Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

question and feedback on the game:
i played on version 0.C_rc4 as of this commment and my loadout where most of the time 2 k-75A 1 k-115 and a b-30D with the most troop bay i could fit. I have not used all the k-50 variants tanks.

i will talk about infantry first:
I have read alot of the comment here and checked out the twitter/x dev page and its clear that you want the game to stay about the tanks. But i feel that infantry is a bit useless (this might just be me using them wrong ,i mostly did scouting with them)

my complaint:

they are not that good at scouting:
Their range of view is way less than a tank (due to modules) making them way less efficient at scouting, especially on the long main roads you get alot in the simulator where the ennemy armors often is. Also peeking out of corners or windows is 50/50 chance of the whole squad dying before they can even spot the ennemy
why not make it so 1 person in the squad peek the corner

they lack variety:
since you can't customize infantry like armor
also, the 3 men "scout" team and 5 men squad have the same vision range, meaning that the scout team is nothing but a downgraded version of the squad with slightly more speed which isn't that useful/make a difference to scout

Moving them is painfull:
the isometric view make finding walkable path hard
there is a automatic pathfinding but it often get squad stuck or make the path longer
when trying to modify the path of a squad you don't get the filter that show building in red and entry point in yellow

here some ideas i got to give them more uses while keeping tanks the powerhouse of the game:

give them equipement:
smoke grenade to throw at the ennemy or anywhere (unlike tanks who can only smoke infront of them)
explosives to destroy buildings or make holes
mines
mounted guns/emplacement, powerful guns for ambush at the cost of speed (slow setup and move speed due to weigth of gun)
binoculars, more range (does not have to be gun range just more vision can do aswell)
barricades (either big ones to block road or smaller to block entry points on buildings)

make more specialized infantry: (like the scout team)
(having infantry with certain weapons or gadget would mean not having a whole infantry modification menu and keep the squares system you have in the armory)
AT team (most infantry already have AT weapons so give them a mounted one maybe ?)
demolition team (explosives for diverse function: blow a building/hole/tank maybe if you get close enough)
enginneer squad (i saw another comment talking about hijacking and repairing tanks)
tank crew (its a extra tank crew to man the hijacked tanks or replace dead tank members )
medic team

one last thing for infantry, maybe add verticality to buildings
being able to go on roof for better vision at the cost of being more vulnerable and slower to exit building and only for certain building

sorry i went on a rant about infantry for too long, remember that this is your game not mine and you decide what is best for it.

for tanks:
i know you already got this complaint but please add some line to visualise the path of ordonnance

for the questions:
what does the supply bar do ? is it just ammo ? is it used to repair the tank when they get derailed and everything ? could there be a way to replenish it ?
what others weapons (the red modules) do you plan to add ?
are we always gonna be limited to 4 vehicules no matter the deploymenet points
Is there gonna be multiplayer ?
could vehicules like humvees or jeep with mounted gun ever be a thing ?
could unarmed vehicules like trucks with more modules space exist ?
why do ordonnance sometimes go flying away ? is it because i was too close to the ennemy tanks ?

thats it for now, keep doing what you do, its really good and will stay on the lookout for the steam release

(+1)

also please add the possibilty to ram ennemy infantry

(1 edit) (+2)

I honestly found infantry to be really useful. If you're tactical and plan ahead, every map has multiple good routes to move infantry through cover and if you minimize exposure you can get close enough to enemies to scout them. They're also expendable so if you mess up, you can just use their (kinda bad) APC carrier to do the scouting instead, for the same reason. The extra movement speed of the recon platoon meant I pretty much always brought them instead of normal infantry, since they all die basically instantly and so I'd rather move faster to break line of sight faster as well as speed up the boring wait for the infantry to reach the enemy.

They aren't as good at scouting long sightlines, but are a lot better at scouting areas like factories or city blocks because they can just walk through 50% of the buildings. The trick I used was sending the squad out of a building just a little bit, seeing if they get shot at; if they don't, move into the street. If they still don't, move the tanks up. If they do, pause and move them not just inside the building but out of the back door to break sight and they usually survive. Sometimes I could even use this to bait enemy tanks to chase and they would drive straight into my pre-set firing line of tanks! (This method trivialized the final defense mission) The infantry pathing does need a lot of work though, they always get stuck whether I use automatic or manual pathing.

I do hope infantry does get better vision though, or maybe a directional vision one like tanks so they can scout in one direction farther. Maybe save it for a future "sniper team" squad that's great against infantry and hard to spot but really bad versus tanks. It's fine if we don't, though... It seems like the idea was that the terrible environment reduces visibility for everyone, so high-powered optics are A. hard to come by and B. really strong. It's nice having atmosphere affect gameplay for immersion.

Thanks for playing and for your thoughts about infantry. Infantry and its pathfinding will be reworked/updated for the next build, feedback is really helpful.

Seems like people would like a recon/sniper team, which is a cool idea!

The scout team is lacking distinction right now but it can be loaded on vehicles with a smaller bay. maybe I could make them the long range team.

Specialized infantry is planned, but probably will be a later addition.

Answers for your questions:

- supply is primarily a pool for using weapons, so tank rounds would use maybe 1-2 supply whereas a .50cal would use very little. The ammo system will probably be expanded on in the future so this might change.

- There are some more interesting weapons planned down the line!

- Perhaps upgrades to your convoy will allow you to bring more units in a battle but it's not decided.

- More light vehicles like Humvees are planned! plus trucks, they'll probably have big space for logistic modules. Mostly on hold while I wrap up implementing wheeled vehicles.

- Ordnance usually has an arming time, so firing too close or grazing something a weird angle might send it flying.

Also, vehicles should be able to run over infantry already, I'll check if I broke it or something