I mean that system was honestly a nightmare. Since it quite frankly easily made rigged game modes 10 times harder by making commandos attack more frequently and more tanky. Glad they reverted it however I think the game is suffering mainly due to lack of new fresh units that people can play with. It’s sad how they mostly just want to add maps and more “ai exclusive” units.
@@Alb_Balk they are quite cool! however I am 100% sure they wont add any of em to the main game, I wish we had some sort of new infantry unit type but thats just me.
@@Alb_Balk There are lots of things they could add unironically, for instance heavy sapper. That was a unit that they had only for one mission, and people had thought that it would be able to build heavy turret bunkers and other traps that would do a lot more damage at the cost of having to eat up a lot more supplies. There are plenty of units that are in the suggestions tabs of the NiC server, yet devs ignore everything from there, and it feels like they don't even like the community itself. I get that many ideas in there are dumb and make things too OP or whatnot, but some ideas that are interesting and well thought out.
There is battle academy inside test place whip only has WW2 units but has more realistic ranges. Most 1 tile attacks in battle academy have 2 range and some even have three like rifles.
What did they do to bunkers to make them sooo resistant to cannons now? Back then you could take out an MdMG nest in 1 turn with just an Md Autocannon and an RPG, assuming that the Autocannon would suppress them (which it almost always did) Now they don't even flinch when shot by Autocannons, and Hv cannon is just a suggestion to them. Flamethrowers might actually be useful now
That's an interesting question. according to devs: Urban changes Urban armor no longer adds armor to a unit, instead subtracts the amount of points off the damage dealt without consideration of AP. This means that fast firing weapons recieve more penalty. This appears to happen to both urban terrain and bunker (at higher scale) What does this actually mean? I made tests in public test server and here is the result: - Attacks like SPAAG which deals 23-25 (x4), gets a lot penatly because every shot now gets -15 damage reduction resulting it to actually be 8-10 (x4) against bunker, while single shot attacks like RPG which deals 45 damage will now deal around 30 damage Exactly same happened to urban terrain but -10 damage. and flame unit still ignore and deal x2 damage to bunkers and urban. TL;DR High AP attacks no longer bypass bunker and urban armor increase, however they don't give units % resistance anymore
I have a similar idea but instead it’s a +1 tile range but the damage on extra range is only the base damage PER HIT Ex: Riflemen’s damage is 18 times 2 so the damage he does on the extra range is 18 SMG’s damage is 8 times 4 so the damage he does on the extra range is 8 I also think Riflemen B should have 2 range but nerfed by the one hit mechanic I just talked about and they should get a buff where they can combo kill/automatically use bayonet while not in their turn to finish off an enemy that has low health or when they are retreating, which also heavily increases their morale.
They shoulda gone with the battle academy ranges. It made the difference between rifles and SMGs/RPGs less severe (50%>33%), and let any 2 adjacent units actually be useful to *each other* without moving. You would no longer watch your brother die alone on the tile next to you, just because they were directly between you and the enemy. The total reliance on movement is kinda awful if you're not the Recon car (or Gordon Freeman. Is the resonance cascade campaign still up?) Then again, with the new suppression changes, the only units that don't die before they get supressed are grunts with veterancy and commandos. Light gunners, RPGs, and snipers just die to that amount of fire. This weirdly makes them more survivable, as they can retreat to safety even after being shot by both grunts and a tank cannon or a lone APC-A.
heres the thing about assault rifles, normal rifles such as the riflemen's rifles are alot more accurate because its basically a DMR (designated marksmen rifle), assault rifles if shot at a fairly large range its going to be INACCURATE because of spread, loss of velocity in the bullets dealing less damage, which is accurate to real life, a DMR (like the riflemen's rifle) much more accurate because its DESIGNED for accuracy without sacrificing firerate, they just made things alot more accurate to real life combat
@Korrila anything above 500 yards is hard to hit for a garand, but you can technically shoot past 800 or 1000. m16 is still accurate enough for area targets until 800. .30-06 does hit harder than 5.56 though.
