Call to Arms

Call to Arms

WarFighter Modification - Total Overhaul
 This topic has been pinned, so it's probably important
Yuri~  [developer] 29 Mar, 2022 @ 3:18am
Conquest Discussion
Due to popularity (and complaints/difficulties) of Conquest/Dynamic Campaign using this mod, this thread has been made.

Discuss or talk about anything related to Conquest game mode using WarFighter mod here. Whether it's issues, solutions, strategies, tactics, unit rosters, guides, etc anything really.

You may suggest things to tweak or add for Conquest within the mod. Bear in mind, we may not accept every suggestion but we ensure to read most comments. I'm also still learning the how-to of adjusting Conquest.

Disclaimer: Worth noting that while there are many issues such as the base game maps and ranges may not be the most fitting (we barely make any major adjustment to weapon ranges and make no map adjustments compared to Vanilla, believe it or not), WarFighter is an overhaul that requires and forces use of different style of gameplay compared to Vanilla.

It is absolutely possible to beat hard and heroic AI that outnumbers you vastly and still attain a 10 to 1 or above kill/casualty ratio, even in such small maps.

That being said, I hope people can make good use of this thread to either discuss or learn how to beat Conquest game mode within the WarFighter modification.
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Showing 1-15 of 92 comments
ZaB 29 Mar, 2022 @ 11:01am 
a small feedback, not only on the conquest. there are a lot of wounded. It may be the way it should be, but sometimes it's funny when 150mm arrives and then you reanimate everyone who fell. By the way, does AI still not know how to use meidc? Although, given the pace of the game, only the winning side can help the wounded....
ZaB 29 Mar, 2022 @ 2:15pm 
and for the conquest, it is probably still necessary to reduce fire range.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2786593507
Daedalus 29 Mar, 2022 @ 3:04pm 
Originally posted by ZaB:
a small feedback, not only on the conquest. there are a lot of wounded. It may be the way it should be, but sometimes it's funny when 150mm arrives and then you reanimate everyone who fell. By the way, does AI still not know how to use meidc? Although, given the pace of the game, only the winning side can help the wounded....

I totally agree. I like the revive mechanic however I don't think every single soldier should be able to be revived which is how it appears to function at the moment. Actually I prefer the base game's approach to this in which higher quality units/units with more experience have a higher chance to bleed out.
Social Psych 29 Mar, 2022 @ 4:24pm 
Are multiple enemy spawn points possible? Winning every match for me is just a matter of keeping attack helicopters hovering near the singular enemy spawn point, killing each unit through direct control mode. If there was a way to make multiple enemy spawn points like Gates of Hell: Ostfront, it would make such tactics less effective.
Jerf 29 Mar, 2022 @ 8:20pm 
Started a new conquest and I am not sure if this a vanilla bug, but the Germans compared to the Americans seem to have significantly worse reaction times. This behavior has been consistent on four different maps. Wondering if this is a stat difference between the two armies.

I'll set up a position, and compared to US airborne even elite german squads take their time picking targets and opening fire. I am using the "look at" command to point them in the correct direction. So this isn't an issue of them needing to turn around and react.
Yuri~  [developer] 29 Mar, 2022 @ 8:33pm 
Originally posted by ParsingError:
Are multiple enemy spawn points possible? Winning every match for me is just a matter of keeping attack helicopters hovering near the singular enemy spawn point, killing each unit through direct control mode. If there was a way to make multiple enemy spawn points like Gates of Hell: Ostfront, it would make such tactics less effective.

Nothing I can do about it, unfortunately. I just hope DMS would make things better someday.



Originally posted by Jerf:
Started a new conquest and I am not sure if this a vanilla bug, but the Germans compared to the Americans seem to have significantly worse reaction times. This behavior has been consistent on four different maps. Wondering if this is a stat difference between the two armies.

I'll set up a position, and compared to US airborne even elite german squads take their time picking targets and opening fire. I am using the "look at" command to point them in the correct direction. So this isn't an issue of them needing to turn around and react.

Both US and German T3 infantry have the exact same stats and AI intelligence is the same across all factions. Most likely a bug that I don't have any control over.
Jerf 29 Mar, 2022 @ 8:35pm 
Originally posted by Diluc_FiveFiveSix:
Originally posted by ParsingError:
Are multiple enemy spawn points possible? Winning every match for me is just a matter of keeping attack helicopters hovering near the singular enemy spawn point, killing each unit through direct control mode. If there was a way to make multiple enemy spawn points like Gates of Hell: Ostfront, it would make such tactics less effective.

Nothing I can do about it, unfortunately. I just hope DMS would make things better someday.



Originally posted by Jerf:
Started a new conquest and I am not sure if this a vanilla bug, but the Germans compared to the Americans seem to have significantly worse reaction times. This behavior has been consistent on four different maps. Wondering if this is a stat difference between the two armies.

I'll set up a position, and compared to US airborne even elite german squads take their time picking targets and opening fire. I am using the "look at" command to point them in the correct direction. So this isn't an issue of them needing to turn around and react.

Both US and German T3 infantry have the exact same stats and AI intelligence is the same across all factions. Most likely a bug that I don't have any control over.
Okay thanks for the clarification. Wasn't sure.

