Hm, speaking of broken squads, are the coalition squads on mission 5 on the left side also broken? The mission indicates as if they would be pincering the bloc convoy from both sides, yet the left side units don't seem to move unless provoked.
trinket100
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On mission 2, is this platoon supposed to just camp near the exit? Seems kind of odd since you're not encouraged to exit until you kill these guys, at the exit :/ I'd naturally they were supposed to be reinforcements or something.
Also I still can't get infantry to resupply in their vehicles, they just don't seem to replenish the supply bar, unless the time to do so is just extremely long.
Oh yeah, also the ordnance # and base reload seem to be swapped.
For reference, shift + hold rmb drag is how you aim at point.
Anyhow, really nice update, lots of cool stuff keep up the good work.
There are some things I've noticed, lots probably just from the core gameplay and not necessarily the new update.
Infantry get stuck on other infantry bodies really hard, and thinking about it bodies probably shouldn't block movement since they can just step over.
Infantry small arms might also be a bit overtuned, they kinda chew up externals, even ERA/Applique, and I'm not sure how much that makes sense. I also saw an orlina c1b2 get suppressed endlessly by a squad and get softlocked, was pretty funny.
Ammo also seems to get eaten up pretty fast sometimes, in general, but especially with some infantry weapons, and the agl3, also not sure how resupplying infantry works, just putting them back in the vehicle doesn't seem to work, and they also seem to struggle with getting back in vehicles sometimes.
Sometimes AI seems to get stuck driving into walls, only noticed when watching orlina and bloc fight, though can't comment on why because the cases are occasional and inconsistent.
Infantry rpgs are sometimes deceiving, as they seeming always explode at the edge of the unit's own view range, while the firing line implies that it could be fired much further assuming you have a spotter to see the target.
A few questions too:
Does applique armor provide protection against kinetic rounds too unlike era/aera?
How does equipping two types of ammo decide which one to be actually used?
Are AT fireteams not supposed to have any small arms at all?
Anyhow lots of peak, very good
Been loving this game, the visuals, the gameplay, the ost are all great, very excited to see what the next version has.
Hull facing would be very nice to have, and since armor angling isn't a thing, you really want to be dead on to the enemy. ctrl + rmb is probably good, to mirror ctrl + lmb for reversing.
I will note that rmb facing towards enemies isn't very 'sticky', like I'd want a vehicle to hold an angle on an obstructed enemy, but since it sees another obstructed enemy closer it always shifts off. Would much rather they just hold the angle I told, rather than shifting off constantly at inopportune times and losing the first shot.
Infantry are pretty neat, but some of their pathing is rather unintuitive, gaps that seem wide enough aren't passable, and the slightly off camera angle blocks potential alleyways. And they get sticky on doorframes, walls, and collasped buildings, though vehicles also seem to get slowed/stopped by collapsed buildings as if they're still there.
Would also be neat if infantry could have smokes, and if they don't destroy obstacles and only push them, that way I have an option for moving cover around and such.
Noticed some weird visual bugs in the 'armory', lots of flickering shadows sometimes, might be a me problem.
I cannot express how much I'd love for the ost to be uploaded so I could listen to it all the time.