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报告翻译问题








[Guastatory] after feedback: Strong with a balanced price to avoid being recruited in an abusive manner and beatable by "infantry that shoots from afar/machine gun/sniper or anti-infantry tank," one at the beginning of the game, and a second in the mid/end game, perfect!
[flammenkanone] Very good idea! Strong but needs to be protected by anti-tank units, easily destructible with a limited firing angle, which makes it balanced, perfect!
[alptraum panzer]: Has a flamethrower, which is consistent with the faction's specificity and, above all, is resistant, something that was missing from the list of units, perfect!
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Bugs:
[alptraum panzer], cannot be ordered to target an enemy unit or building and only attacks when facing them.
[armeeateilung steiner]: does not have a movement speed bonus with its passive and moves at the same speed as other units. Currently, it doesn't really have any interest in being played and recruited, too weak and useless.
[Besaglieri squad]: does not have a movement speed bonus with its passive and moves at the same speed as other units. Cannot enter the 250 light carrier vehicle.
[Panzerjager 1]: barely hits these targets, translation error "anti-infantry"?
[Supply bunker]: Has a passive "fortified position combat bonus" but cannot have a unit inside.
[Flak half-track]: seems to have difficulty receiving orders to fire when he has his back or when he has to turn his cannon, has a strange delay before firing.
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Suggestions:
[obelisk of hope]: Less expensive than the medic station while healing just as much and providing additional bonuses (leadership, signal detection, munitions delivery, and the last one "intel disruption beacon" which I find too powerful and especially removes the interest in playing the "battlefield espionage battle group" which doesn't have much going for it).
[defensive tower]: The building is too resistant, even with ten infantry units and three tanks around it for 5 minutes, it doesn't get destroyed. It stops the bots from focusing on it even when it's empty (the tower is not considered a neutral building), and since it's extremely hard to destroy, it makes the bots stupid. Making the units inside invincible (due to the height is a good idea) but the building itself should be destructible by a significant force (explosives or tanks), which would make it strategically interesting in the early game, and leave room and interest for bunkers in the mid or late game.
[sonderverband 288]: This battlegroup "battlefield espionage battle group" is more difficult to manage and struggles to have an impact compared to the others. This unit costs far too much for what it brings.(comparative example:"sonderverband 288" 600 Manpower,"Generalfeldmarschal Erwin rommel" 700 Manpower). If the unit dies, the skills gained related to this unit are useless, and the waiting time (10 minutes) is ridiculously long. The unit is the center of the battlegroup's gameplay, which makes it unplayable at the beginning of the game since we end up with a unit that is far too expensive for what it offers.
500/450 Manpower would be more reasonable with a 5-minute wait time so it doesn't get spammed whether it dies or not. Remove the anti-tank rifle (it doesn't add much on its own) to maintain the interest in recruiting anti-tank units and focus on precision rifles (not snipers) to be effective against infantry at medium or long range and push the opponent back or force them to come towards us, which aligns with the battlegroup gameplay of ambush.
[Field Marshal Erwin Rommel]: Too fast (unrealistic compared to other tanks in terms of maneuverability), and visually resembles a light tank even though it is equivalent (even stronger) to a "medium panzer" in terms of armor and firepower. (main cannon).Resists against multiple tanks, very versatile, penetrates the armor of most vehicles, and is devastating against infantry (with its skills), the fact that it doesn't even cost 40 fuel gives it too significant an impact in the early game, as it doesn't delay the construction of other buildings.(fuel).
In the "Italian Combined Arms Battlegroup," the unit costs only 1 command point to unlock (which is not balanced for the early game), and additionally, the battlegroup doesn't need many command points to have all the abilities, which is unfortunate compared to others.(example: in the "Italian infantry battlegroup" it costs 5 skill points).
[Carro Armato M13/40 light tank]:
I can't see the point of this unit because of its questionable effectiveness and its cost, compared to the "Stug III D assault gun" which is effective and can increase its range against infantry with a higher armor, or the "Marder 3 tank destroyer" with more penetration and range. The "carro armato m13/40 light tank" struggles to destroy light tanks even in groups. Despite the improvement at the HQ to increase penetration by 25% and its skill to increase penetration. (costs too much, 45 of ammunition which also makes it a resource sink).