Edit: Rebooted, verified game files, started a new save and the issue seems to be gone. So if anyone has the problem I did in the future, maybe that'll sort it out for you.
Last edited by Jerf; 29 Mar, 2022 @ 9:17pm
Im not sure if its the range or the AI, but my troops take a while to use their AT and idk too if its the AI but enemy vehicles somehow always fire first than my vehicles, maybe my perception, maybe because my vehicles focusing their infantry, not sure, is there any tweaks the mod did to this?
Jerf 30 Mar, 2022 @ 12:48pm 
Originally posted by I r b i s:
Im not sure if its the range or the AI, but my troops take a while to use their AT and idk too if its the AI but enemy vehicles somehow always fire first than my vehicles, maybe my perception, maybe because my vehicles focusing their infantry, not sure, is there any tweaks the mod did to this?
Played about 20 hours of conquest unmodded and I think this is just a vanilla game issue. The player's troops are way more hesitant to use grenades and AT compared to AI. It would be cool if there was a way to let them think for themselves a little bit more in terms of weapon selection.
Yuri~  [developer] 31 Mar, 2022 @ 1:25am 
Have your vehicles prepare or load kinetic energy or APDS ammo to have them prioritize vehicles better. Either way, this is pretty much how CtA or any GEM engine game be at times.

Vehicles will not load or switch to HE unless ordered to do so. If they use HE, they will prioritize infantry and soft targets more. Vehicles using MPAT will prioritize all targets equally, and vehicles typically switch to HEAT or MPAT against light armored vehicles

Having hotkeys aligned for quick grenade throw commands help. While AT infantry is able to engage vehicles themselves, AT infantry performs best when direct controlled.
Jerf 31 Mar, 2022 @ 2:10pm 
Thanks for explaining how to make the vehicles do priority. Was looking for a target priority button like in CoH2.
Yuri~  [developer] 1 Apr, 2022 @ 9:53am 
Originally posted by Jerf:
Thanks for explaining how to make the vehicles do priority. Was looking for a target priority button like in CoH2.

Worth noting I tweaked the ammo priority usage for AI, so that they'll use ammunition in a different manner compared to Vanilla.

By default, most vehicles are preloaded with Sabot/APDS. Autocannons will engage everything with APDS which include infantry and vehicles. Autocannons with HE will engage everything but automatically switch to sabot/AP against vehicles. AI will not switch to HE unless ordered to do so.

For large caliber guns (105mm, 120mm, 125mm, etc), vehicles loaded with APDS/Sabot will only exclusively engage vehicles. However, they may still engage infantry with their coaxial MG. If they encounter soft skinned vehicles such as cars, or light armors such as APCs or IFVs, they will fire on them with the sabot/APDS, and the next round they load will be either HEAT or MPAT. The AI does this on their own.

Vehicles loaded with HEAT will engage all vehicles and emplacements, but not infantry. But vehicles loaded with MPAT with engage all vehicles and infantry. Against thicker armors such as MBTs, they will fire the HEAT or MPAT in the chamber into the enemy vehicle, and next round loaded will be Sabot/APDS. AI will not switch to either HEAT or MPAT unless they have expended the round in the chamber, and they will never switch to HE unless ordered to do so.

Vehicles loaded with HE will automatically engage infantry and cars. If they encounter an APC, IFV, or MBT, they may fire HE at them (may be ineffective against heavy armors, but the shock can still stun the crew and give them time to load the proper round) and next round loaded will be either HEAT, MPAT, or Sabot depending on target type.

Certain rounds such as M908 HE-OR and XM1147 AMP found within the US Abrams tanks have unique properties in which they have penetration and can penetrate cover and blow up on the other side with good blast radius, making them effective bunker busting rounds. UAF Abrams tanks, unlike US Abrams tanks, highly use HE rounds instead of MPAT, making them have better blast radius at the expense of versatility.

Infantry using anti-tank weapons engage vehicles and emplacements alike.

I still don't recommend relying on the AI to do everything themselves though. Still, keep an eye out for enemy activity and preparing them for whatever you want them to do in advance helps. Or better yet, direct control them yourself if you think it's necessary. You may want to figure out what each ammunition type does and how good they are.

This mod is meant to be technical in the first place where every piece down to its minor details stack up.
Last edited by Yuri~; 1 Apr, 2022 @ 10:05am
Elite Rice Farmer 1 Apr, 2022 @ 11:06am 
Loves the mod but it's really bugs me how Rifle squad has only 5 members instead of 9.
Having two squads equal 10. If it's balance reason. Can we go for 4 or 6? It's just feels so weird with odd numbers.

Oh and why is there always that one guy with a M4/Rifle with no grip whilst everyone else has one?
Also. Can we get a Gustaf Fireteam instead of AT-4 Fireteam or both too?
Jerf 1 Apr, 2022 @ 12:48pm 
Originally posted by Diluc_FiveFiveSix:
*clipped*
Very cool stuff. I noticed the Stryker MGS being less of a liability with the mod enabled. In vanilla I'd leave it on return fire only and direct control it most of the time. With the mod on, I can leave it in a good spot while managing other units and it might actually take out an opposing vehicle on its own instead of being trigger happy for anything that moves.

Compared to vanilla I do notice the friendly AI infantry throwing more grenades and using AT more efficiently.
Originally posted by Jerf:
Originally posted by Diluc_FiveFiveSix:
*clipped*
Very cool stuff. I noticed the Stryker MGS being less of a liability with the mod enabled. In vanilla I'd leave it on return fire only and direct control it most of the time. With the mod on, I can leave it in a good spot while managing other units and it might actually take out an opposing vehicle on its own instead of being trigger happy for anything that moves.

Compared to vanilla I do notice the friendly AI infantry throwing more grenades and using AT more efficiently.

Yeah totally, with this mod things workout better and the "tactical" feeling is there more, while in the other it feels more like an age of empires, i just have the issue with the AT that AI dont use (my AI) but im getting used to direct control it now, its a matter of changing your playstyle, advice to everyone new in using this mod: This plays different than vanilla, you gotta change your actual strategy im 99% sure lol, its not that you play bad its just that this plays different
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