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Hey, forgot to reply to this! 

Will fix the bugs, thanks for reporting. 

ammo tag info will be worked on.

I like the idea of putting reload time somewhere, while out of combat! I'll take a look at the damage calculation for trucks and cars, and perhaps allowing player to target cover.

Glad the AI feels more interesting! Will work on improving retreating infantry.

Looks like I overnerfed the rockets/ATGMs so I'll continue to play around with their stats. This isn't noted anywhere yet, newer ARCOS-2M atgm don't require standing still, just LOS. Yeah, the indicator doesn't account for rocket fuel and gravity yet.

The B-26 does need some love, perhaps it'll be capable of carrying the largest squads like the B-20. 

Autocannons don't really have a good niche like you mentioned. Although luck-based, I find they're good at breaking ERA and external modules like optics, so maybe I'll push them in that direction.

A small suggestion for rocket balance; make the 3R8 something like a 3R6. Smaller rockets to compensate for having more of them. In the future a 3R8 might be more balanced with a progression system (make it a late game unlock or really expensive) but right now it's either the normal R8s are kinda bad because they're too weak for only having two rockets, or the 3R8 is too strong because rockets slap hard and you get 8 of them. Since MGs and autocannons aren't that good right now, you aren't really losing anything by dropping them for space for the rockets. Buffing those could also help a little with balance.

It's also fine if you'd rather keep rockets on the stun side over the damage side since they're dumbfire and more spammable but ATGMs definitely should be hurting more.

As a note, I haven't had the time to try out the rc3 or rc4 yet if you've changed them there.