Wargame: Crimean Escalation (Alpha Release)

Karlsson96
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Re: Wargame: Crimean Escalation (Alpha Release)

Postby Karlsson96 » Sat 15 Apr 2017 21:45

Thanks. The Mi-28's rockets are HEAT, they only fire at vehicles. And the US anti-helo AA received some strong buffs recently. Check out the MML, HUMRAAM and C-RAM, they are quite capable against helos.



Lol nope. 1 C-RAM vs 1 Ka-52... all the Ka-52 has to do is rush the C-RAM and fire off its 100% accuracy, mach 5 missles before the C-RAM fires its first shot.

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Re: Wargame: Crimean Escalation (Alpha Release)

Postby thefury » Sat 15 Apr 2017 21:57

Karlsson96 wrote:Balance Issues I have with the mod:

A lot of aircraft and helicopters have way too many weapons on them. This makes their roles less distinct and creates many "invincible units" especially with Russian helicopters. Right now Helos are able to multitask different targets simply by moving them to a target rich environment. The Ka-52 Alligator for example is able to fire off multiple atgms and air-air missiles at the same time in completely different directions, and their guided missiles are too accurate and powerful against Anti-air vehicles. Ka-52s just have to rush towards them and even if the enemy AA system has more range "on paper" the Ka-52 will always shoot first because of the AA system's very long aim time.

I think it would be better for game balance to only have 3 weapons maximum for vehicles such as planes and helos. Otherwise, should the mod become more popular, Russian Ka-52 and Mi-28 rushes will be the end all meta with no effective counter.

(admittedley, I am new to the game, but I am past the point of losing to Hard AI in the vanilla game. This game below was a defeat from easy AI)
20170415122238_1.jpg


Corrections to equipment:

-The US Army Ranger actually use the Carl Gustav M3, and are well know for doing so. Only recently has the CG M3 been green'lighted for use with other branches.
-The LAV-AD from Support might actually have been removed from service in 1999. (I can't find a definitive source online as to its service status which is really weird)
-Prefer the Delta Force to use the M4A1
-A-10C Thunderbolt II: WAY too much armament... Maybe have multiple variations with different loadouts?
-Does the F-35 JSF have guns? I am certain IRL they have a 25mm Gatling gun.


I kinda oppose the idea that only limited to 3 weapons, multi role is the feature of modernized military. I do agree that balance is an issue but still enjoyable. As for A10, the Arment is perfect for air support role. SOCOM kinda replace scar h and hk416 for M4.

Karlsson96
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Re: Wargame: Crimean Escalation (Alpha Release)

Postby Karlsson96 » Sat 15 Apr 2017 22:58

I kinda oppose the idea that only limited to 3 weapons, multi role is the feature of modernized military. I do agree that balance is an issue but still enjoyable. As for A10, the Arment is perfect for air support role. SOCOM kinda replace scar h and hk416 for M4.



Maybe so, but these Multi-purpose super-weapons that are in the game cost the same as mid-high end tanks (Even though tanks are only used for killing ground vehicles and other tanks) and you can bring a crap ton of them. At least a SIGNIFICANT decrease to their availability would be nice. 8x Ka-52s for 170 a piece and 8x Mi28Ns for 150 with a swarm of 45 pt scout helicopters as a meat shield rushing spawn at the beginning of a game is just horrible balance. maybe 2x per card with only 1 card maximum would be nice.

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jonas165
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Re: Wargame: Crimean Escalation (Alpha Release)

Postby jonas165 » Sat 15 Apr 2017 23:03

Karlsson96 wrote:Balance Issues I have with the mod:

A lot of aircraft and helicopters have way too many weapons on them. This makes their roles less distinct and creates many "invincible units" especially with Russian helicopters. Right now Helos are able to multitask different targets simply by moving them to a target rich environment. The Ka-52 Alligator for example is able to fire off multiple atgms and air-air missiles at the same time in completely different directions, and their guided missiles are too accurate and powerful against Anti-air vehicles. Ka-52s just have to rush towards them and even if the enemy AA system has more range "on paper" the Ka-52 will always shoot first because of the AA system's very long aim time.

The issue of these helicopters is being looked into in the upcoming patch. Still, I have spent many games on single player and yet haven't really lost yet :D By the way, the US have a counterpart to the Ka-52, which is the AH-1Z. Admittedly, it has less missiles and worse optics, but is still pretty effective. Anyway, the availability of high end helos will be decreased. Also, the HUMRAAM receives a range buff.

