Re: Alpha Release - Feedback Thread
Posted: 2014-12-27 04:43
In my opinion, around playing at least 5 hours today, cut evenly in half between both sides, here's what I recommend:
From US Standpoint:
-If possible, I highly recommend hedgehogs/Belgian Gates/other beach defenses be able to be destructible by equipment available in the U.S. Combat Engineer kit. This includes bangalores, satchels and other related historical explosive equipment. The main reason for this is to allow U.S. armored vehicles to move on the beach easily, of course not just given to the US Team but by actions done by players. The only areas there is really any possible passage of armor is on the far flanks in the outside zone which results in the death of crew usually.
-Rather a possible idea but certainly a legitimate one is the ability to have mines on the beach in certain designated areas.
-When in the Higgins Boat, other people in the boat appear standing when through one's viewpoint their person is crouching. I don't know if this is to protect the individual when incoming rounds or a glitch, but I was somehow killed by magical Armor Piercing MG42 rounds en route to the beach. I'm actually standing I think you should be able to see over, or if you're crouching to have legit protection.
-Flamethrowers. Add those. Would be great.
-M1 Carbine sometimes has random inaccurate shots around half a meter to the left or right which can effect shots greater then 50 meters.
From the Wehrmacht standpoint:
-Like said a few times before (oddly not stated in this thread as much as I thought) the Germans lack a huge portion of tickets. In a game today the Allies were fully unable to get off the beach, at most past the trenchline, and yet they still won the game. I have yet to see the German team win a game, even through full coordinated teamwork, due the amount of tickets being way less then the Allies and even worse when the Allies are winning and the amount of ticket bleed.
-Another thing touched on that I think needs to said is the increasing of fortified positions. Asides from PAK-40 bunkers on the Western side, which is where almost all attacks from the Allies came from from my 5+ hour playthrough of the map from both sides, the only legitimate strong bunkers are in Dog Green. I think there should be more bunkers, more pillboxes and so forth. Basically, an easier defensible line for the Germans.
-One thing that hasn't been touched on by people of the forums but by in-game conversations is the betterment of the Wehrmacht trench systems and their placement. Historically, several Wehrmacht soldiers were in the trenches and fired down onto the beach. Several sandbag emplacements aside from pillboxes and bunkers were used in the trenchline. Overall, the trenchline isn't very effective. In each of my Wehrmacht games, anytime we defended a location from attack other then on the left flank required soldiers to jump out of the trench, run forward, and shoot with their weapons which commonly resulted in casualties because they were in the open and Allied team members typically stayed in the several Higgins boats to provide an onslaught of HMG fire. To fix this, I believe that trenchline should be moved forward, in a war where vegetation doesn't hinder eyesight of the coast (only up until the base of the hill, so any Allied soldiers who are lucky enough to make it there have a tactical advantage of defilade and concealment) but will still allow the defenders to have cover and continue shooting.
-Trenches Pt2: Another thing that I believe is a problem is no shooting platforms in the trenches. Like I said, soldiers have to jump out of the trench, move forward, and shoot in the open to attack Allied soldiers, which commonly results in Wehrmacht deaths. The shooting platforms allows cover and the ability to shoot, and anybody not on the platform has at least their whole body length below ground to allow for cover. This can possibly cover for the problem of having to move the trenches to where they slant in a way to allow shooters to engage from the trench. If platforms are included, make them so people can get to them without jumping.
-Trenches Pt.3: More of a possibility than legit problem, but if trenches near the bunkers could be made of concrete, that would be helpful. The huge amount of barrels and crates is annoying, but nonetheless realistic because of constant construction of the Atlantic wall.
-Trenches Pt.4: Not sure if a problem for everybody, but the stairs when entering from outside the trench are elevated so you have to jump up to get on the stairs, which one can just jump in the trench without damage which defeats the point of the stairs. Perhaps lowering the stairs to be equal with ground next to the trench for easy accessibility? Not much of a problem but rather bothersome and is an annoyance.
-Inability to zero the Panzerfausts seriously resulted in the ineffectiveness of LAT Riflemen on the Wehrmacht team. I know how the Panzerfaust works...it's not a long range weapon and isn't a rocket so it doesn't shoot straight for long ranges like the Panzerschreck but it does serve as a good anti-infantry tool and many times a LAT Rifleman got within range of a Sherman and had to guestimate the range because of no zeroing.
-Emplaced MG42 positions, like PAK-40 positions but found in heavy bunkers, not just anywhere. Would help for the ability to repel against infantry that typically close in on AT bunkers.
Aside from these things, many of which aren't bugs but suggestions shared by several players today I really enjoyed playing both sides of battle. US was really fun because it actually gives you a small adrenaline rush running through tons of MG42 and other German weapon fire in the open on the beach, while PAK-40's fire away. It's funny because my first boat first time I was playing US got destroyed by a PAK40 and I didn't get to enjoy the slaughter of the first wave. Playing German, it was quite a sight to see several explosions in the water, and many boats exploding and the Shermans getting hit while MG42 tracers fly across the beach. This is a very well done mod for it being in version 0.01, and I bet there will be nothing but full success of this in months to come.
Edit: I agree with Small. The uniforms looked practically identical in nature except when close up. From over 50 meters it's hard to tell the difference of an American and German (I guess that's how it was in the old days?) and you could only really tell by what direction he was moving and shooting. The Germans are light blue and Americans are tan is how we distinguished them midgame.