I mean that system was honestly a nightmare. Since it quite frankly easily made rigged game modes 10 times harder by making commandos attack more frequently and more tanky. Glad they reverted it however I think the game is suffering mainly due to lack of new fresh units that people can play with. It’s sad how they mostly just want to add maps and more “ai exclusive” units.
There were 5 TestServer exclusive units but other than that, the lack of units in the main game made me bored.
there are some scrapped ideas units in the test server, and i think they're dope asf. go check them out
@@Alb_Balk they are quite cool! however I am 100% sure they wont add any of em to the main game, I wish we had some sort of new infantry unit type but thats just me.
@@cakegamesss1448 problem is what other infantry unit can we even add that fits the time period of the game?
@@Alb_Balk There are lots of things they could add unironically, for instance heavy sapper. That was a unit that they had only for one mission, and people had thought that it would be able to build heavy turret bunkers and other traps that would do a lot more damage at the cost of having to eat up a lot more supplies. There are plenty of units that are in the suggestions tabs of the NiC server, yet devs ignore everything from there, and it feels like they don't even like the community itself. I get that many ideas in there are dumb and make things too OP or whatnot, but some ideas that are interesting and well thought out.
Finally someone do nic in 2025
Commando V2+2 tile range would be chaotic
The new pin system is very nice an nerf to arti spam, like didn't make any sense that the splash damage of an howitzer could pin a full health grunt.
shell shock.
@@SKULL.PG3D Yeah but what about full morale, and 3 vet grunts?
Take Wargame and Warno for an example, you'd get pinned if you see a 155mm shell land 20 meters away from you.
Imagine being on the real battlefield.
@@Lucaj1007 still shell shocked. You'll get dismembered or heavily injured(hence the pin factor)
@@SKULL.PG3DYeah but in game it deals only like 25 damage to an grunt.
There is battle academy inside test place whip only has WW2 units but has more realistic ranges. Most 1 tile attacks in battle academy have 2 range and some even have three like rifles.
The tanks would have like 5 range
When you make vid for NiC Cold Front? Alot of cool stuff there
not in plans, sorry
cikd front is crazy, you can even see modern vehicle which is so cool
Smg Squad now has 2 seperate variants in TS, radio and grenade. Yet still cost 25 tix both
Edit: radio variant has 2 tiles range radio, unbalance!
What did they do to bunkers to make them sooo resistant to cannons now? Back then you could take out an MdMG nest in 1 turn with just an Md Autocannon and an RPG, assuming that the Autocannon would suppress them (which it almost always did)
Now they don't even flinch when shot by Autocannons, and Hv cannon is just a suggestion to them. Flamethrowers might actually be useful now
That's an interesting question.
according to devs:
Urban changes
Urban armor no longer adds armor to a unit, instead subtracts the amount of points off the damage dealt without consideration of AP. This means that fast firing weapons recieve more penalty.
This appears to happen to both urban terrain and bunker (at higher scale)
What does this actually mean? I made tests in public test server and here is the result:
- Attacks like SPAAG which deals 23-25 (x4), gets a lot penatly because every shot now gets -15 damage reduction resulting it to actually be 8-10 (x4) against bunker, while single shot attacks like RPG which deals 45 damage will now deal around 30 damage
Exactly same happened to urban terrain but -10 damage. and flame unit still ignore and deal x2 damage to bunkers and urban.
TL;DR High AP attacks no longer bypass bunker and urban armor increase, however they don't give units % resistance anymore
@KingOfOwls23 understood
Nice. Theres voice now.
2:13 sunflower
:)
Peashooter :)
FINALLY NEW VID FROM MY FAV NIC POLISH UA-camR :D
just imagine getting ambushed by a whole army of grunts because the enemy had grunts behind grunts to make a whole damn mini gun squad.
Remember if you think you suffered armoured assault rigged on nic, battle academy exist just for you to suffer more :D!
I checked TS and it isn't 2 range?
