WG4 Vision: What works, what doesn't, what needs improved?

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HrcAk47
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Re: WG4 Vision: What works, what doesn't, what needs improved?

Postby HrcAk47 » Thu 8 Feb 2018 20:23

All this urineposting is making me sick :?
The SEAD never bothered me anyway.

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Mike
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Re: WG4 Vision: What works, what doesn't, what needs improved?

Postby Mike » Fri 9 Feb 2018 16:28

HrcAk47 wrote:All this urineposting is making me sick :?

Not good enough to be shitposting? :lol:
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HrcAk47
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Re: WG4 Vision: What works, what doesn't, what needs improved?

Postby HrcAk47 » Sat 10 Feb 2018 00:43

Mike wrote:
HrcAk47 wrote:All this urineposting is making me sick :?

Not good enough to be shitposting? :lol:


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The one we have here isn't even the plus version. :|
The SEAD never bothered me anyway.

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Re: WG4 Vision: What works, what doesn't, what needs improved?

Postby Fade2Gray » Sat 10 Feb 2018 21:00

I feel like screaming FREE MILINT!!!1 the more I read this thread, but.... moving on.

I'll pitch my idea for an artillery rework again.

viewtopic.php?f=155&t=60246

As it is now, if you want to lay down a smoke screen? Unless you want to invest in multiple 100 point MLRS, laying smoke is pretty micro intensive. All you can do with tube arty is pretty much point fire and kinda-sorta area bombardment. No creeping barrages, no setting a box, no timing or on command fire. The more I play Combat Mission games the more I would love to see such things in Wargame/Steel Division.
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Re: WG4 Vision: What works, what doesn't, what needs improved?

Postby The_Immortal_Shrike » Sun 25 Feb 2018 02:18

Fade2Gray wrote:I feel like screaming FREE MILINT!!!1 the more I read this thread, but.... moving on.

I'll pitch my idea for an artillery rework again.

viewtopic.php?f=155&t=60246

As it is now, if you want to lay down a smoke screen? Unless you want to invest in multiple 100 point MLRS, laying smoke is pretty micro intensive. All you can do with tube arty is pretty much point fire and kinda-sorta area bombardment. No creeping barrages, no setting a box, no timing or on command fire. The more I play Combat Mission games the more I would love to see such things in Wargame/Steel Division.


I have to agree. Trying to lay down effective smokes with a group of LAV-Ms is micro-ahoy. They also seem to have very little smoke rounds, I was constantly resupplying for what was really only a few smoke screen attempts (sadly, none really achieved what I was looking for :cry: )
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Re: WG4 Vision: What works, what doesn't, what needs improved?

Postby James-Bond » Sat 16 Jun 2018 02:15

So i played the campaigns again (been a couple years) to refresh my memory.

In the whole series I do really like the intro video that gives tensions and context to the War.

The table top is a cool concept
One thing I do like is seeing each others forces & Map so you have to think about optimal way to defeat enemy.

But in its implementation, its just teaching you to be a cheesy player, since certain times you can't use combined arms. Maybe this is more to do with the battlegroup than the tabletop idea.

I Still think WG:EE had best campaign imo. 1st was really good at teaching mechanics, and later on each level usually had good use of combined arms.
Spoiler : thoughts of RD campaign :
1st campaign is ok, you see different units and get to grips with the game.

Bear vs Dragon is miserable, SPAM! with mortar support.

Pear of the Orient, if I had to choose it would be my favourite. Tank spam + Bombers though.

Climb to mount, Heli blob rushing stacks Super heavies (10v10 meta? :lol: )

2nd Korea war, tests how well can u exploit units. Not fun per se.

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