From US Standpoint:
-If possible, I highly recommend hedgehogs/Belgian Gates/other beach defenses be able to be destructible by equipment available in the U.S. Combat Engineer kit. This includes bangalores, satchels and other related historical explosive equipment. The main reason for this is to allow U.S. armored vehicles to move on the beach easily, of course not just given to the US Team but by actions done by players. The only areas there is really any possible passage of armor is on the far flanks in the outside zone which results in the death of crew usually.
-Rather a possible idea but certainly a legitimate one is the ability to have mines on the beach in certain designated areas.
-When in the Higgins Boat, other people in the boat appear standing when through one's viewpoint their person is crouching. I don't know if this is to protect the individual when incoming rounds or a glitch, but I was somehow killed by magical Armor Piercing MG42 rounds en route to the beach. I'm actually standing I think you should be able to see over, or if you're crouching to have legit protection.
-Flamethrowers. Add those. Would be great.
-M1 Carbine sometimes has random inaccurate shots around half a meter to the left or right which can effect shots greater then 50 meters.
From the Wehrmacht standpoint:
-Like said a few times before (oddly not stated in this thread as much as I thought) the Germans lack a huge portion of tickets. In a game today the Allies were fully unable to get off the beach, at most past the trenchline, and yet they still won the game. I have yet to see the German team win a game, even through full coordinated teamwork, due the amount of tickets being way less then the Allies and even worse when the Allies are winning and the amount of ticket bleed.
-Another thing touched on that I think needs to said is the increasing of fortified positions. Asides from PAK-40 bunkers on the Western side, which is where almost all attacks from the Allies came from from my 5+ hour playthrough of the map from both sides, the only legitimate strong bunkers are in Dog Green. I think there should be more bunkers, more pillboxes and so forth. Basically, an easier defensible line for the Germans.
-One thing that hasn't been touched on by people of the forums but by in-game conversations is the betterment of the Wehrmacht trench systems and their placement. Historically, several Wehrmacht soldiers were in the trenches and fired down onto the beach. Several sandbag emplacements aside from pillboxes and bunkers were used in the trenchline. Overall, the trenchline isn't very effective. In each of my Wehrmacht games, anytime we defended a location from attack other then on the left flank required soldiers to jump out of the trench, run forward, and shoot with their weapons which commonly resulted in casualties because they were in the open and Allied team members typically stayed in the several Higgins boats to provide an onslaught of HMG fire. To fix this, I believe that trenchline should be moved forward, in a war where vegetation doesn't hinder eyesight of the coast (only up until the base of the hill, so any Allied soldiers who are lucky enough to make it there have a tactical advantage of defilade and concealment) but will still allow the defenders to have cover and continue shooting.
-Trenches Pt2: Another thing that I believe is a problem is no shooting platforms in the trenches. Like I said, soldiers have to jump out of the trench, move forward, and shoot in the open to attack Allied soldiers, which commonly results in Wehrmacht deaths. The shooting platforms allows cover and the ability to shoot, and anybody not on the platform has at least their whole body length below ground to allow for cover. This can possibly cover for the problem of having to move the trenches to where they slant in a way to allow shooters to engage from the trench. If platforms are included, make them so people can get to them without jumping.
-Trenches Pt.3: More of a possibility than legit problem, but if trenches near the bunkers could be made of concrete, that would be helpful. The huge amount of barrels and crates is annoying, but nonetheless realistic because of constant construction of the Atlantic wall.
-Trenches Pt.4: Not sure if a problem for everybody, but the stairs when entering from outside the trench are elevated so you have to jump up to get on the stairs, which one can just jump in the trench without damage which defeats the point of the stairs. Perhaps lowering the stairs to be equal with ground next to the trench for easy accessibility? Not much of a problem but rather bothersome and is an annoyance.
-Inability to zero the Panzerfausts seriously resulted in the ineffectiveness of LAT Riflemen on the Wehrmacht team. I know how the Panzerfaust works...it's not a long range weapon and isn't a rocket so it doesn't shoot straight for long ranges like the Panzerschreck but it does serve as a good anti-infantry tool and many times a LAT Rifleman got within range of a Sherman and had to guestimate the range because of no zeroing.
-Emplaced MG42 positions, like PAK-40 positions but found in heavy bunkers, not just anywhere. Would help for the ability to repel against infantry that typically close in on AT bunkers.
Aside from these things, many of which aren't bugs but suggestions shared by several players today I really enjoyed playing both sides of battle. US was really fun because it actually gives you a small adrenaline rush running through tons of MG42 and other German weapon fire in the open on the beach, while PAK-40's fire away. It's funny because my first boat first time I was playing US got destroyed by a PAK40 and I didn't get to enjoy the slaughter of the first wave. Playing German, it was quite a sight to see several explosions in the water, and many boats exploding and the Shermans getting hit while MG42 tracers fly across the beach. This is a very well done mod for it being in version 0.01, and I bet there will be nothing but full success of this in months to come.
Edit: I agree with Small. The uniforms looked practically identical in nature except when close up. From over 50 meters it's hard to tell the difference of an American and German (I guess that's how it was in the old days?) and you could only really tell by what direction he was moving and shooting. The Germans are light blue and Americans are tan is how we distinguished them midgame.