It takes courage to run a company, good luck and best wish!
Just wondering did you design the circuit? just curious, because i am an electrical engineer, if you can design circuit for Tune box, basically you can design circuit for almost any electric equipment, for instance, Digital signal processing, control system stability, power system equipment, etc.
I would suggest not just focus on Tune Box, but any electrical stuff can make a change of human life style, however, this is just my personal opinion, Good luck, Symbiosis and your Tune Box as well. |
General:
1.Please display support weapon health bar.
2.Avoid map only has no open area, for instance, Starlingrad, a good map will contain most of the good elements, close range combat, open ground for armor movement,etc. that map makes player extremely hard to control their armor unit.
3. why call-in should not cost fuel? remember, call in unit doesnt need anytime to produce, if i can spend most of fuel just for call in unit, why i bother spend additional fuel for tier building, this makes tier building less important in the game, i would suggest increase the manpower cost of call-in unit, but reduce the fuel cost. the whole point of tier building is:
you spend fuel, you can spend less manpower.
but call-in unit with fuel cost ruin this rule.
Soviet:
1. conscript is okay now, but early-game penal flame thrower spam should be looked at, Grenadier has to wait for phase 1 to get MG, six-man squad SVT rifle plus flamer thrower makes them quite powerful in early game, the penal manpower cost should be higher, around 320, i suggest.
2. Soviet mine is quite frustrating, sometimes wipe out whole squad, make soviet mine like Vcoh, it will only reduce the health of full health squad but kill solider when the squad is low health.
3. Soviet sniper range should be decreased,only 80% of german sniper range, two-men squad already increase its survivability, makes it very hard to counter thorough out the game, German player never use sniper to counter sniper because same cost, same range, but only only man.
4. ISU-152 range should be decreased, but increase its rotating speed, this long range assault gun just can see too far.
5. KV-8 sometimes kill infantry instantly, sometimes do little damage, my suggestion is KV-8 will reduce the health of squad first, the entity of that squad takes the damage evenly until the health reduce a certain level, solider will die.
German:
1.Grenadier can fight well when in cover, but panzergrenadier is the least cost-efficient unit now, it deserves same armor like shock troop.
2.Panzerfaust range should be increased a little bit,.
3.Tiger killing infantry quite effectively, it will wipe out squad in couple of shots, i am not quite sure how to fix that, because tiger is quite expensive, allow tiger to switch between HE and AP round?
4. reduce the range of elephant as well, elephant deserves some Anti-infantry ability, it is a quite huge investment, comparing with ISU-152 which can both counter armor and infantry.
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while the german can have two stugs, can both support infantry and tank battle, it can kill infantry and tank quite effectively, and soviet just have one su-85 can kill infantry depends on luck, in one match, my su-85 have zero infantry kill and the other got 12 kills, the relic idea's reduce stug cost and health but increase its AI and AT, okay, do that with su-85 as well, because, you get a Katushkas or su-76 as a choice, you wont get su-85, makes you almost impossible against german armor if you go T1 |