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Multiplayer take place in 1998 and not historical, so we have Strykers, ASV and so on. Units also designed to be unique, not historical
But in singleplayer all should be correct
Unfortunately zombies don't work in Last Stand and Domination
About resupply: unfortunately it's base game feature, after resupply you will get old weapon and ammunition for it
About flashlights: good idea, we'll see what we can do with it
Thats all, thanks for the mod!
Well, I've only dabbled a bit with modifying the resupply numbers and I've heard(from standard, unmodded dynamic) that if you resupply with an in game resupply truck this decreases the resupply cost... I've never seen this work reliably, just seems to move the cost to another unit.
It's post apocalypse so I think you might have been going for a slightly scarcer amount of resources but dynamic was not really designed for a scarcity like that. And then you've also got the constant stream of the other faction coming in. It might feel better if resupply was much cheaper overall or each mission awarded more (enough so that a moderate force being used means you get enough ammo to resupply plus a little extra (there certainly are enough dead guys I've burned through lol) but what if each unit cost quite a bit more manpower and manpower, no ammo, is the scarce resource.
That might get the post apocalypse vibe more, each unit feeling more special, and focusing on them surviving instead of just selling units over and over because its cheaper than resupplying them.
Also please for the love of god add mortars and other IDF, or at least boost the range of the mk19 because on these urban maps a lot of these mgun trucks are horrible to work into these tight corridors. Your infantry get mowed down immediately because there's a couple guys in a corner you have no way of getting to.
Thank you, it makes sense. We will think about it and do some changes
Thank you, we will think about it
Also, playing as the Renegades is quite a different difficulty compared to playing the U.S military. Most of the time, not all, of the defence mission against the U.S military they will use the A 10 to bomb the ♥♥♥♥ out of my defences.
Other than that you have made a very fun mod. Thank you very much!
⦿ Dynamic Conquest is very entertaining, especially the way the tech tree is made into tiers and upgrades, this stops rushing the tech tree to the last tier stuff. However, there is certainly a bit of a skewed balance when it comes to the vehicles, especially when you're only starting off. Vehicles without an M2HB are basically screwed when facing other vehicles, so if the AI decides to spawn that when you're only starting off the campaign, you're in a lot of trouble, not sure how bad this really is but I've been stuck in a rut when I had no counters at the time.
⦿ The Renegades have some good alternatives for the late game, but not having a single tank that can face off against the Abrams does hurt at the late stage, maybe they could get something not as good but at least with a cannon and armor? I know they have the 40MM recoiless gun which is a blast but they lack any armor. Meanwhile, the US Government has the Abrams, but throughout the whole campaign they have very bad long range AT (they have the AT sniper, but they come in really late), since they don't have any equivalent to the 40mm recoiless gun. I'm sure that more alternatives can be added to the tech tree over time? Renegades already got stuff like the close ranged bombers after all. More late-tier tanks would be just fine, they are very hard to unlock after all, so they wouldn't be a big issue for most of the balance.
⦿ The support call-ins are fast and I quite like that, even if the enemy also does catch you off guard a lot with it. This is entirely about taste, some people like having more time to react, others find the balance fair.
⦿ There are little artillery units present, will there be plans to add more? They'd be really handy in dealing with those capture points that are very narrow and guarded, would also make for an interesting dynamic of having to keep an eye on them, not just leave them behind like in vanilla, since zombies would easily pile up on them if you're lazy. The AI wouldn't be able to abuse them much either, since the zombies could also just wreck their artillery units too, for the sake of balance they ought to be middle to late tier I suppose.
⦿ Giving engineers more fortifications to choose from would be great, there are a lot of options to choose from that would make them very useful to bring along other than just for sandbags.
This is the stuff I can remember stood out to me the most, I played a few campaigns on Hardcore difficulty and I found the zombies can still be dispatched easily, but they had enough numbers at times to become a problem, throwing in more zombie types would be fine. Loving the mod and hoping for more content down the line!