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A member registered 99 days ago

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This is a surprisingly quick reply, appreciate it.


Admittedly I do not have a clear picture of what the final picture of the unit system would be. But since they're apparently part of a progression/upgrade tree that kinda makes my point about useless variants basically void, since it's less about picking between them and trying to change an existing hull into a better version.

In fact, if you're interested in another line of modernization kits for an old tank I suggest looking at the M60 from counties like Iran and Turkey. (Confessing that i'm trying to feature more designs generally less presented in media rather than the usual Abrams and Soviet tanks right now haha 馃槢)


Looking forward to the new unit, hopefully in the next build

Nice to see rockets are getting tweaks, I saw the latest post on twitter as well. Looking forward to APS and ATGMs for both sides to play with.

Thoroughly enjoyed this. The core gameplay is already solidified if you ask me, it only just needs polishing and more content.

So I will be starting this section with suggestions for the armory.

QOL

- Allow dragging of vehicle order in the armory instead of trying to figure out the click order. (This is for comfortably setting vehicles to the 1-4 shortcut hotkey)

- Lots of dragging in the armory if I want to extensively play around with crew and modules, maybe a hotkey like Ctrl+Click to instantly bring crew/modules into the storage would help?

- A "Set to default" button: When I swap around modules too much and just want to reset

- A "View vehicle" button: It's a shame I can only see the vehicles only from a top down view, or the limited camera angles the armory screen provides.

- Saving and loading squads: It's not a big deal now since there's not many vehicles and modules to change but definitely would save a lot of trouble in the future.

Information

Some mechanics don't explain much and some elaboration on them would be great. Ideally all information should be easily accessible from the game itself

- What do different armor types do? Does internal ceramic composite give me 30% more damage resistance compared to hardened metal?

- The 120mm APFSDS has a "Sabot" tag, what does this mean against a 120mm AP shell? (generally the people playing would know what a sabot means in real life but it would helps players if they knew what the sabot tag does ingame)

- What happens when I load both HE and AP for my 30mms? Does it fire in an alternating belt or switch ammo depending on target?

Overall most of the stats and mechanics are self explanatory so this isn't exactly a big issue. This might be quite nitpicky but if you don't mind, it's a suggestion nonetheless haha


Categorising/Filters

Currently there's a limited selection of vehicles/modules/crew so browsing through all of them isn't so bad now. I can imagine it will get very tedious when more content gets added so I suggest making filters to make finding specific things easier. Maybe a search bar? Idk.

-  Vehicles could be filtered by roles/tags (Heavy, light, MBT, IFV, etc)

-  Modules could be filtered by colours (Grey, Red, Blue, White)



VEHICLES

K-50 Series

Personally I am not a fan of "variants", or at least when they're fairly similar. Think of games where you have 4 guns but in actuality the guns are only like +-1 damage/accuracy/reload speed from one another. Usually this results in the one "meta" choice to be picked by the majority and the rest would basically be ignored. It's fine to have a few variants but I think it would be better to lean into very distinct and unique hulls and let the modules do the smaller tweaks in stats.

K-75A

Love this thing, big front and back module space, and the only hull with both front and back spaces available for engines. One thing I like to do is to remove the front modules and replace it with a small troop bay with the tradeoff of making it sluggish, turning it into a Merkava of sorts. My ideal squad is just a pair of these. This is a prime example of the module system's potential, allowing a vehicle to go through very significant changes through modules rather than just picking a different vehicle altogether. I hope to see more vehicles designed with this level of customisation in mind.

K-115

In-built launchers at the back.. It's really nice when you put a spin on an existing design, personally I feel it would great to see more unique designs like these or even completely original vehicles.

B-30D/B-26

Not much to say other than they're good and servicable IFVs.


Some throwaway vehicle suggestions

You seem to be leaning into the US vs Soviet equipment theme but I hope you would branch out and maybe have some from the other nations? Maybe some Leopards (bias towards 2A4s haha), Merkavas, etc?

- Wheeled fire support vehicles (AMX-10, Styker variants)

- Coaxial gun based vehicles (STRV 103)

- Something completely original


COMBAT

Amazing gameplay, nothing bad particularly sticks out other than a few things that need ironing out + a few suggestions.

- Markers/Flags: Allow markers to be put on the map, it would be helpful in keeping track of vehicles I spot with infantry and running back afterwards. Maybe even have different types of markers such as ATK/DEF/etc?

- ROE indicator: A small icon hovering somewhere over my units (maybe a crossed out target) would be nice to show ROE is turned off. Would help me over checking each unit individually whether I forgot to turn it on/off.

The rockets..  might be too strong? It's quite the get out of jail card and I've been surprised by how big the AoE is, it's strength amplified by the AI liking to bunch up at times. When my tanks enter an unfavourable duel ideally I would pop smoke, fall back and reposition to a better firing spot. But the rockets kinda just bring out an "I win" when i'm outnumbered 2 to 4 provided the rocket doesn't miss. It's launchers also reload fairly quick and coming in sets of 4 or 6 is pretty plenty.

I think it's alright if it's
strong
has a high magazine
reloads fast

But it can't be all 3.

Infantry

So apparently this is the update where infantry were added. I cannot imagine what the game was like before that, they are an amazing addition. Moving infantry through the building blocks and peeking out the narrow alleys and windows scout out tanks for your armor, supporting fire from said windows. It's all great.

Improvements can be made, such as the imperfect pathfinding. Running into corners and not properly curving around them, refusing to go through a certain alleyway and just go completely around the block. 

Enemy infantry sometimes tends to stand in the middle of the road when their vehicle dies, would be better if they scurry to the nearest building instead of waiting to be finished off


Other comments:

I enjoy flavor text on the modules/vehicles/etc. Not much to say other than can't wait to see more of it.

Full replay when completing a game? I get that it's a pretty big feature to work on I'm not expecting much to come out of it haha

Maybe some pattern camos on the vehicles? idk


Bugs:

Hotkey 7 and 8 are not working (I brought 4 vehicles with all of them having infantry)


Overall, loved it and still playing on occasion trying to do the missions with different squads. I will be following the game's development very closely. C: