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Himawari-13

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A member registered Mar 17, 2025

Recent community posts

While I find the cross with the huge "AIRSTRIKE" sign above it quite legible and informative, I propose another, cheaper and more obtuse alternative to the IR beacon. A flare that burns very brightly, creating a bright, contrasting, and quite unique thermal signal for missile guidance. It's also visible to the naked eye, as it not only burns, but also produces smoke as a result.

So here I go again. I'll give you a few ideas for both primary and secondary weapons.

1. An electromagnetic emitter. It requires a certain amount of exposure to the enemy to disable them, but it allows you to completely or almost completely avoid collateral damage (the same goes for sonic weapons, but I don't know how it would work against unmanned vehicles.)

2. A large-caliber howitzer, 155 or 203 mm, something like the cannon on the M551 Sherridan tank. Its short barrel allows you to fire shells over buildings and terrain.

3. I BEG YOU, PLEASE TAKE THAT SMOKE AWAY FROM THE AIRSTRIKE, JUST NOT THE WAR THUNDER AGAIN. Use IR beacons to guide missiles; the crawler can certainly warn you about it.

4. Perhaps we could add something like the existing LOSAT to the primary weapon slot.

5. Perhaps something like a swarm of homing mini-missiles.

6. A plasma arc controlled by an electromagnetic field, with a limited radius but a fairly large area and massive damage.

7. Drones with machine guns and kamikaze drones in the missile slot. They can follow terrain and are homing, but their slow speed makes them susceptible to being shot down by machine guns and autocannons, but they can't be intercepted by APS.

8. Orbital strike with a railgun or laser.

9. A machine gun turret is cool, but how about a missile turret like in Helldivers?

10. Heavy lasers and plasma weapons. I'm not sure about its uniqueness, but it's possible to make a heavier, armor-piercing laser that would instantly penetrate walls, but it would fire in short bursts and require cooling time. Plasma weapon: fires a magnetic canister filled with super-heated plasma. Upon impact, the canister is destroyed, allowing the ultra-dense plasma to escape, creating a powerful explosion with an incendiary effect.

(2 edits)

Proposal for electronic warfare systems: Make two different types, offensive and defensive. The offensive action works in a cone in the direction of the turret and not only disrupts the missile guidance (missiles after launch are deflected to the side if they are in the cone of action), but also increases the enemy’s guidance time, and also reduces its range towards you. Defensive electronic warfare does not allow a unit to be locked with guided weapons, it acts 360 degrees and slightly reduces the accuracy of opponents (here you can think about the levels of improvement, both the strength of the effect and, for example, the cone angle of the offensive one).

Well, after quite a long time, I'm back here (The one who first found Morse code in the UwU soundtrack). What can I say about the new and old weapons.

The 120mm cannon is good, but HEAT shells? Seriously? They don't penetrate walls and don't work at close range because of the damage to your own crawler. It would be possible to give separate ammo for APFSDS and HE shells. AP shells do more damage to armored targets and penetrate buildings, and HE shells are better at killing light vehicles and command centers.

There are no complaints about the laser, it's good.

The SMP is too good on all missions except the 7th.

The anti-tank mines are good, but they blow each other up too well, they need to reduce the chain reaction distance.

Spider drones are too good, but often get lost in narrow corridors of level 7 (as well as enemies). 12 pieces is VERY many for such a powerful weapon, I would limit it to 6, or better yet, 4.

Multi-lock missiles are still terrible, I already suggested giving them the ability to ignore trees and cars, but no one listened to me, they are still unplayable.

20 mm guns are terrible, but I suppose this is normal for a weapon of this caliber, especially if it is the starting one.

25 mm weapons, both simple and smartgun are balanced. Although the smartgun is too weak in my opinion, it needs to either increase the deflection speed, or completely remove the penetration, but give it high damage for minimal damage to buildings.

Scatter gun... I don't know what to say about it, I personally don't like it, but I can't give specific reasons why.

Smoke grenades are still simply the best choice, simply because it turns off the enemy's brain (I already said this, but I understand that it takes a lot of effort to solve, I'm just reminding you), and among fragmentation grenades, incendiary ones are simply better, although it's better to give them a small explosion damage, but a lot of fire.

