I love to play Heros & Generals (H&G), and it seems to be a similar game to this. But there are so many critical problems with that game in regards to balancing issues, which has led me to hold a large disdane towards the developers (Reto) for some of the late arriving fixes for some of the massive, most complained about issues.
I sincerely hope the developers for this game go on H&G's forum and play their game, to get a good sense of what NOT to do, which may include:
There's probably a lot more that I've missed, but here is just a few of the major problems I have found with H&G that I wish not to see in Traction Wars.
It's a pleasure to meet you! If you do everything right where H&G has done wrong, you're going to have yourself a customer!
I sincerely hope the developers for this game go on H&G's forum and play their game, to get a good sense of what NOT to do, which may include:
- Don't compromise historical accuracy to benefit another team. For the longest while, the German faction team had the worst tanks in that game. They were the weakest, the slowest and most ineffectual tanks ever. They were a joke, though not even funny enough to laugh at. The justification was because we (I am a German tanker on there), were 'just too powerful', and so they effectively made it so our tanks could be destroyed in two hits, whereas we had to exchange three in return (sometimes more) in order to destroy enemy tanks. This problem has only recently been addressed despite existing in the game for months.
- Please, please, PLEASE don't support wallet-warrior(ing) and pay-to-win. One massive pet peeve I have for H&G is the fact that you can join on day one, throw a couple hundred quid, euros, dollers, etc. at the game and get the best of everything. This results in bad players having good equipment, which is lost and looted by the enemy, and then turned on you. This also results in bad players having no appreciation for their assets. For instance, APCs on H&G act as dynamic spawn points. However, I often see players driving half-tracks on the roads, crashing them into capture points and abandoning them. They treat ACPs as though they were jeeps, without knowing that there's a scarce number of APCs available for your team. They get wasted and the team is made worse because of it.
- Sticky grenades and motorbikes. God damn, this one is very personal. Lately, it's becoming more commonplace to find players riding motorbikes at epic speeds, jumping off, throwing three sticky grenades and completely demolishing a King Tiger, or any other kind of tank. Sticky grenades on H&G are seriously, SERIOUSLY overpowered, which is really depressing. Tanks on H&G are exceptionally slower than they should be, namely the Germans. Hell, the Soviets had the fastest tanks (as they did in reality), up until there was an overwhelming call to bring the Soviet and Allied tanks down to the German level. They still remain faster than ours, but the reduction in their overall capabilities is a benefit, and almost every German tanker will attest to this. (Back on point.) Sticky grenades have yet to be addressed in H&G, and I don't expect it to be, or at least not in a timely manner. There seems to be a greater calling for this weapon to get nerfed (and I hope it does), though in the mean time, don't introduce AT weapons like H&G does. Balance them out from day 1.
There's probably a lot more that I've missed, but here is just a few of the major problems I have found with H&G that I wish not to see in Traction Wars.
It's a pleasure to meet you! If you do everything right where H&G has done wrong, you're going to have yourself a customer!
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