My 'vision' is that there should be no single/uncounterable meta, as many options are viable.
mechanics are easy to understand, Interface is intuitive, units are balanced, match making to prevent stacking.
feel free to discuss a point or to add additional points.
(may update thread with more points including responses)
So Red dragon is 3 years old
- Spamming one unit type: just tanks( Air will crush you), just inf (cant move over the open) etc
- Spamming artillery (4x stacks+, guess people like fireworks)
- Not using recon (who needs information?)
- Rage quitting (when the cheesy tactic doesn't work in 10 min)
- Stacking teams (Win % is the meaning of life apparently)
> Good players (there are good, nice players, easier to rant about the bad)
CV sniping, artillery destroying tanks, helicopter outranging AA,
Card lines, no nations or coalition, no town sector system, inaccurate tanks
accurate ATGM, indirect Napalm.
trying not see through my rose tinted glasses.
in WG:EE flanking was more rewarding as their wasn't knee jerk reaction of plane response.
'medium' priced tanks were seen more frequently.
helicopter being static to shoot was painful
deck choice was ok, but there was core deck, blue had more variation than red.
it was extremely difficult to get infantry out of a town.
infantry ruled forest & town.
IMO EE had best maps.
Graphics update, 10v10, Planes, 1pt trucks, national bonus, cluster bombs vs inf, cheap spam, tutorials
What I remember most, was spamming of cheap tanks, even if AP value couldn't damage armour, it would shoot to damage morale.
cluster bombs were actually used.
map seems to have major choke points.
1pt trucks used to recon or troll ATGM.
Navy, amphibious vehicles
I think RD is the best in the series, to me it seems most balanced (still some more work to be done)
I like the addition of the amphibious vehicles it adds another dimension, take focus off bridges.
tanks are lot more accurate, ATGM usage is down compared to EE & ALB
I remember the early on, centurions were all the rage, ATGM planes sniping at one point,
currently it seems to be superheavies, smoke w/ support?
aren't invincible in cover (good)
wider range of Armour & AP values
can attack on the move
2.2.4 Key commands
Reverse is a critcial one for armour
2.2.5 Town Sectors
not perfect, but improvement on EE's individual buildings.
unranked match making should be the standard way to join games
also it would allow common rules, which would make balancing easier to do/spot.
boils down to ASM train vs Ship blob
or spam transports to recreate D-day.
seriously, a drop down list is such a bad option if they expect you to try out different decks.
(national or coalition x themes x ERA: is a lot of choices)
I think a mind map or wheel selection would be best.
4.1.2 Number of cards.
even if you did the simple math of 1/2 unit quantity per card & double the amount of card / slots
to me a lot of units miss out deck selection as the slot is very precious.
I think the theme bonus cant be very restricting,
when I see a theme I think that they can only probably execute a few different strategies.
A possible idea is to the bonus not remove units (controversial?)
example a motorized deck would still have access to a heavy tank,
however the down side to it, may be the tank is down vetted or loses some quantity per card.
since that tanks isn't in type 'motor'
units of type 'motor' specfic may get bonuses?
4.2 Navy choices
Navy tabs should be split up. [Deep sea, coastal, river]
not often you see any 'tactical' moves from the navy tab, like coastal support, assisting a landing.
a) tab isn't large enough to include transports+ coastal, while still having tab options to destroy ships
b) river boats are terrible, ATGM boat is strong, zippo can be good, redfor has nothing similar.
patch them, only joking. more tutorials to experience the game mechanics.
more transparency on how the mechanics works so it is more user friendly for new players.
in separate games i've seen air superiority planes attacking big ships. (my team attacking...)
4.4 Unit Vison
In Ruse, you could see what terrain etc block the vison of the unit, i thought it was very helpful, unsure why it didnt get added to WG
would especially like this for recon units, maybe even some kind of visual fog of war?
4.5 Key commands
like move at slowest unit speed, formation, draw line to smoke with arty etc
Why does it need to go up in 5pts making balancing more difficult?
the computer does the math not us...?
why does every unit have to have 10 strength?
exceptions being boats & 15 man squads.
maybe this could be a factor in tank armour balancing?