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i think atleast
As for specific concerns, Bundeswehr and the British seem like the best overall despite those issues. The USAF and USSR suffer from an issue that can be best summarized as "no call-in stagnation" which is caused when they pick any doctrine that doesn't start with a call-in unit AKA National Guard, Theater Engineers, or Advance Party. They will just sit around in their base or an ally's and do nothing although the USSR did actually move as Guards Mechanized with East German allies but outside of that one exception, this happened in every game I played.
The East Germans might have it the worst as I only saw them using their trucks in one game which limits them to an end-game of PT-76s, the Border Protocol scout car, and Ost-Fallschirmjager squads with awful results if any other faction gets to Tier 4. This also leaves them without weapon racks although I'm fairly sure the only faction I saw using them is the British and none of the factions seem to build any defensive emplacements outside of the Forward Assembly for USAF. I do enjoy this mod a lot and hope to see it get better as time goes on as I actually think the balance here is better than in Advanced Powers, the other major conversion mod I have played extensively.
As for additional factions from the Eastern theaters of a potential WW3, it would probably be best to give them their own mod to keep things more simple. I personally feel a Vietnam War mod could be nice if you let the NVA have their whole arsenal from the war and not just from when the US is involved but the ARVN is the only other faction with enough to make a faction from. It's probably best to just do the Eastern theater due to having to include another Communist faction from outside Vietnam anyways and I could see it being USAF or a variant of them, ARVN, and whichever third faction would work best against the NVA and China.
Overall though, this is a great mod.
I would like to add that I have noticed this problem only on winter maps myself while the PT-76 portrait has never shown up for me.
The original design intent was to create a counter-intelligence unit that the Soviets sorely lacked since they had very little recon to work with and did not have very effective methods of battling many of the stealth-focused units in the NATO arsenal.
The purpose of the GRU Officer was to provide a supporting unit that could monitor enemy movements and fight back against infiltrators and flankers such as the SAS, MACESOG and Freedom Fighters.
For a long while - the description of the GRU Officer was kept the same as the Commissar and led to a lot of confused design conceptions (Thanks to primarily sleep-deprived schizophrenic hours).
I'm also personally not happy with his current design and he will be reworked in the coming updates.
As per usual, we appreciate your concerns and reports
Be advised that we also host our own discord server at https://discord.gg/dHSpWE8SPg
We at the Unthinkable War development team appreciate your kind words and thoughtful support - The AI was actually the last thing we ever developed right before we launched the mod on the workshop.
When it came to deciding our work timeline - we wanted to focus on getting the PVP-Centric balance down first which meant that we decided before even touching the AI's behavior and how they perform, we wanted to create and form the gameplay mechanics and develop the 5 factions' armies first.
That way - we wouldn't have to backtrack and constantly adjust and fix the AI simultaneously while having to work on the functional mechanics of the mod - thus saving us time and effort in having to do too many things at once.
However, several issues came from the fact that we could garner experience and testing from 1v1 PVP matches - severely limiting what we knew and how to effectively balance the mod.
The armies and the mechanics were already completed - we simply did not have enough data to make comprehensive and effective balance changes from the perspective of biased 1v1 matchups.
So we decided to simply open up the mod to the community - let you and the people decide on what needs adjustments and further changes to factions - encompassing not just 1v1s but also team matches of 3v3 and 4v4.
As such we also encourage everyone to provide feedback and share their experiences.
Suffice to say - the AI was heavily rushed - completed within just a couple of weeks of preparation and a single week of hard-labored coding by our resident developer Panther as well as the efforts of Frances and me.
(Additional credit to @SneakEye for providing amazing assistance on the complexities and design configurations for the AI base).
The Unthinkable War team is aware of the lack of polish for the AI and it will be addressed eventually in an upcoming QoL/Quality Assurance update.
Aimed at reducing raw volumetric spam, improving their behavior and of course, as stated in your feedback, to improve their usage of abilities and tweaking their scaling behavior throughout the game.
We appreciate your feedback and will take this all into consideration.
We will be preparing a timeline/roadmap for Unthinkable War soon for everyone.
A hotfix patch will be released this Wednesday or Thursday to fix it.