Some general feedback
Posted: Mon Dec 07, 2020 7:55 pm
I played WaW a few months ago but didn't get around to writing feedback before now. I really like the game and think it plays well overall. During my playthrough as the Allies I noticed a few issues:
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A small but Important issues is that German AI really should take better care of Paris. As I was waiting for a good window to start Operation Overlord in spring 1944 I noticed to my great surprise that while most of the French coast was well garrisoned, the Paris was left completely empty for a turn. I dropped my airborne units around Paris (for which they easily have the range thanks to WoW's map scale) and just walked in, liberating Paris and ensuring a quick access to Major Capital level supply when my landing force made contact few turns later.
I really think the Axis AI should under no circumstances leave Paris empty even for a single turn
.
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While most unit types had at least some use, I really can't see why anyone in their right mind would invest in Anti-Tank guns beyond the almost free African gun.
Anti-tank guns generally can't be built cheap or in great numbers. They are way too specialized to be used effectively in most situations. The seemingly army-sized AT gun units neither make much sense, nor do they work particularly well on the condensed map size of WaW. This alone doesn't make Anti-Tank units useless but the Anti-Tank research definitely does:
AT technology doesn't effect the Hard defense/attack values of infantry unlike the Anti-Air tech. Unlike SC:WW1, research cost doesn't change much according to the importance of the tech so anti-tank technology ends up being just absurdly expensive investment with minimal gain compared to investing the MPP in tanks, infantry, economy or pretty much anything else. (There could be more cost variance in WaW technologies in general. SC:WW1 does research costs fantastically for the time period in my opinion)
What I would suggest is making everything about Anti-Tank cheaper, both production and research, as well as making them available in greater numbers. I really think it should be the cheap alternative to just investing in tanks (and there's currently no reason not to invest in tanks instead).
Additionally, Anti-Tank weapons should work like Anti-Air or Artillery and support the nearby infantry units. This would make it more viable to invest points into what is otherwise the most specialized and unnecessary research in the entire game (along with rocket technology). It would also make Anti-Tank units much more realistic strategic concentrations of defensive anti-tank weaponry, rather than the unrealistically specialized front line unit it currently is depicted as.
To prevent Anti-Tank units from getting too powerful with the changes, their offensive capability could be greatly reduced so their main role would be supporting infantry units in defense.
All this would give Anti-Tank a clear, unique and realistic role on the battlefield and make them prominent enough to warrant the research cost in the first place.
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One broader issues with the late campaign I noticed was that German AI would really benefit from having a more focused defense when the things start going badly. Currently it really hurts its chances (or rather hastens the inevitable) by committing too many high value units to places like Italy and the Balkans even when Allied columns are approaching Berlin virtually unopposed.
The German AI could also really use some extra scripted units near the end because currently I don't see how the Germany could last until 1945 if Western Allies make a landing in spring/summer of 1944.
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Naval warfare has lot of the same issues as it does in WW1. Cruisers don't really have a role and there's no situations where I would produce them. Destroyers are too vulnerable to "running into" enemy capital ships when realistically they should be able to avoid direct combat.
Here I would suggest the same changes I have suggested for CS:WW1: Make it so that Destroyers and Light/Heavy Cruisers don't automatically trigger retaliation from Battleships that they run into, but they would still trigger retaliation from running into Destroyers or Light/Heavy Cruisers. This would make scouting and searching subs with Destroyers viable and give Cruisers an important role as screening ships that can prevent destroyers from just spotting the capitals and sailing away.
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I really think the British could use a few levels of logistics at the start of the game. As it currently stands, I never had the MPP to move a lot of the Commonwealth forces from their starting islands. Britain is simply too strapped for MPP until very late in the war and by then, an under-strength New Zealand corps can't really contribute much even if it somehow makes it to a shore before the war ends.
---
Other than these issues I think SC:WW2 is a great game! Especially the Chinese front and Pacific war are something I haven't really done in a proper strategy game before. The Chinese/Pacific fronts also add some interesting choices or possibilities when it comes to deploying the American forces and opening a second front against the Soviet Union.
