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mortar is great at the start when u can't afford AAA gun.
as for the wave counter decrease, it does make the overall game easier because u encounter the same feeble units, but now units r much more experienced n easy TP as well. Boss wave dun occur so often n so soon. a real bonus.
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found exp bug wif the medic unit. exp dun max at 100, so medic can't become NCO normally. onli wif crates can 6 stripes medic become NCO.
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theres something wrong with the wave counter. i was on wave 54 and went back to wave 41 :S, hear this game using headphones u can feel the exitement and more :D
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i hope that the radar station works well. i had 3 aaa guns but all got hit from an arty strike, because the damn radar station couldn't detect the enemy plane.
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Wow, that mortar is really a game changer. My strategy went from earning me 12,000 points to about 800! Time to go back to the drawing board!
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I found the best tactic! in the begining start out by pushing you troops up until you get points for the jeep then use that jeep to aid your troops and getting more jeep until you got like 7-10 jeeps then put your jeeps at teh top of the map and hold out. works perfectly! and was easy
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S'true indeed.As you say...I just think later levels should be tougher..
Also I don't expect the Germans to wave attack and use the tactics of attrition..these here mud and blood 2 Germans attack like Russians ;)
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Frank about ur last comment bout wwave timer, i think its a bit more real life like.In real life the germans just don't send a rising numberoof soldiers.Some slack,some get sent out.But u can't expect troop deployment to be exact with wounded, those on liberty,deserters, and those fighting against the other allied armys
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Crate pick up problem,in a word:proximity.
Germans can be kind of near it and get it no problem.
Allies not only need to touch it they need to get a signifigant portion of the unit's surface area over the crate.
This has been happening since the game was first posted,pre-any updates.
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Ding yes..it is a combination of the three...well,it's not so much the game I am serious about,it's the knowledge of the subject matter..though..what game man?This is REAL!!!!
*hides in basement cleaning rifle over and over*
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Frank?ur either too smart, have alot of free time to write this all really serious about this game or a combination of the 3 xD
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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.
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Dude! You just completed the "Bunker? I 'ardly knew 'er!" achievement in Mud and Blood 2 and won the "Bunker? I 'ardly knew 'er!" badge and 30 points!
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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.
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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.
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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.|
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Goodness. I started with one soldier with a rifle of 54. Gave him a BAR right away, dug him a trench and gave him 2 medics. He, along with a signaler, an officer, and plenty of aerial close support got me through 560 enemies and 78 waves.
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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.