Feedback again
Posted: Fri May 10, 2019 6:52 am
Finally the annoying pathfinding gets much better (still not ideal - but it is much better to get the unit to stop with warning than to send it without notice around the globe), so the game is much more playable for me. Unfortunately, I have discovered another issues, lack of information/clarity and quality of life low-lights, which still makes the game not enough enjoyable (I am waiting for another patch with hope, that things will be improved).
Hereby the list I have discovered so far:
1) One unit per tile is still there, so crossing bridges is still pain, combined arms tactics (APC or armour together with infantry) and unloading infantry in combat is still clumsy.
2) When the unit stops due to "cannot find path" (usually because friendly unit blocks bridge or narrow street), it somehow drops off the platoon (not literally, since it is not red-highlighted, but it does not follow orders). That would be fine, but when you order the unit to reattach to its platoon, all the platoon orders suddenly disappear - WHY? After reattaching, it should get the orders from parent unit and continue... Not only the "command delay" malus appears, but if you plan several checkpoints, you get them lost and you have to draw them again... and just because of engine limitations.
3) I still miss the standard Combat Mission order "Wait for XX seconds". It is fine to have "paused" orders (I mean holding ctrl and drawing the orders in red), but it still involves unnecessary manual work and micromanagement.
4) The SOP is still half-finished:
4.1) I have no clue how to get the info what SOP is active for my units. Sometimes the SOP is highlighted (which is fine and it should be standard for all units all the time), but mostly it is not, so I have to guess (i.e. remember what I have ordered to that particular unit some time ago and when I did forget/misclicked, I have bad information anyway)
4.2) The SOP is not persistent - when you assign a new order, the unit instantly forgets what SOP I ordered to them and switch to the dumb default mode, unsuitable for combat (range MAX instead of EFF or NONE if I want to safe ammo AND quick pathfinding instead of cover). SOP ordered by player should not switch to default unless player wants to do so.
4.3) Setting different SOP for different orders os definitely a must. The old Airborne Assault game series had it a years ago. If there is the realistic "command delay" there should be a possibility to plan in advance - advance there in march stance (far from enemy, bridges ahead), advance here in wedge formation and in cover stance (enemy expected). Again, lack of this feature means unnecessary micromanagement and attention, not talking about order delay after you reset the SOP.
4.4) More SOP options would be fine. Airborne Assault can be inspiration for that.
5) When I order mechanised units to UNLOAD, I have no info about the time, when they execute the order (unlike any other order or stance change), no timer above the units appears.
6) I cannot manually order covering fire. If I know (or suspect) enemy is in a building, but I have no visibility to it, I cannot do anything about it (sometimes I receive a clue, that something is shooting, but not seen yet, sometimes I could fire to the last location enemy was seen in). The "blind" fire should realistically provide support and pin the enemy, so another unit can advance. In Armored Brigade, I have to sacrifice a unit in order to "discover" the enemy. Even the old Close Combat had manual fire.
7) I do not understand the Victory conditions and the mission briefing provides no info about that. I tried Who can stop the rain? scenario, attacking a Bismarck victory location. I managed to advance at the point and nothing happened, I waited there for 30 game minutes (increasing the ingame speed to superfast) with all my units around, no enemy tried to do anything about that (they did not bother losing victory location at all) and still nothing happened. When I manually ended the scenario, the result was a draw. What? Shall I hunt hidden units around the map? I would expect from attack/defense scenario, that defender is defending key location for some time and he loses after failing to do so; the attacker should win after securing the objective (and maybe after some time - a chance for counterattack).
Hereby the list I have discovered so far:
1) One unit per tile is still there, so crossing bridges is still pain, combined arms tactics (APC or armour together with infantry) and unloading infantry in combat is still clumsy.
2) When the unit stops due to "cannot find path" (usually because friendly unit blocks bridge or narrow street), it somehow drops off the platoon (not literally, since it is not red-highlighted, but it does not follow orders). That would be fine, but when you order the unit to reattach to its platoon, all the platoon orders suddenly disappear - WHY? After reattaching, it should get the orders from parent unit and continue... Not only the "command delay" malus appears, but if you plan several checkpoints, you get them lost and you have to draw them again... and just because of engine limitations.
3) I still miss the standard Combat Mission order "Wait for XX seconds". It is fine to have "paused" orders (I mean holding ctrl and drawing the orders in red), but it still involves unnecessary manual work and micromanagement.
4) The SOP is still half-finished:
4.1) I have no clue how to get the info what SOP is active for my units. Sometimes the SOP is highlighted (which is fine and it should be standard for all units all the time), but mostly it is not, so I have to guess (i.e. remember what I have ordered to that particular unit some time ago and when I did forget/misclicked, I have bad information anyway)
4.2) The SOP is not persistent - when you assign a new order, the unit instantly forgets what SOP I ordered to them and switch to the dumb default mode, unsuitable for combat (range MAX instead of EFF or NONE if I want to safe ammo AND quick pathfinding instead of cover). SOP ordered by player should not switch to default unless player wants to do so.
4.3) Setting different SOP for different orders os definitely a must. The old Airborne Assault game series had it a years ago. If there is the realistic "command delay" there should be a possibility to plan in advance - advance there in march stance (far from enemy, bridges ahead), advance here in wedge formation and in cover stance (enemy expected). Again, lack of this feature means unnecessary micromanagement and attention, not talking about order delay after you reset the SOP.
4.4) More SOP options would be fine. Airborne Assault can be inspiration for that.
5) When I order mechanised units to UNLOAD, I have no info about the time, when they execute the order (unlike any other order or stance change), no timer above the units appears.
6) I cannot manually order covering fire. If I know (or suspect) enemy is in a building, but I have no visibility to it, I cannot do anything about it (sometimes I receive a clue, that something is shooting, but not seen yet, sometimes I could fire to the last location enemy was seen in). The "blind" fire should realistically provide support and pin the enemy, so another unit can advance. In Armored Brigade, I have to sacrifice a unit in order to "discover" the enemy. Even the old Close Combat had manual fire.
7) I do not understand the Victory conditions and the mission briefing provides no info about that. I tried Who can stop the rain? scenario, attacking a Bismarck victory location. I managed to advance at the point and nothing happened, I waited there for 30 game minutes (increasing the ingame speed to superfast) with all my units around, no enemy tried to do anything about that (they did not bother losing victory location at all) and still nothing happened. When I manually ended the scenario, the result was a draw. What? Shall I hunt hidden units around the map? I would expect from attack/defense scenario, that defender is defending key location for some time and he loses after failing to do so; the attacker should win after securing the objective (and maybe after some time - a chance for counterattack).