Has good damage against infantry, but its fragility and cost make it unappealing to choose for what it brings and its price compared to its survivability and the effectiveness of other units available to the faction against infantry or tanks. Its only strength is its speed, despite these bonuses that don't seem to work.(example: American light tank about 250 Manpower and 25/35 fuel compared to this unit which costs 320 and 60 fuel, equivalent to a medium tank, way too expensive for a light tank with such low damage).
Panzerjager 1: "Currently" Why buy it? What does it bring compared to other vehicles? Not the range of the weapon, not the maneuverability (can't turn the cannon) or the speed, not the firepower, not the resistance. Either it has nothing going for it, or it's bugged and not what it should be. The Marder 3 tank destroyer already fulfills the role of an effective anti-tank with long range at a low cost and the "Flakvierling half-track" is recruited from the first building constructed, destroys the air force and excels against infantry (it inflicts suppression). What does the “Panzerjager 1” bring? In my opinion, this is the question that must be asked.
[alptraum panzer]: This skill with an increase in speed is too much in my opinion for such an imposing and impactful tank because it already has good mobility with very high armor, as well as devastating firepower.(Or instead increase its base speed to 15%)
[Flak half-track]: This unit is a similar but less effective version than the "Flakvierling half-track"
which is a little faster and more maneuverable, with as much damage and inflicts "suppression" on the infantry. Its only strong point is its price, but it seems that it has difficulty reacting to shoot and turn its canon, currently he has no interest in being recruited. I find it visually it's a pity that he resembles the "Wehrmacht" faction with his gray color, a change in color which resembles the other units of the faction "afrikakorps" would be more appreciated.
[254 reconnaissance tractor]:I don't know if it's an error or if it's intentional, the unit is excessively expensive (800 munitions and 235 fuel) compare to the base game which is (240 manpower and 35 fuel ).If it is desired that it is not accessible in general, it could perhaps be interesting if it is unlockable for the "battlefield espionage battle group" instead of the skill "transfer depots" or "general Field Marshal Erwin Rommel" which goes well with the ambush gameplay and would make it more interesting to play it.
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Opinion on the faction:
Too much artillery or similar use (18 support gun team, IG 18 mechanized group, Bison Sturm Panzer, Stug III D assault gun, Semovente da 75/18 assault gun, Alptraum Panzer, Walking Stuka rocket launcher, and even a mortar bunker)
The Alptraum Panzer uses the rockets as a main gun. This is the only way i found to get stukka rockets on a tank. this however forces him to abide by the rules of the shooting range of the rockets. it cannot target units outside its firing range. The tank cannon acts more like a mg of a tank like a off gun. So it acts independently.
I have not found a way around this problem yet.
The speed bonuses did work actually. Latest updates broke the abilities. I dunno why Relic did this. Its really annoying. I havent found a replacement ability yet. The Steiner unit is pretty useless at the moment because of this.
Okay I see for the "Alptraum Panzer"! It remains a very good tank, it gives a little balance.
I will certainly continue to test other factions, I will keep you informed, do your best, good job ^^
Bugs:
[infantry section]: With all possible upgrades done, with or without weapons, it's impossible to access the "recon flare" and "forward observer artillery barrage" skills.
[Peek-a-boom F.heavy tank]: Supposed to have a passive "increases the rate of fire and speed of nearby infantry," I don't feel like it's working.
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Suggestions:
[BL5.5 Artillery emplacement]: In the base game, it is possible to build several, but with the mod, it is only possible to build one, like any artillery unit, infantry, vehicle, defensive buildings, which is a comprehensible choice (although it is not applied to all factions that can recruit several, and that is not logical).For the "Indian Artillery Battlegroup," it would be more beneficial with its "Artillery Saturation" ability if it were possible to build two of them. The only thing I find problematic is making this defensive construction available to the entire faction, which normally unlocks only in the "Indian artillery battlegroup," thus removing its appeal to play and rendering a skill useless. In this case, this skill needs to be replaced or made unique to this battlegroup again.
[Foot guards section]: 45 munitions to use the "staggered shot" skill and 35 munitions for the "light Gammon bomb" skill, a simple slowdown on a vehicle or a grenade is, in my opinion, too expensive for what it brings, 20 munitions would be more reasonable but not free either (45 munitions are worth bombing skills with just 2 units of this type, way too expensive for what it brings).Some units don't even need munitions with a negligible cost to use their abilities, for example, the "angry mob" unit from the Afrikakorps faction only needs 1 munition to throw a Molotov cocktail, and they can spam it as well.