That's all, thanks for reading.

yes

The 30mm GAU-32C will grind your enemies into dust, just point the barrel towards the enemy and hold down the trigger.

Smoke grenades work like a wall and turn off the brains of enemies on any mission except the 2nd. On the 2nd mission, just take incendiary grenades and a scatter gun.

Go, do a crime.

Reduce? On the contrary, I want to increase the difficulty, I went through the whole game on 20mm rotary guns at S-rank. The only problem was with the larvae, but they stop being a problem when you start to just collect them in big piles, circling around them and blowing them up with rockets. On the other levels, just take the 30mm cannon or railgun and shoot through the houses.

As for the missile, I don't know, if I understood the scale correctly, then our launch pads are much higher than the level where civilian transport is, so why do the missiles go down to their level? Isn't it logical to just aim directly at the target? Isn't it logical to just aim directly at the target? In that case, the possibility of hitting a random vehicle only has a chance when you intentionally shoot at such a vehicle or an enemy that is behind the vehicle and low enough to hide the hull (MRAP, APC, or something similar).


And in fact, this is a banal convenience for the player, I personally do not see any point in these missiles at all, it is easier to take unguided missiles and cover an area with an enemy than to shoot missiles one by one, which it is not yet clear whether they will hit or explode on a micro-car, which you do not have time to pay attention to in battle.

(1 edit)

Correction regarding the missiles: they explode on cars, fountains, etc., which in theory should be lower than our three-story "barn".

I also forgot to add that against the background of explosion craters and debris, small gray enemies are hard to see (it's hard to tell where they are on the minimap and there's no time to look at them in battle), so it would be nice to either change the color of their hull or give the detection system the ability to mark enemies not only in the sight.

Regarding the smoke screen, I usually don't even stand in it, I use it as a quick shelter that can be placed anywhere, and I mainly use it in the offensive (radars can see through the smoke anyway), but for example, the same hovercraft, whose main advantage is the speed with which they move and maneuver, simply stop when they can no longer see you because of the smoke.It shouldn't be like that, we're all like that, I didn't just run away from them and disappear from the line of sight, I released smoke and continue to fire. The opponents should be allowed to continue moving along the player's last known location, or even distribute search zones around the smoke among themselves (maybe that's too complicated?).

By the way, I would also like to see a direct connection between some enemy units, then it would be possible to implement drones or other vehicles, for example, connected to tanks, which would allow tanks to fire through a smoke screen, thanks to the fact that they have a view of the player.

Thanks for the game, I've already spent...many hours in it, definitely more than I should have and I noticed Morse code in the game's music. If I translated it correctly, it says "MARS" three times.

This is the best game I have played in a long time!

But there are some problems: the 30mm cannon and railgun are too powerful compared to the rest of the weapons. The railgun also has 60 rounds in its ammo, which is more than enough for ALL the enemies on the map.

The rockets explode too easily on trees, bushes and other small things that they should ignore.

Smoke grenades turn off the enemy's brain. They don't even try to break through the curtain to get a view of you, or move behind cover, they usually just stand there.

On the settlement mission there are practically no weapon options except the railgun and 30mm to kill the command post before calling for reinforcements. You need to either improve the other guns and missiles, or worsen the 30mm and railgun. (I'm more for the first option, and remove the railgun's ammunition to at least 20-30 rounds.)

Also from the suggestions: Add armor-piercing top attack missiles with 12 pieces of ammunition and the ability to kill tanks with one shot.

You can also add incendiary guided missiles, about the same as grenades.

Incendiary grenades are too strong compared to high-explosive ones, I suggest either reducing their quantity or increasing their fire damage, but removing the damage and effect of the explosion, making them just grenades with phosphorus or something similar.

Also helicopters are too durable (more durable than tanks (WHY?))

I suggest you reduce the amount of HP but add to all units the ability to shoot at the player in advance, in order to increase their accuracy and maintain the balance of difficulty.

I propose adding a lighter version with 6 HP to the armor, which would increase maneuverability and speed, and have an active defense system, shooting down incoming missiles.