Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Auto Medic-AA-Artillery & Weather Switch
Balancing issues
I really like this mod and play exclusively with it. It enriches the gameplay enormously, especially with regard to aircraft defense. In my opinion, the new AI Arty feature ruins the balance. It makes the game too easy. All you have to do is move your artillery forward, activate the AI mode and the arty bombs all capture zones until you can safely take them. Since no ammunition is consumed, you don't have to worry about that either. You don't have to worry about reconnaissance either, because the arty also shoots into the fog of war and only stops when everything is actually dead. The enemy arty does not have the same abilities and is powerless. The AI has no counterplay whatsoever.

I suggest you give the enemy arty the same ability and maybe unlimited range to get the player out of the comfort zone. The enemy arty should prioritize the player's arty to mimic Counter Battery Fire. Currently, the enemy arty is far too harmless due to the AI's poor macro, inability to attack suspected enemy positions without direct line of sight, and miserable target selection.
< >
Showing 1-9 of 9 comments
Nikral晓杉同学  [developer] 1 Jan, 2024 @ 6:43pm 
Hello, thank you for your support and feedback.:happy_yeti:
The AI Arty feature is indeed imbalanced for enemy AI. When this feature was first implemented, enemy AI also had the same thing. But then came complaints from players. At that time, I not only had complaints on workshop, but also on other platforms, and I may have received nearly 8 in total.
Moreover, I personally feel that the difficulty setting of GOH SP mode is too high. It's not about how smart the enemy is, but the great advantage of enemy in terms of numbers and equipment. And, due to the troublesome of this game, I ultimately decided to disable the AI's artillery feature to reduce the burden on players.
I understand your demand for enemy AI artillery. Perhaps I can add more reasonable mechanisms for them, but it may not be the same as the player's. I don't want to receive complaints from players anymore.:steamfacepalm:
Perhaps i can let enemy art only attack the units detected by their infantry, without seeing through the FOW or exceeding their range. Is this OK?
Nikral晓杉同学  [developer] 1 Jan, 2024 @ 6:47pm 
Btw, my proposal may not be implemented due to busy work or other reasons, I cannot guarantee it.
JohnMarrington 2 Jan, 2024 @ 7:34am 
Thank you very much for your quick reply and the explanations. The problem with the AI is also that it is not capable of reasonable reconnaissance and all infantry always just run into fire and die. I therefore doubt whether it would help to make the AI Arty dependent on reconnaissance.

Maybe it would be possible to release a hardcore version of this mod that gives the AI the same arty function as is currently implemented for the player.

I'm not a modder myself and can't judge how to make the enemy arty more dangerous. It is not dangerous at the moment.
Nikral晓杉同学  [developer] 9 Jan, 2024 @ 6:32am 
maybe i can write the way to activate AI arty here, but i dont want to upload this version and keep updating it. sorry
If you don't mind, i will post the tutorial in a new discussion, and delete this. Is that ok?
or maybe record a video tutorial
Last edited by Nikral晓杉同学; 9 Jan, 2024 @ 6:33am
JohnMarrington 9 Jan, 2024 @ 8:47am 
of course thats okay. Thank you very much for your effort
JohnMarrington 20 Jan, 2024 @ 12:40am 
thank you very much
睡魔 3 Apr, 2024 @ 11:34am 
大佬 我不能留言 我用了增加射程的mod 能不能把火炮自动攻击距离设成1000?
Nikral晓杉同学  [developer] 3 Apr, 2024 @ 8:10pm 
Originally posted by Hallelujah:
大佬 我不能留言 我用了增加射程的mod 能不能把火炮自动攻击距离设成1000?
首先,我为什么不把自动榴弹炮距离搞得很远,是因为有些榴弹炮原版射程就只有360。如果距离搞大了,他就会一直瞄准远处的目标但是又打不出去。
有一个解决办法是,为不同射程的炮进行分类,每个类别对应一个脚本距离。但这无疑是增加工作量的,而且脚本太多会让帧数稍有下降。
你可以试试自己修改这个距离,打开resource/map.pak/map/nikral's trigger.mi,搜索360,有3个,把它们都改成你想要的距离。
< >
Showing 1-9 of 9 comments
Per page: 1530 50