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conquest US Heroic Fog of War:
beginning for me i just rush to research armor, bradley LAV, etc... tanks are gold even in this mod (in my experience) ill normally go for quantity of MATVs at first, run two per point with infantry on the point, giving your vehicles range over the enemies is key in the mod, most insurgents are equipped with tons of AT. clear points with mortars (you'll probably have to direct control for the best results) then push MATVs into supporting positions, then run your infantry in. all about those research points, nothing you can really do if you lose the armor game
Then it's basically rushing for MBTs, since they're the most survivable so they can level up more easily and become even more effective, although you need to keep an eye out for that damned commander who constantly gets shot out of the vehicle because of the exposed mounted M240.
What i'm currently trying out is an infantry run, but honestly even several squads of T4 rangers keep getting overwhelmed by the enemies infantry swarms, which is why i usually stick with Strykers and maybe eventually LAVs as captors instead of vulnerable infantry.
In addition, they store a machine gun and AT weapon as well, which can be picked up, plus acting as portable light resupply/staging points.
Just don't expect them to take much punishment. MBTs have more longetivity and can survive harsher punishments better. MBTs are like the battering rams and mobile gun platforms with the ability to shrug off bigger hits, whereas IFV/APC are there as battle taxis and infantry's portable heavy weapon systems. Either way, you'd usually put APC/IFV in the same phase/formation as the infantry and consider them part of the infantry forces.
Yes, even with heavy enemy presence, armor units are still very valuable. You just need to use them right and properly support them and have a good balance of unit roster., and definitely use the right vehicles for the assigned jobs.
P.S: I'm not the only one who's more annoyed with IFVs/APCs with autocannons than MBTs in general?
My problem with the Bradley is that it's atgm can't be properly aimed like it's other weapons by the AI, since it's guided by the aimpoint, so when the bradley is firing at infantry to the left with it's 7.62mm and i think 25mm, then sees a tank to the right and turns it's turret to it, fires it's atgm, and then instantly switches back to firing at the infantry to the left, then the atgm will be pulled to the left, often missing the tank entirely.
Meanwhile a vehicle with a tank cannon doesn't have that problem, since their shells aren't guided, which is why i prefer using abrams/Stryker MGS over the Bradley, although this now slightly changed because of the bradley now having supplies, unlike in vanilla.
Then a BM-21 Grad appeared... it instantly had vision on 2 of 3 flag posts, which is weird since no infantry or other units are present to relay information to them, but they then fired almost all of it's rockets at flag 1 and 2, and wiped out everything in a radius of atleast 50m...
I didn't even cluster up all my units, but because it simply has 40 shots instead of a single one it simply hits everywhere, so nowhere is safe...
Doesn't help that my tanks didn't engage it at all either, had to manual fire them, because somehow getting shot at by artillery that's like 150-200m away doesn't reveal it's position...
I somehow can't find a way to deal with them before they wipe out an entire battle group.
As the main developer... I'm actually having the same problem against MLRS. If counter battery doesn't work, I usually attempt a risky maneuver with an armored asset to take them out asap, or use an attack helicopter. I like to have 2 gunships minimum on my roster generally.
While rocket artillery can pump out 40 shots within less than 30 seconds, while every rocket does roughly as much damage as 155mm SPA, even leaving huge craters, and wiping out everything that isn't heavily armored.
It's basically like a killstreak reward in CoD, where you simply spawn it and kill atleast half of the enemy forces within less than 10 seconds.
Although i think i read somewhere that you planned on adding the murrican rocket artillery piece, which i'm looking forward into testing it, since in vanilla CtA Artillery was basically useless outside of manual fire, and since conquest usually puts a lot of stress on you in regards to how many commands you have to give to stay alive i'd say that manually controlling a single unit for over 10 seconds usually means that your others will probably go down.
I can play 200 vs 200CP with vehicles, and hundreds of soldiers easily, but one of those things instantly kills my GPU... I really think it should have some throttling, eg maybe let it fire 10 rockets per burst, then give it some wait time, then the next, and that times 4 to get 40 shots total?
IIRC MoW artillery had like 3 shots relatively quickly, and then a somewhat long reload time, so that it couldn't constantly supress enemies with just 1-3 artillery pieces.
I think the most intense performance impact comes from the incendiary effects, since it simply set everything on fire and fire has always been quite resource intensive as we know from Men of War.
Just updated with a few tweaks, including new running animation, redone AI logic on spawning artillery (considered properly as arty units instead of considering them as AFVs), reduced MLRS accuracy compared to SPG, and reduced fog in advanced DC.
Artillery in general are still largely WIP in their properties.
I wouldn't give them more RPM, but more precission would help make them less useless, since they can't even damage armored cars with 15mm armor thickness even with direct impacts...