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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.
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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 --->
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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.
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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.
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the biggest complaint so far is lag when any german tries to target. Perhaps that has been fixed by now, but I have a game running from yesterday at 160+ wave, I don't want it to stop... mortars FTW really, only arty can now stop me.
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"dresklaw Dec. 15, 2008
Do mortars need line of sight? Because if so, that's kind of . . . Not how mortars are used?"
Well it's the most ineffective they can be used in real life (because their operators would be shot right away in rifle range). But not in this game...
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I know soldier stats are randomly generated, but for f*ck sakes... I had 5 soldiers just now, and NONE of them had a rifle of over 15. I couldn't make it to wave 10... German solders would walk by us, wave, say hello, shake hands, leave... check his pockets just before he walked off screen for his cell phone, turn around, pick it up, put it in his pocket, brush off his shirt, wave bye again, then leave. AND WE COULDN'T LAND A SINGLE GODDAM SHOT!!!!!!!!
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wouldn't be a bad idea to get rid of the lag at the beginning of the game explaining where the bad guys come from again, ever since, every game on nintendo, we should get it after the first time. or just guess eventually
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A big complaint is the medals that are “do before XXth mission to receive this.” Those medals are really unfair in my opinion since the game is difficult and takes a really long time to progress and to have to restart in order to get a medal is just a little wrong especially since they seem to help a lot. My major complaint is though, the inability to lower the quality and mute it as it creates a lot of lag at the later stages to the point where the game almost freezes which is just aggravating considering one of the medals has to do with 5000 waves before mission 50.
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I think the game is really good, I do have a few complaints are the Bikers you added recently being too fast and counting as 2 guys considering they are nearly impossible to kill with anything but a few good BAR guys (they can be really hard or literally impossible to kill if you have a map with a load of trees). as well as the concentrate fire command needed a full minute to charge, sometimes a mortar or two will be on the map the same time as a bike and a gunner and that's just hell to try to live though. I wish they would prioritize a bit. Also later in the game the arty and air really are devastating considering it can be back to back to back type of stuff.
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hey PeebsYo try this .... DON'T give grenades to soldiers with low exp and that put the zookas in front or at the sides of the defences
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I like the additions. Mortars rock my socks off!
Arty needs to be toned down, and bunkers need to give more protection from bullets, but other than that, its great!
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totally lame when your gren's are thrown at your own troops and no enemies around... or when zooka's are aimed at your own ppls.... I mean... gimme a break dev dood. I kno u want realistic war n such, but give me a break man.... I mean, if u got anyone with a nade u mite as well not send an engie out to build wires or lay mines... he's gonnna get fragged by friendlies...
and the cycles are just dumb.... and mortars overpowered....
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i think something is wrong.
i was able to survive to wave 44 but only under constant german air strikes and arty. im dead serious. there were constant air and arty strikes. this led to me having to hole up in a bunker most of the time while the germans blew their own troops to pieces
it is just a bit confusing
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ok wow when a troop has high EXP they can spam nades. my tommy man and my spec ops were throwing 3 nades at a time, with 3 second intervauls between spam.
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aight after some study i think that you know how for first 5 waves you get 2 tp? you should keep it like that all game to satisfy the compainers and =D ty kevin