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Wow, closer is the exact opposite of an attack/defense or otherwise objective based game mode that we we're hoping for. -sigh-

Well, there is potential still. I'm looking forward to games where I can, er, blow off steam easier. Regular games require precise setup
 
So what about aim times? If the game starts and recon spots a unit instantly will the aim time of the unit (and turret traverse) start at zero? I know that the game has had issues in the past with tanks in particular "knowing" where hidden units are and facing their front armour towards them. Will a tank placed in deployment suddenly start to turn towards a hidden unit to present the highest armour value towards it without it being seen when the game starts?

That bug was fixed in one of the first balance patches.
 
Yes & No.
Yes, you come faster to grip with the enemy.
But on the other hand, you can deploy a defense in depth, already set up, in other parts of the battlefield. Therefore you don't have to micro-manage from the start all your "gun rushes" forward to set them all in the perfect spot as far & fast as possible, all at the same time. So, left assured on other potential enemy axes of progression, it lets you concentrate on the actual "strike force".

Regarding AVRE or other Phase A long range units, having the ability to deploy close to the front doesn't make it mandatory for the opponent to stick their unit to it too. On the contrary, it gives you the depth to place your "armored fist" close to the front, ready to strike but not immediately under fire from the enemy. And since you start to earn points once you control 52% of the battlefield instead of 51%, it allows you to let the enemy reveals himself first without immediately losing points.

Being a mostly infantry player myself, I really enjoy not having to organize my defensive screen all at once in the first minute(s). AT guns are now in position, well placed with the LoS tools & ready to fire from the start. It also gives some unsung vehicles, such as the slow French tanks a new life, since they can be positioned in "quick" striking distance of an objective.

@EUG_MadMat : I understand your points and I agree with your arguments.
But now, what about divisions that rely on Phase A Blitzkrieg, on speed (i.e., 1st Pancerna, 2ème DB, 116.)?
As I understand, it will be very difficult to use them as intended, in Phase A, in this game-mode.
Do you planed (or at least to test) some balances to avoid this issue, such as Recon Plane reclassified into recon section, as their intended role suggest it, instead of plane section ?
This little moving could have great changement (imho into the rightest direction) for all divisions in the two game-modes allowing early recon and spotting for artillery, forcing the player to buy AA-devices (air or ground) and accordingly reducing the possibility to further mass-arty or plane-train any player in the game. It could add more plasticity to the game.
 
The new game mode sounds great. This could really change phase A from rushing to a real recon in force. If the time before the game starts is long enough, this should make things also easier for new players.

@EUG_MadMat: Any plans to have it availible also on some 10vs10 servers?
 
But on the other hand, you can deploy a defense in depth, already set up, in other parts of the battlefield. Therefore you don't have to micro-manage from the start all your "gun rushes" forward to set them all in the perfect spot as far & fast as possible, all at the same time. So, left assured on other potential enemy axes of progression, it lets you concentrate on the actual "strike force".

It is already the case in Conquest mode by issuing orders during the deployment phase. Usually, one uses a main strike force and just "Y"-moves all the rest. The Closer game mode only cuts the moving phase thus nullifying the high speed units' advantage in the opening. I am not sure what is better.
 
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