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More context about resources pre-game and others.
Bugs and other problems to avoid in the future Men of War 3.
Suggestions and improvements for the future Men of War 3.
â Suggestions and improvements for the future Men of War 3.â
- immpossible because its too hard to make.
Same as Total War series.
Kinda in generic RTS games its easier to make, but not in games like these
- Seems good, but not majority. Only if all surrenders. Online in a battle in a team
3, 4, 7, 8, 9, 10, 11 seems good ideas
I dont know, maybe its possible like that. Need to ask devs
But as I know, its problematic+ its not in a 1st queue of fixes
Good ideas and I support it. Until they implement a proper compass, you can refer to the map coordinates in place of cardinal direction. For example, "enemy artillery somewhere on the A-line"
My personal pet peeve is the poor inventory management in MoW II and I'm going to make a proper suggestion post about it soon. It's bad that you can't order a soldier to pick-up a dropped weapon and queue up the next waypoint after that, so that the player can focus on more important things without having to wait through the process
Calculation of times? I suppose you could say, "advance three squares towards A-line" or something to avoid needing metric lengths.
One main feature for me. Make the classic mode as default mode. Not the other new modes that do not look like MoW anymore.
Is this not enough default for you?
What exactly you want, picture on full screen without any other game modes?
2 - What's the point of this?
3 - It's already in the game and you can see it on the screenshot you posted.
9 - Might be problematic in context of game balance as in PvP matches it might be used more for suicide diving rather than it's intended purpose. Not using plane units could solve this, but I don't know how Devs feel about this.
10 - This would increase the amount of mundane micromanagement that various players despise.
15 - Agree with this, it's not an uncommon problem to have tanks and tank destroyers prioritize enemy infantry over armor despise the infantry being far away.
18 - I don't remember now the sizes of map grid you can see in the game, but it would be nice to have practical 100x100(m) grid size.
We already have 2x play speed and if Devs put a bit more effort and get lucky, we could have the player load to specific part of replay with 64x(for example) replay speed and then pause when it's done.
2- do you just take control of vehicles without even looking at them?
3- you can literally see where it's blue and theres something called a foxhole made for 1 person
9- you missed the point, people usually use planes to just hope they crash into something when they die
10- you run out of stamina faster on your guys if you have more items
2 - Although I don't use 1st person view I experience the problem too. Problem with your suggestion is you didn't mention an icon representing vehicle rotation near center of the screen and instead pointed at unit portrait which is too far away from the center to be practically usable.
3 - Placing the single trench segment with the peeking hole definitely isn't hard to tell where it's directed, maybe it would be true for already build single trench segment, but not when you are placing one. Much bigger problem we have now, that demotivates new players from building them and in the long run demotivates new players to play PvP is knowing where you can and should place trenches.
9 - I understand you don't care what me and other players have to say.
10 - Same as above.
I think that is why bazookers no longer have smg as in mowas2 a lot of players dumped the smg as the unit would prefer it over the AT weapon
@silver void if you check the count of players in each mode, you will see that this is not the default mode for almost all players, even the old AS2 players. The battalions have relatively many players, the classic has most of the time 0 players. For some reason players click what they see top left, not bottom left.
For me it does not matter, but for most, this seems to be that they do not bother to try any modes other than top left. So to anser your question, for me it is enough, for most players, no it is not, apparently.
By the way, I do not understand why you are writing aggressively? Don't you see it kind of weird to reply to suggestions like this?
Some additional suggestions:
- Infs should react to grenedes somehow. If not throwing the grenade aways, then throwing them selves aways to reduce the damage. Expert infs should be able to survive the grenedate partially or fully, at least the not cooked grenades.
- Artillery is kind of too accurate. This game is really very artillery focus. Do not get me wrong, I love artillery, it is just very annoying how your artillery get coutnered very easily, this makes the normal (not self-propelled) artillery kind of useless and very volunerable. This should be made a more inaccurate and need more time to reload maybe. Or anything that makes the game with artillery much more balanced.
It does look like your problem with artillery is camouflage and not accuracy. Don't you think saying, that making artillery less accurate would make it useful sounds wrong? This is roughly what you have said.
The artillery counter fire works both ways as you also can destroy enemy artillery - it usually takes 2 - 3 shots to zero in.
You can set artillery to counter or hold fire and then use it on specific targets and stop firing before its position is revealed.
A bigger annoyance is rocket artillery as it will blanket bombard where the artillery is even if the artillery isnât fully revealed.
If you play with realism on them artillery range is reduced as well which makes dealing with SPGs easier as they cannot snipe from the edge of the map.
In one PVE game an SPG was entering the map to attack then retreating off map to reload..
You don't want to use SPGs from high distance, waste of population, waste of time.
I am talking about PVE and the AI has it sitting on the edge of the map and retreating off map.
Had to send a bazooka up to shoot it off map in direct control.
Of course had to hope no troops spawned on me.
Happens, but rarely. Your units should automatically shoot at anyone who is outside of map as long they are in the aggro range, this happens in PvP as well.
Best way to deal with those SPGs is using 5/6th level AT guns and tank destroyers, especially when AI doesn't care about cover.
Maybe not very relevant. But is there a way to play realism inside the Battelions PvP?
Yes and yes. Please use #ð¬âgeneral-chat or #1232262973695987753 for such questions
â Suggestions for the future Men of War 3.â
â Suggestions for the future MoW 3.â
â Suggestions for future MoW 3.â
I don't want anything from MoW3 that can be added or changed in the MoW2 we have now. That said, I hope the setting jumps from WW2 into 80 years forward. Nobody has to agree with me, but eventually the real life now becomes a history for someone else, and some of us live in those future video games today.
â Suggestions for future MoW 3â
Some of these suggestions are already in the game. I collected the rest of them and added them to my feedback report. Please, elaborate on the following suggestions:
19 Highlight position on map with pointer over unit in the selection menu. R19
21 Collect dropped weapons with pre-selected secondary movement path
26 Connect route start and end point to create movement loops for patrols
29 Limit tank shots to only machine gun or cannon fire
31 Preview areas where you cannot build engineering. ```
â Suggestions for future MoW3â