---
A small but Important issues is that German AI really should take better care of Paris. As I was waiting for a good window to start Operation Overlord in spring 1944 I noticed to my great surprise that while most of the French coast was well garrisoned, the Paris was left completely empty for a turn. I dropped my airborne units around Paris (for which they easily have the range thanks to WoW's map scale) and just walked in, liberating Paris and ensuring a quick access to Major Capital level supply when my landing force made contact few turns later.
I really think the Axis AI should under no circumstances leave Paris empty even for a single turn
---
While most unit types had at least some use, I really can't see why anyone in their right mind would invest in Anti-Tank guns beyond the almost free African gun.
Anti-tank guns generally can't be built cheap or in great numbers. They are way too specialized to be used effectively in most situations. The seemingly army-sized AT gun units neither make much sense, nor do they work particularly well on the condensed map size of WaW. This alone doesn't make Anti-Tank units useless but the Anti-Tank research definitely does:
AT technology doesn't effect the Hard defense/attack values of infantry unlike the Anti-Air tech. Unlike SC:WW1, research cost doesn't change much according to the importance of the tech so anti-tank technology ends up being just absurdly expensive investment with minimal gain compared to investing the MPP in tanks, infantry, economy or pretty much anything else. (There could be more cost variance in WaW technologies in general. SC:WW1 does research costs fantastically for the time period in my opinion)
What I would suggest is making everything about Anti-Tank cheaper, both production and research, as well as making them available in greater numbers. I really think it should be the cheap alternative to just investing in tanks (and there's currently no reason not to invest in tanks instead).
Additionally, Anti-Tank weapons should work like Anti-Air or Artillery and support the nearby infantry units. This would make it more viable to invest points into what is otherwise the most specialized and unnecessary research in the entire game (along with rocket technology). It would also make Anti-Tank units much more realistic strategic concentrations of defensive anti-tank weaponry, rather than the unrealistically specialized front line unit it currently is depicted as.
To prevent Anti-Tank units from getting too powerful with the changes, their offensive capability could be greatly reduced so their main role would be supporting infantry units in defense.
All this would give Anti-Tank a clear, unique and realistic role on the battlefield and make them prominent enough to warrant the research cost in the first place.
---
One broader issues with the late campaign I noticed was that German AI would really benefit from having a more focused defense when the things start going badly. Currently it really hurts its chances (or rather hastens the inevitable) by committing too many high value units to places like Italy and the Balkans even when Allied columns are approaching Berlin virtually unopposed.
The German AI could also really use some extra scripted units near the end because currently I don't see how the Germany could last until 1945 if Western Allies make a landing in spring/summer of 1944.
---
Naval warfare has lot of the same issues as it does in WW1. Cruisers don't really have a role and there's no situations where I would produce them. Destroyers are too vulnerable to "running into" enemy capital ships when realistically they should be able to avoid direct combat.
Here I would suggest the same changes I have suggested for CS:WW1: Make it so that Destroyers and Light/Heavy Cruisers don't automatically trigger retaliation from Battleships that they run into, but they would still trigger retaliation from running into Destroyers or Light/Heavy Cruisers. This would make scouting and searching subs with Destroyers viable and give Cruisers an important role as screening ships that can prevent destroyers from just spotting the capitals and sailing away.
---
I really think the British could use a few levels of logistics at the start of the game. As it currently stands, I never had the MPP to move a lot of the Commonwealth forces from their starting islands. Britain is simply too strapped for MPP until very late in the war and by then, an under-strength New Zealand corps can't really contribute much even if it somehow makes it to a shore before the war ends.
---
Other than these issues I think SC:WW2 is a great game! Especially the Chinese front and Pacific war are something I haven't really done in a proper strategy game before. The Chinese/Pacific fronts also add some interesting choices or possibilities when it comes to deploying the American forces and opening a second front against the Soviet Union.