Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Dawn of the Dead [SP/COOP/MP]
 This topic has been pinned, so it's probably important
Sea-Knight  [developer] 1 Apr @ 9:28pm
Feedback
Post your feedback and opinion about missions, Multiplayer, Conquest and so on here.
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Showing 1-15 of 45 comments
Zhenja1 2 Apr @ 12:54pm 
This is something for the future: The soldiers are wearing the wrong bags for the m40 gasmask it is instead for the M17 mask which would still appropriate to use at this time as the m40 was still quite new, the BPS vest the military police are wearing is not correct for the MP's this is purely a law enforcement vest seen by the ATF at waco most notably instead at this time they would still be wearing alice gear along with the pasgt vest or older m69, I would use as reference the lucasville prison riot of 1993 and the L.A. Riots of the same year for era correct national guard and military police equipment. The berets are also out of place at this point in the Army's history the beret is regulated to three groups Airborne, Rangers, and Green Berets. I saw you also have the ASV which is late 90's , the Cadillac Gage Ranger or Commando would be a better fit at this time , the Ranger was also used by police departments.
Sea-Knight  [developer] 2 Apr @ 12:56pm 
Originally posted by Zhenja1:
This is something for the future: The soldiers are wearing the wrong bags for the m40 gasmask it is instead for the M17 mask which would still appropriate to use at this time as the m40 was still quite new, the BPS vest the military police are wearing is not correct for the MP's this is purely a law enforcement vest seen by the ATF at waco most notably instead at this time they would still be wearing alice gear along with the pasgt vest or older m69, I would use as reference the lucasville prison riot of 1993 and the L.A. Riots of the same year for era correct national guard and military police equipment. The berets are also out of place at this point in the Army's history the beret is regulated to three groups Airborne, Rangers, and Green Berets. I saw you also have the ASV which is late 90's , the Cadillac Gage Ranger or Commando would be a better fit at this time , the Ranger was also used by police departments.


Thank you for feedback

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
the vehicles in the pack right now are fine as they are but it would be nice if there was helicopters like the CH-46 marines spawn in on and the UH-60 the spec ops troops spawn in on and maybe even a little bird (im not really a developer myself or anything so i wouldnt know how hard it is to code these kinds of things into the mod)
droggen 2 Apr @ 7:25pm 
In last stand MP is it not possible to face AI zombies? I joined a game earlier and zombies never attacked then made a game my self with the same issue.
Last edited by droggen; 2 Apr @ 7:25pm
Sea-Knight  [developer] 2 Apr @ 10:13pm 
Originally posted by droggen:
In last stand MP is it not possible to face AI zombies? I joined a game earlier and zombies never attacked then made a game my self with the same issue.

Unfortunately zombies don't work in Last Stand and Domination
Firstly I want to say that I greatly enjoy this mod even in its early stages. Because I see the potential in this being an amazing mod. I haven't noticed too much other than a few things that I'm sure are already on the list. Like vehicles, weapons, skins, factions, all that. A couple tiny QOL things would be, trying to get it so you can turn on the flashlights of an entire group and that AI uses flashlights at night unless they're the NVG guys. Also I'm not entirely sure if this is base game, but in conquest I noticed that when I looted weapons and then went back the the army screen and resupplied those units. they'd get their old guns back along with keeping the new ones. Again, not sure if that's base game. But it makes it difficult to try to upgrade the lower tier Renegades early on in conquest efficiently.
Sea-Knight  [developer] 3 Apr @ 1:31am 
@TheFormalA55hole, thank for feedback!

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
Sheep 3 Apr @ 6:56pm 
Please add a feature to the Conquest that reduces or removes mortars on lower difficulties, its a bit absurd they get essentially a 100m mortar every 5 minutes thats pinpoint and instant. It's not fun, its not cool, and its absurd. If I am on easy, and I am fighting against enemies who have very hard tech on map 1, why do they also get mortars and essentially tanks on map 2? Cmon.
Robf 4 Apr @ 6:37am 
Small change suggestion. Can you make the radius on the infantry ammo supplier 50% larger?. Its always just to small with how units automatically space out on cover in this game. Making it a tiny bit bigger would help ressupply the dudes next to you without having to hug them.

Thats all, thanks for the mod!
@sea - feedback from the comments
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.
Conquest is super fun. I love how polished it is. One criticism is that I would like to see medics cost less research to get. It costs 4 research which is nearly your entire budget early game, while vanilla gives you medics for free.

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.
Sea-Knight  [developer] 4 Apr @ 1:58pm 
Originally posted by FatherSarge:
@sea - feedback from the comments
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.

Thank you, it makes sense. We will think about it and do some changes
Sea-Knight  [developer] 4 Apr @ 2:04pm 
Originally posted by boxmonkey99:
Conquest is super fun. I love how polished it is. One criticism is that I would like to see medics cost less research to get. It costs 4 research which is nearly your entire budget early game, while vanilla gives you medics for free.

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, we will think about it
Conquest is fun! But this being a zombie mod the zombies don't have much presence. At most they are just extra red dots on the map. Will you be adding special zombies in the future.

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!
Ghost 4 Apr @ 9:31pm 
I really enjoy this mod and its concept, what I can gather from playing it:

⦿ 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!
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