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Sorry I forgot to post this reply earlier. Thank your for your feedback!

I'm working on improving the ui in combat for damage especially for modules, the side overlay shows the condition of armor for each side on the vehicle.

Thanks for bringing up turret traverse speeds, I'll play around with lowering them since as you mentioned, flanking should be deadly and maneuverability/positioning should be key. I like the idea of improving turret speeds with a module too.

Rockets are overtuned in the current build, they will be less powerful in the next build. They'll might also be limited in how much you can attach, in a similar way to guns as well. Especially since enemies will fire ordnance back at you soon, and they also sometimes fire when they see you smoke ;) 

Good point, targeting UI is being improved to show better where the missile can go.

Guided munitions can lose tracking or get interrupted, but if a unguided missile is going haywire it's usually if a rocket smacks against the side of a wall/another tank and slides off before the fuse is armed.

You brought up a good point about indirect fire, I will consider how to implement it in a way which doesn't subtract from the main gameplay.

More types/shapes of smoke should be coming soon!

I might make the troop compartment(s) take up more slots, but if players can fit the compartment somehow into a tank then it'll be allowed.

Thanks for the suggestions, lots of cool ideas here. Partial destruction of buildings may not be doable, although I'll take a look when I rework the building destruction system. Walls/barriers are a good suggestion!

I do hope to add some anti-tank guns, tank destroyer type tanks, and more specialized tanks soon!