[infantry section]: Skills "recon flare" and "forward observer artillery barrage," which are a bit too expensive for what they provide.(we must not forget that several units using skills are a bottomless pit of ammunition, not to mention the additional weapon upgrades)25 munitions also seems more reasonable to me.(350 Manpower would be more consistent with the prices of bazookas in general since there are only two, but they are strong against infantry)
[Churchill tanks]: The Churchill tanks recruitable in the "heavy armor call-in center" deal less damage (main cannon) and have less armor than the "Churchill Black Prince," which is a good thing because it makes recruiting this unit more interesting. The Churchill tanks recruitable in the heavy armor call-in center ("Churchill IV heavy tank, Churchill Crocodile heavy tank, Command Churchill IV heavy tank") are, in my opinion, too similar and should be merged (the passive of the "Command Churchill" and the flamethrower of the "Crocodile Churchill" to create a single unit) to avoid duplicates of 3 similar units. and an idea that would be coherent would be for the "churchill black prince" to be the only one with the "critical repair" passive because it would be more likely to go to the front lines alone. Whereas if we merge those added by the mod, it will be a tank with slightly less firepower and armor (like currently) and will be more of a tank that tends to stay with the units around to boost them and thus will be easily repaired, which means it doesn't need this passive, creating a difference between these two units and increasing the interest in recruiting the "Churchill Black Prince" and conversely for the merged mod one that would boost the units, each having its utility and reason for being played. (560 manpower,120 fuel is a good price)
[Crusader II medium tank]: This tank is unnecessary because the "Valentine II medium tank" added by the mod is exactly the same unit but with better armor, a bit more HP, the same damage, and an additional "smoke canister" ability, all while being cheaper.
[Crusader III medium tank]: With its light armor and speed, this unit is designed to be used in groups; it gets eliminated very quickly and hardly has time to react (when there are multiple enemy anti-tank units) or any means to escape like smoke grenades. For an anti-tank unit, it's absurd that it has so little armor and survivability with such a high price.(70 fuel). The cost should be lowered (to 45 fuel) so that the loss of this unit is less economically severe and it can be recruited more easily, given that it doesn't deal damage to infantry and has a hard time surviving against tanks with armor or enemy anti-tank infantry.
[Peek-a-boom F.heavy tank]:I think we should remove this passive "increases the rate of fire and speed of nearby infantry" and leave it for the "merged Churchill" proposed as an idea. It's exactly the same unit as the "crusader medium tank," with the same speed and firepower, has the same passive "heroic charge" (which should be changed to a passive or ability that would better suit a heavy tank), but turns a bit slower, and above all, has a cost that currently doesn't make sense (400 manpower, 75 fuel). The "crusader medium tank" costs (300 manpower, 70 fuel) almost the same, which aligns with my suggestion to reduce the price of the "crusader III medium tank" to make the prices more coherent between the different tanks.(it should cost at least 85 fuel)
[M3 Grant medium tank / M4A1 Sherman medium tank]: The "M3 Grant medium tank" is a good unit, whether for infantry or against tanks with its two cannons (with its "steady assault" ability), but a bit expensive for what it is as a "medium tank" (360 Manpower 90 fuel), (and it also needs to be unlocked by purchasing the upgrade that costs 125 Manpower, 50 fuel unlike the "M4A1 Sherman medium tank"), (330 manpower, 65 fuel for the "M3 Grant medium tank" would be consistent with its effectiveness and the prices of other tanks).
The "M4A1 Sherman medium tank" doesn't add much to the unit list or compared to the "M3 Grant medium tank," and for me, it's too much (too similar and less effective despite its slightly higher armor) and should be removed to avoid unnecessary duplicates.(or radically change it so that there is an interest in recruiting it)
[Matilda II heavy tank]: I'm not quite sure what to think of this unit, it has almost the same cost and almost as much armor as a Churchill tank, maybe changing its active ability and its passive would allow it to stand out from the similar "Churchill" tanks added by the mod.
[Heavy armor battlegroup]: The mod adds "Churchill" tanks and the "Heavy armor call-in centre" which repairs vehicles, available to everyone, making the unlockable skills "unlock Churchill IV heavy tank production" and "forward repair assembly" useless. These skills should be replaced so that this battlegroup is interesting to play and playable.
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Opinion on the faction:
Too many duplicate tank units that don't differ in their use to the point that it becomes messy.