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I think the implementation of CBs would make the game a lot more fair. Right now it's really ridiculous for countries to be able to declare war for no reason and betrayals are way too easy. This isn't a good experience for all in general. With CBs this can be eliminated as you won't suddenly get invaded by a country. In terms of how to generate CBs I've thought of 2 main ways, the first one would be in the case of an ally being attacked, and you get a wargoal on the country attacking you. The se…
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I’ve noticed that if you click on the aircraft on the carrier, sometimes a red arrow will show and if you order an order to the plane while it has the red arrow showing, it bugs out and turns into a convoy
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I suggest you buy hearts of iron IV
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Tho don’t u think that 15 percent is too little to be worth? Especially the big countries? U can’t core provinces. So for example I’m playing on pacific conquest, I’m North Dakota and my troops are at Hong Kong. Then why would I ship them back just to heal? Tbh if they removed it it wouldn’t impact the game in anyway. That’s why I think if they put emphasize more on healing instead of spamming 40 regiment stacks, the game would be a lot more fun to play and realistic
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Then I think this needs to be changed? Why would troops only in your own territory be supplied/replenished and healed. And people usually don’t care about this mechanic because producing troops is a lot easier than waiting for your troops to heal up. I guess then we should propose a change to this system. I think that emphasizing more on the produced troops themselves would be better than focusing on productions new ones to replace the old ones.
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And with road defenses/naval mines, a way to counter these would be to implement engineers/minesweepers. Maybe engineers can break enemy barbed wire and minesweepers can clear out mines? Like they can reduce the harm/effect on friendly units trespassing these territories. And I also don’t recommend putting naval mines right at the coast of provinces. It might be better if you can put those in the little black dots that link up the sea
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Actually a major nerf and balance for sea mines would also be the ability to damage friendly ships. Cuz first of all making sea mines ridiculously expensive isn’t realistic. I’d u make them more of a stalling device. Cheap to produce. And the next one would be how to implement it. I’d suggest using it like how fortifications do. You have levels and the more you upgrade them the more damage they do. But they same applies the friendly ships. Would that be a good system? I’m free to suggestions
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Hmm well that obviously can but it’s gonna be hard for them to implement. Like it’s gonna be sort of frustrating in the long run. You’d literally have to name every single unit you produce, merge or split. Maybe if they can add a function to enable custom naming or disable it then it’d be great. Also they’d need to add a line in the TOS stating that no offensive language blah blah blah lol
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Field hospitals. Basically if there’s a unit in the province which has a field hospital it regains 3-5% of its morale every hour. Tho healing would be reduced to 1-2% per hour if the unit was fighting in the province. These things can be cheaper than dockyards but more expensive than barracks. And they should come in maybe 1-2 levels cuz you won’t want op field hospitals to heal ur troops in 6 hours
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Edit: I’d also like to add in infantry support tanks in the support class. They act the same as support anti tank/anti air. Basically also give the troops in the division/regiment 20% bonus against armor and 40% bonus against infantry. (Maybe just transform the whole light tank research tree into infantry support tanks in the support class)
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Well yes but if you want to be more accurate might as well change up the manpower cost of the units as that basically represents what kind of battalion/regiment/division they are. Like you can’t stack up 10 anti tank battalions and call it a division. One of these only has 600 manpower and 6000 troops are only 2 regiments. It’ll be better if they changed up the manpower first
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Hmm yes but what I’m saying isn’t just limited to name changes. I did see your thread and it is a good idea to change the names of it. But what I’m saying is completely altering the use of these battalions as now they act as a support role in a regiment/division because if they are alone then they are simply just a normal battalion but only a little better at countering armor/air units
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So I’ve had this problem where if you put a anti air battalion together with a infantry regiment it becomes an anti air regiment, which obviously is unrealistic. So I’m proposing a change to change anti air and anti tank units into support companies. Basically these class of units act the same as they did before, but with reduced stats, like maybe lvl1 anti tank defense against armor would be decreased to 3.5 or 3. But the benefit they would bring would be that they’d give the same units in the …