Wave timer/Wave unit density:
Seemingly greater variance in unit density per wave,with waves now consistently timed and at shorter intervals...perhaps too short...this makes both advancing and retrieving crates much more dificult..intentional?
My thought would be that wave intervals should be exactly the time it would take the median speed unit to adavnce from the bottom to the top of the screen..as it is now it is signifigantly less than that amount of time.I know this ties into game balance but as the timer is now it makes advancing much more difficult and hence game versatiliy much less.
Also..I think the unit density per wave is now too random..at around wave 200 I am getting waves of one,two and three guys in runs of 3-4 waves...then a wave of 15 guys...a little too random perhaps.
Oh yeah: Tip:you have burned X numbers of Germans so far in your career| Tip:you have had X number of soldier climb the ranks to the commision so far in your career.|
Why not have all this data on the missions page eh..so we can see it when we want instead of having the data dribbled to us in lil bits and maybe missing it and obscuring the action on the playing field with more tips...we NEED a tip toggle..I want to turn them off..they annoy me....thanks....clean the score boards.
Otherwise I hope you know I Love/Hate this game,and I mean that in the best possible way.How much play testing do you do on new versions of this?Any?
As a poster of a game there is responsibility to the community that is your players..this comes with it..even though most of these ..um.."people" are silly/stupid/ignorant...see..when you put such a great game with so many blatant flaws up it is maddening..intensely so.
Anyway...thanks for the work on the new update and all your previous efforts.
Extant bugs:
Flamethrower guys who explode sometimes just dissapear instead|Sometimes charged twice for air superiority.|Sometimes charged twice for smoke deployment.|Succeeding waves of Germans sometimes completely erase/remove previous waves still on the field.|Lag..please dude...it's time,this is the most pressing problem of the game..quality control eh...please.|
How tanks take damage:
Tanks should be proof vs. :
Near misses from arty/airstrikes/bazookas/grenades/tank main guns/aaa cannon.
Tanks should be slightly or partially damaged from direct hits from:
airstrikes/panzershrek(light german antitank bazooka)/aaa cannon.
Tanks(particularly the Sherman)should be totally obliterated by direct hits from:Panzerfaust(heavy german antitank bazooka),arty,german main tank guns.
Tanks should have a very very small chance of being damaged by grenades at all.
This is just real eh....read up on it.
Grenades:look up on wikipedia,either "Stielhandgrenate"
or "Model 24 Grenade"
Throw range 30-40 yards/90-120 feet
As I measure it..if a standard guy is 6 feet tall(quite an assumption I admit)
the field of play is approx. 105 feet in length,top to bottom.
However for reasons of game balance I believe any throwing of grenades 3/4 of the length of the field is out of hand...the German grenades are properly longer range than the allied ones but I still think it needs to be shorter range anyway...shortening the allied grenade throw range commiserately.
Also not in the article is specifically mentions that the Model 24 grenade was ineffective vs. armored vehicles.
This goes for even a crappy tank like the Sherman...in fact all tanks would be almost totally proof against damage from any normal hand grenade..there were specific anti tank grenades but we do not see them here..they are more akin to mines which are manually affixed.
which leads me to --->
Mortars:as mentioned before they need to be able to shoot on the whole field without having line of sight.There are two reasons mortars were even invented:1)to hit things you cannot directly see.2)to hit targets at a high angle(say right behind a wall or fortification)or to put in other terms:to be able to use in an indirect fire application from short range.Having deployed a mass of them I also think for game balance reasons thier rate of fire should be reduced.I think they should be like the AAA gun,a large crew served weapon.Also I think they should,in addition to having a slower rate of fire,have a slightly larger burst radius,and cost more,say 12-15 points.Also the infantry carrying them are difficult to pick out,a mortar and its legs and base plate are not hard to miss.I would like it to be larger so it could be seen more clearly.It really does need to be crew served too,as it is what you have here is a trench mortar or a knee mortar,if that is the case it is way overpowered.
Comments on new update:
Motorcycle:speed fine,only one thing wrong with it,it is curiously resistant to heavy weapons(arty,airstrikes,bazookas,and tank main guns)all of these seem to do little or nothing to the vehichle or the passengers...mortars seem to hurt the passengers just fine oddly...the only consistent way to get them is to unseat the passenger and driver with small arms...this is fine but heavy weapons should at least be as effective vs. a motorcycle as a jeep/kubbelwagen,if not more so.As it stands right now motorcycles are even better protected than tanks..except that you can shoot the passenger/driver off...but the vehichle itself..I am not even sure if it is a targetable thing...it's like it's not even there and totally protects the driver/passenger from all heavy weapons except mortars.Also...ever hear of Harley Davidson and Triumph?We had em and deployed em in Europe..albiet not in combat formations like the Germans.
Oh and could you please clean the score boards of hackers/cheaters...again....pretty friggin please.There must be something can be done about these people.And Urbz:I don't have time now but I will have comments about the new update in the next 24 hours or so...Please clean the score boards...Amen.
Lag Tip: After around 1000 kills in a game the lag gets awful..many people know and experience this.For some it is later,some earlier.
This is by no means a solution like a quality level control would be but:
After around 1000-1200 kills in a particular game I will advance forwards to a new screen,perhaps more than one map forwards(always looking for best terrain to stand on)
This seems to remove all that clutter in flash memory and the lage quiets down again till another 1000 or so kills go by...then repeat...it works for me.
Urbz:you changed how tanks are able to take cover in and behind bunkers and how fast more experienced snipers can restealth..
what would be really cool is let people know you have made changes.Even if you could not fully explain it here you could at least,like in the last major update,say hey:I made these changes follow this link to see them.
It's only basic courtesy.
Using WASD for movement and not including the arrow keys or allowing to change to other keys for movement pretty much makes it while not impossible,a large pain in the bottom for anyone who is left handed to play.
Several days later:
Still haven't cleaned the score boards of hackers/cheaters...sigh.....
please.....my very nice all time high score I reckon should be like #5 or so is not even in the top 25....I hate cheaters....a lot.
All the top 25 all time score slots for both "score" and "kills" are taken up by hackers/cheaters.The top 12 all time for "waves survived" are also taken up by hackers/cheaters.Pleas clean the score boards again.
One wonders what having the score boards at all is for if it is only for people who choose to cheat some how.These people should not only have thier scores removed,thier Kong accounts should be wiped and they should be site banned.Please clean the score boards...again.
Please clean the score boards again.
23 of the top 25 all time high scores are now taken up by hackers /cheaters....23 people are denied thier non-cheating,rightful places...in that category alone.
Yeah,I know that.
THANK YOU.
@Loosifur,if you have 20 tac points,the game will give you no more points,except from boss waves...that might be why.Hope that is the case and you are not bugged.