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The current situation is that the enemy units come out all at once. If they are cleared too slowly, it will cause the computer to freeze.
Personally, after playing this game, I feel that I am not satisfied enough. I think that before and after the difficulty adjustment, more waves can be produced.
So I think doing more waves allows the vehicle to subsidize the number of people to optimize the wave operation
So you can consider smashing with the number of vehicles or infantry in specific or random waves
Other, more common waves attack in a combined way, only in smaller numbers
Then you can consider units with some mortars or self-propelled guns
The small artillery can be dragged to the front line to follow the troops to attack
Cannon to see if there is an open map area for players to destroy
Each wave before the 5th wave should be based on infantry. As the number of waves increases, add a few jeeps or vehicles of the same level. It can also be a few heavy weapons squads (machine guns or mortars). Of course, you can also increase infantry slightly.
At the beginning of wave 5 each direction can start releasing lightly armored units (such as Humber or M3 Halftrack).
Between wave 5 and wave 10 you have to watch out that light armored units will gradually appear "M8 light armored car" "75 mm Howitzer Motor Carriage M8" "M24 Chaffee" and similar light vehicles. The order of appearance should be sorted by armor hardness and blood volume.
Also note that you have to make sure the player has the ability to spawn AT or light armored units between wave 5 and wave 7.
Some mid-level infantry units can also appear between the 5th and 10th waves.
The 10th wave will also start to spawn various elite infantry.
From wave 15 onwards are various combined offensive armored units and infantry regiments to wave 20. In the 20th wave, you can consider setting up a Black Prince battle group or adjusting the blood volume of a machine to make him a BOSS.
Also, enemy bombardment skills can be added from the 7th or 10th wave. You can start from small skills to large skills. It would be better if they can be released randomly.
These secondary missions could be destroying artillery emplacements, armored platoons, or assassinating officers.
Failure of the task will strengthen the next wave of offensive. Failure of the armored platoon (adding the next wave of armored units) Failure of the bombardment position (the next wave may have several rounds of bombing) Failure of the assassination of the officer (the next wave will have more unit support).
Each wave should be divided into advance force support force reserve force
According to these classifications to combine or increase this wave of offensive.
So a wave is divided into three stages to invest in the offensive (of course it can be divided into more).
Therefore, the time of a wave should be defined according to the number of stages separated.
We can consider airdropping a little resource in every wave or airdropping more resources in every five waves. Before doing this, we need to consider how much the point resource income rate on the map will be. Currently, it is determined to be 4 points (I don’t know if it will increase in the future)
This resource rate can also be improved by the player in the built-in setting (up to 200%)
But we should give a basic multiplier so that players can slowly build base buildings and defense lines at the initial resource and point resource rate. Finally, it is best to lock the T3 building around 10~11 waves.