in comparison.
Hey, sorry, there is a little flaw with this approach.
My mate and I did this rush:
I did mass cavalry, my mate did assault Infantry. Ressources work out perfectly. (I give my mate supplies and tools, my mate gives me fabrics and food). This means massive amounts of troops.
2-3 Barracks/Factories and produce cavalry/assault infantry lv1 non stop.
Only very few ressources lost in buildings or research, everything used in troops.
This means an aboslute massive amount of attacking troops.
What does the enemy see? He sees two enemies, each with 2-3 barracks/factories. What is he supposed to think? Based on 2-3 very basic buildings, will he expect a full out rush? If you see 2-3 barracks/factories, do you expect 60 units running into your country any second? No.
By the time the opponent notices the massive all out early rush, its too late.
My mate and I send everything in, cavalry without recruits, extremely fast. The opponent doesn't have enough time to react to it, no time to start production of enough counter units. (Remember, since game start we started rushing these units)
Within hours the frontline is breached, we are all over the home country and with the fast cavalry, we are also in the empty provinces far away from the frontline. First and or second opponent are immediately eliminated/crippled. They cant do anything anymore. The overall situation favours us, 10vs8.
We made a big hole in the frontline. Especially with the roads where we are extremely fast. Capturing a "knot", a province which connects roads. Build railroads there. From there on you can use roads to further rampage through the enemy empty provinces.
(day2)
Blue is the route of the cavalry. I took that city there using the very fast road. I reach that knot faster than any enemy reinforced could. From there on I had multiple options, see black arrows. All provinces on its way are likely empty because they are far away from the frontline.
If the neighbouring countries wanted to answer, they would need to build a ton of counter units (dont forget, our rush is using assault infantries and cavs, two different types). They would also need to build a considerably big amount of counter troops since we have been building cavs and assault infantries non stop since game start. And 0 casualties so far thanks to the combat system. Furthermore only minor combat strength losses (fewer efficiency), because even at lower HP, the efficiency remains high.
Thanks to roads and railways on knots, the newly produced units arrive very fast at the frontline, maintaining our numbers advantage.
Furthermore, the frontline has been stretched incredibly due to me taking that knot. So many provinces (and roads) are threatened, can be directly attacked. Many provinces strechted through a long (new) frontline is tough to defend.
(day4)
My infantry was very quick conquer all the empty provinces in the south, occasional resistance couldnt put up a fight because of the sheer number of cavalry, furthermore he had to deal with his respective opponent who was fighting him.
Point is, you cant see a rush coming. When you see it, its too late. You cant stop a country that built units for a rush for the past 24-48 hours by building enough counter units (+research +buildings) within very few hours. Because the rusher only needs few hours to breach the frontline and travel down the road to take knots deep inside your territory.
With 1 player down, it snowballs it easily out of control. A 10v9 quickly becomes a 10v8, etc.
You can only defend by "counter rushing counter units". But just because you see 2 barracks on the enemy, will you hurry to produce 30 flame throwers? Just because you see the enemy has 2 barracks? And if the enemy doesn't rush you are stuck with 30 flame throwers with extrmely limited usage possibility, as well as all the lost resources.
Edit:
Even if you manage to build enough flame throwers and amass enough units to deter the rush, perhaps by falling back 1 or 2 province lines to buy more time. Advantage gained by the attacker. The defender needed to cancel his plans and do something else, perhaps even giving up some provinces. Abruptly changing its plan is always bad (cancelling research/construction/production to enable the production of flame throwers, resources distortion: you wanted to build airplanes? Unlucky you just used all the oil for flame throwers, nothing left for aircrafts)
Upon learning the counter measures, the rusher can easily pull back, use his mobility and abuse that the enemy has very limited options to gain intelligence, and move his cavalry using roads quickly to other parts of the map and start a new rush. Whats the original defender going to do? Counter attack using flame throwers? The slow flame throwers are stuck there, any rotation with them takes a long time.
Btw, ressources continue to accumulate after end of game.
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Here is an issue I noticed with the morale:
The Neighbour effect is too significant.
A single 100% morale province gives each neighbouring province +12.
A single 25% morale province gives eac neighbouring province -18.
In some cases when conquering new provinces, the morale can hardly improve because of too many new conquered provinces in the neighbourhood.
I conquered YPRES (big city in the middle) on day 1 or 2, as well as all its surrounding bastions. Now its day 8 and the morale of YPRES is 19%.
Its a snowball effect, once low, always low because low morale gives additional low morale.
Same goes for provinces with good morale. Capping some capitals or just letting the morale rise in the first days (where you don't have the expansion minus points) means your homeland reaches 100%. And it will hardly go down, its stuck at 100% because the neighbours push each other so hard.
But I fear if the breaking point is reached, which could be earlier in some cases where provinces only have 1 neighbour, another snowball effect is created, plummiting the morale down.
Btw, I tested the early rush someone else mentioned. My buddy and I joined a map, I full spammed Barracks and Horses, while my mate spammed factories and assault infantries. (Also some infrastructure in key provinces)
The result is that it goes too well. We are crushing every army by just running through with 0 casualties, except some morale.
This is about the strongest armies in the world.(day4)
I think its too op.
Edit:
Daychange from day 4 to 5 and we already won...
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freezy whoa, thanks for the tip. Didn't know that existed. That really improved my gameplay experience.
Here is another issue:
What the hell is going on in there? I cant make out anything and a pin mode doesn't seem to exist.
(Thats elite AI btw).
Also, I think its "weird" (at least it takes some time to adjust, get comfortable with) how the research system works. Appearently there is only a minimum day requirement for the first research level on an unit. After researching level one, it seems you can research many more levels immediately, makes you able to have high level units early on. Not what I am used to^^
The scaling is also very strong, more than 100% each research level.
However I absolutely love that you can chose which unit level you can produce! Thats neat!
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I fking love this flanders front! Its amazing!
Researches, new units, actual unit stats and a proper combat system, whoaaa. On top of that, terrains and even roads! How cool is that!
Though I have to agree with Spartan that the visuals need improvement.
It took me some time to figure out what the yellow circles were. I prefered the real fog of war where anything outside the view range is clearly darker.
Furthermore I have difficulty making out my own country. When I first joined the new map I took some time to see which part of this colourful painting belonged to me.
It would be cool if terrain was a bit clearer.
Take this example, you see 4 provinces. Tbh, it could be everything. I see some trees in every province, but also has a lot of farms, even many buildings. Turns out that the bottom left province is actually woods! So that small part, less than 1 third is full of wood, makes the whole province a wood province. So the bottom right province must be woods too, right? No, thats actually flat. Very confusing.
This is also a great example, what could this be? Hills or Flatland? Hm... its actually Flatland!
Also, its a bit hard to distinguish the water and the lanes on the water!
This Yellow had me really confused, and I can't see the paths on the waters at all.
I also dislike that you are able to disembark from water onto a bridge (Street over water).