What a delightfully edgy comeback.Yeah, so you don't know what you are talking about.
(You sound like a trumpist talking about Obamacare. Sad!)
Rest in covfefe original conquest!
What a delightfully edgy comeback.Yeah, so you don't know what you are talking about.
(You sound like a trumpist talking about Obamacare. Sad!)
Not sure what you are trying to say...uhh...
There was nothing more to it, IMO. I was terrible at the game, yet I won consistently against players both more skilled and more experienced than I because losing 80% of the map was without consequence as long as you won the silly CV hunt mini game. The rest of the game hardly mattered for determining the winner.that there might be more to it, perhaps? Sharing riveting tales of Captain adventures is not the same thing as explaining a game
There's nothing stopping you from pushing an area that you want to fight over. I force the engagement on my opponent and make them fight where I want them to be. I try different places on different maps and matches. I like that it is more dynamic this way than any procedural generation or randomized selection could be. The hedgerows being dull is just due to the setting. I like it but I know others don't.
Helorushing is not just effective because of CVs. Main problems are the mechanics of helicopters.Sure but then CV sniping and helo rushing isn't exactly cerebral play and yet its fairly effective, not a problem with Steel division so i'm not wedded to the idea of CV's capping zones which is a bit gamey anyway
I have a 100% w/r against the top 10 of the SD leaderboard by just spamming ersatztruppen everywhere. The opponent was unable to move the frontline because I had so many. eks dee ez game.There was nothing more to it, IMO. I was terrible at the game, yet I won consistently against players both more skilled and more experienced than I because losing 80% of the map was without consequence as long as you won the silly CV hunt mini game. The rest of the game hardly mattered for determining the winner.
Some guys like @Drrty-D even found the circles ugly, because, yeah, all the distorded zones look really better).
What? I'm not sure what you mean. Are you saying that the choice of setting hurt their sales and preservation of players?No one plays this shit.
Perhaps it might be time for the 200 players left to realize that their game could use a bit of 'casualising up'.
The answer is never 'hey watch these youtube videos' but this community seems more than willing to go that route to preserve, what it is, I don't even know. Some sort of false superiority compared to nothing. The entire point of WW2 being the next Wargame was to grossly expand the player-base, instead, they've made something so poorly conveyed to the average consumer that it will probably end up killing the company.
What? I'm not sure what you mean. Are you saying that the choice of setting hurt their sales and preservation of players?
I never said that was the only reason helo rushing was effective after around 3500+ hours and counting of wargame i've played enough to be fairly familiar with the games warts and wrinkles, however the need to cap spawns with CV's makes any sort of rush into a spawn with inadequate defences or point provision against whatever that threat may be a game loser for the recipient of said rush and lets face it for the apparent simplicity of the problem it still remains an irritant which hasn't completely gone away after years of patching, maybe that's not a bad thing but it doesn't add anything much to my enjoyment of Wargame.Helorushing is not just effective because of CVs. Main problems are the mechanics of helicopters.
Sadly that hasn't happened outside of your test modthe helirush problem is pretty much solved when SPAAGs are allowed to fire through LOS blocks like forests and smoke, much as they fire at planes
If you think the game is shitty that's fine but you are grasping at straws if you think that somehow objectives is a good design choice to help aid in the retention of an "average consumer" over a simple front line drawn across the center.No, I'm saying they made a shitty game that didn't convey 'how to play' to the average consumer which giving them objectives on a map would be a step forward in that direction.
The decision to go to WW2 should have been a homerun because it has a wider player-base than pretty much anything else, but this thing utterly flopped and from what I've gathered for no reason other than 'it just isn't good/fun'.
The flipside of your argument and i have no view on this, is that the average gamer who bought this game for whatever reason isn't bright enough to figure out that advancing and gaining ground gains you points despite the fact that it is obvious what is happening on the scoreboard, which in theory would make destruction more popular yet most of the hosted lobby games i've seen have been conquest games.No, I'm saying they made a shitty game that didn't convey 'how to play' to the average consumer which giving them objectives on a map would be a step forward in that direction.
The decision to go to WW2 should have been a homerun because it has a wider player-base than pretty much anything else, but this thing utterly flopped and from what I've gathered for no reason other than 'it just isn't good/fun'.
If you think the game is shitty that's fine but you are grasping at straws if you think that somehow objectives is a good design choice to help aid in the retention of an "average consumer" over a simple front line drawn across the center.
This is all going off the presumption that people purchasing a niche RTS filling a niche part of the market want some handheld experience. I don't accept this premise at all. Drawing some pseudo-parallel from SD to Arma 3 is ridiculous, Arma 3's demographic changed when DayZ became big. It was changed forever after that point and it was drawn to games like the ones you are describing. The other part of the community was all mil-sim. The people in this community do not want to be handheld, they want dynamic gameplay that does not constrict their options. They want to be battlegroup commanders that can do what they please, not what some artificial objective laid out tells them to do.People like being told what to do. They like simplified objectives. Call it dumbing down, or whatever, but there's a reason why sandbox games like ArmA have largely gone from completely freeform open world shooters that are up to the mission maker to design whatever he feels to becoming a vehicle for mods, game modes and games like Day Z, Wasteland and PUBG that have taken the expanse offered in ArmA and turned them into "collect shit, kill things", and god damn has it been much more popular than regular old ArmA. I mean, PUBG even goes further by killing you if you don't force yourself to move to a specific point to keep the pace up. You aren't even given the option to go on some lengthy exploration. Even Day Z did it by concentrating better loot in a handful of areas.
Some people like the sandbox. I like the sandbox. Between ArmA II and ArmA III I have probably close to 3000 hours in those games.....................most of it designing missions and full campaigns for the little clan I was in. The line across the middle of the map works for me just fine.
But considering I've got a lot of experience with people complaining if something is too unguided and my professional life is essentially "dumbing down" stuff for people, I think I've got enough data accumulated in my head to conclude that people like having some direction. Structure, if you will. It helps them focus their efforts.
From a design POV, the line across the map is certainly simpler to do, but really what is your problem with adding even cosmetic zones that are captured via pushing the frontline beyond their boundaries? Like what would be so wrong with labeling an important crossroads that changes color or something when the front pushes beyond it?
But why bother fighting for something if it doesn't reward you?