I think it would be better for game balance to only have 3 weapons maximum for vehicles such as planes and helos. Otherwise, should the mod become more popular, Russian Ka-52 and Mi-28 rushes will be the end all meta with no effective counter.

(admittedley, I am new to the game, but I am past the point of losing to Hard AI in the vanilla game. This game below was a defeat from easy AI)
20170415122238_1.jpg


Corrections to equipment:

-The US Army Ranger actually use the Carl Gustav M3, and are well know for doing so. Only recently has the CG M3 been green'lighted for use with other branches.
I know, the Stinger is a flavor decision.
-The LAV-AD from Support might actually have been removed from service in 1999. (I can't find a definitive source online as to its service status which is really weird)
In this scenario, they were reactivated
-Prefer the Delta Force to use the M4A1
-A-10C Thunderbolt II: WAY too much armament... Maybe have multiple variations with different loadouts?
I am pretty sure it can carry such a loadout.
-Does the F-35 JSF have guns? I am certain IRL they have a 25mm Gatling gun.
The A-variant only, and it has it in the mod, as a hidden stat


Thanks for the feedback! I know balance is far from perfect yet, but I am working on it.
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Karlsson96
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Re: Wargame: Crimean Escalation (Alpha Release)

Postby Karlsson96 » Sat 15 Apr 2017 23:40

Balance ideas for AA weapons:

-Vehicle mounted FIM-92 Stinger Missiles should get longer range than those fired from MANPADS due to better optics on vehicles.
-Reduce the cost of MANPADS
-Increase stealth on MANPADS
-Maybe better stealth for smaller AA vehicles such as the Avenger?
-Considering the C-RAM also has the role of countering large, indirect fire ordnance, maybe decrease the aiming time on it so it can actually have a chance at shooting down a 2x Ka-52 rush? I think this vehicle along with the Russian Pantsir should be put in the more high-end/low availability range (and thus, have greater combat capability).

Balance for Helos:

-Increase the Aim time for almost all of the lock on weapons
-Decrease the damage caused by rocket pods against infantry (Infantry has no chance when spotted by Helos. Once they are spotted, they die guaranteed very quickly with few rockets spent, and no chance to fight back or even run away)

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jonas165
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Re: Wargame: Crimean Escalation (Alpha Release)

Postby jonas165 » Sun 16 Apr 2017 12:53

Karlsson96 wrote:Balance ideas for AA weapons:

-Vehicle mounted FIM-92 Stinger Missiles should get longer range than those fired from MANPADS due to better optics on vehicles.
-Reduce the cost of MANPADS
-Increase stealth on MANPADS
-Maybe better stealth for smaller AA vehicles such as the Avenger?
-Considering the C-RAM also has the role of countering large, indirect fire ordnance, maybe decrease the aiming time on it so it can actually have a chance at shooting down a 2x Ka-52 rush? I think this vehicle along with the Russian Pantsir should be put in the more high-end/low availability range (and thus, have greater combat capability).

Balance for Helos:

-Increase the Aim time for almost all of the lock on weapons
-Decrease the damage caused by rocket pods against infantry (Infantry has no chance when spotted by Helos. Once they are spotted, they die guaranteed very quickly with few rockets spent, and no chance to fight back or even run away)


I will consider some changes for the next patch. The C-RAM however already has essentially no aim time (0.1 seconds), and MANPADS just have to be in cover to survive rockets. Also, the Avenger, as all other jeeps, should already have better stealth.
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jonas165
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Re: Wargame: Crimean Escalation (Alpha Release)

Postby jonas165 » Sun 16 Apr 2017 15:38

There will be a new UH-1Y CAS variant coming in the patch, including a skin for both UH-1Y models.
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Re: Wargame: Crimean Escalation (Alpha Release)

Postby thefury » Sun 16 Apr 2017 16:49

jonas165 wrote:There will be a new UH-1Y CAS variant coming in the patch, including a skin for both UH-1Y models.

What about add minigun and a 50 cal?

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Re: Wargame: Crimean Escalation (Alpha Release)

Postby jonas165 » Sun 16 Apr 2017 17:21

thefury wrote:
jonas165 wrote:There will be a new UH-1Y CAS variant coming in the patch, including a skin for both UH-1Y models.

What about add minigun and a 50 cal?


Would not be very effective I guess, I'd have to mount them on the same turret as the rockets, so they could only shoot to the front. That would also increase the price.
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Re: Wargame: Crimean Escalation (Alpha Release)

Postby thefury » Sun 16 Apr 2017 22:16

What about adding b1 bomber can use model of f111

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