Its reverted already, video talks about what happened, not what is
Okay thanks for info
can you not read shit💀💀💀
the 2 tile range for the rifleman idea came from me to make the rifleman a bit more useful since it was quite useless for me
I agree with such change for riflemen, its actually a good way to make it useful
Yeah i hope that smg squad would be a more balanced by making their counterpart able to shoot em and win without having to use a mortar team
I have a similar idea but instead it’s a +1 tile range but the damage on extra range is only the base damage PER HIT
Ex: Riflemen’s damage is 18 times 2 so the damage he does on the extra range is 18
SMG’s damage is 8 times 4 so the damage he does on the extra range is 8
I also think Riflemen B should have 2 range but nerfed by the one hit mechanic I just talked about and they should get a buff where they can combo kill/automatically use bayonet while not in their turn to finish off an enemy that has low health or when they are retreating, which also heavily increases their morale.
2 range units was a nightmare
Already 2025, game out?
3:25 ah towers when they called units/troops
sorry, I talk too much about tower defense games :I
@KingOfOwls23when will u make the new tierlist vid?
@@Random___Channel. Maybe after the next update. I don't want it to immidiately get outdated as it takes a long time
@KingOfOwls23 ah ok
I hope this will stay in test server for good
Is it still in the game
They shoulda gone with the battle academy ranges. It made the difference between rifles and SMGs/RPGs less severe (50%>33%), and let any 2 adjacent units actually be useful to *each other* without moving. You would no longer watch your brother die alone on the tile next to you, just because they were directly between you and the enemy. The total reliance on movement is kinda awful if you're not the Recon car (or Gordon Freeman. Is the resonance cascade campaign still up?)
Then again, with the new suppression changes, the only units that don't die before they get supressed are grunts with veterancy and commandos. Light gunners, RPGs, and snipers just die to that amount of fire. This weirdly makes them more survivable, as they can retreat to safety even after being shot by both grunts and a tank cannon or a lone APC-A.
That game looks sick
Is that a game you are working on?
👀
I think that the text only system you had going for you was good. Personally, I don’t like AI voices.
do i hear flomothrower?
The unit that's only useful in hedgerows :3
Sorry it was outdated
Or they makes it return to the main game update
No way owls using music that are not related to NiC?
to be honest
SMG need to cost 30 tix
and
CW NEED TO REMOVE SCOUTING PERK
god dammit
Hey the Heavy tank cw is only worth it for the canon and the scouting perk
And the smg squads grenades should stay the same but 4 turns cooldown and the smg should have a bigger damage range like i mean 16-9 x4 stat
For balancing the riflemen should have 2 tile range attack
@Benneth12 the scouting range is too much
heres the thing about assault rifles, normal rifles such as the riflemen's rifles are alot more accurate because its basically a DMR (designated marksmen rifle), assault rifles if shot at a fairly large range its going to be INACCURATE because of spread, loss of velocity in the bullets dealing less damage, which is accurate to real life, a DMR (like the riflemen's rifle) much more accurate because its DESIGNED for accuracy without sacrificing firerate, they just made things alot more accurate to real life combat
m1 garand has max effetcive range of 500 yards. m16a2 has max range (for point targets) is 550 yards. if anything, it should be the same.
One was “effective range” another was “max range”
@Korrila anything above 500 yards is hard to hit for a garand, but you can technically shoot past 800 or 1000. m16 is still accurate enough for area targets until 800. .30-06 does hit harder than 5.56 though.
we will NOT be playing legacy fruit collector✌️😭
Yes sir🎉🎉🎉
3:35
I care about tankette
Nobody asked by I just can say my opinion 🔥
buddy made us waited 2 months for a Single video, is bro turning into Buur wjo post monthly videos now?
god damn i hate ai voices, i tought you did a voice reveal randomly
Well I tried to, but it sounded terribly that video was completly unwatchable to me
Fair enough
Is this supposed to be a Joke?
no it was for real in public test server
@KingOfOwls23 i remember trying it out yeah its real
@KingOfOwls23 Whats with the super cringe and ironic-sounding ai voiceover then?
@@meepmerp6935 why are you so mad