Its been a while since we had a thread about Syrian Warfare/Terminator RTS/Front Edge devs so i figured i will post some news granted there are some and we will be expecting something to release soon.
First of all a recent interview from 4 months ago. Youtube upload has been deleted so we are left with vk video.https://vk.com/video-171868288_456243437key takeaways:>working with government is painful. You have a veteran and an official in the same room, veteran tells you how it went down, official tells you to remove “uncomfortable” moments. However, without those bad moments you’re left with a bland story that has no soul. It went to absurd levels when during development they were told not to show tank shooting in buildings, even if there are enemies inside because thats not how Russian forces operate>once again confirmed the morale meme that if implemented will send devs to gulag because that would risk discriminating Russian forces>Syrian warfare would NOT have been possible if they had asked for government sponsorship like they did with Front Edge. It was too indirect, following a story of some cop and Russian forces appeared only in the 3rd mission and only in the second half. He notes how nobody would play this and even recalls a streamer who started playing by saying “i know this is Russian propaganda but lets have a look” who ended up playing through all missions and DLCs>Steam release is under a big question. On top of 30% commission, you have a local sales tax, terrible conversion rate and then you are under mercy of a company who operates in USA and in case of problems or delisting (like in the case of Syrian Warfare for a month), it has to be settled in court of Washington. They are hoping to go the way of Atomic Heart>other conflicts involving Russia are not likely - if they will make a game based on Nagorno Karabkh conflict, nobody will buy it and they have no resources for other ones>dev team expanded thanks to Front Edge - from 10 to 17 people
Well, friends. Our extended silence—caused by some uncertainty in our plans—has finally come to an end.Yesterday (June 10), the Internet Development Institute (ANO "IRI") announced the winners of the national content creation competition!(https://xn--h1aax.xn--p1ai/news/itogi-konkursa-na-sozdanie-natsionalnogo-kontenta%202025/)Among the winners is our project with the working title "Front Edge: ZOV"."Front Edge: ZOV" is a real-time strategy game centered around key operations of the Special Military Operation (SMO).It’s the very single-player campaign players have been asking us about for a long time. And in fact, this isn’t just one game—the title represents a whole series of projects. The first installment is coming sooner than you might expect.So it’s time to get back to regularly posting updates, dev diaries, and generally delighting you with quality content.We know the main question that’s going to come up, so let’s answer it right away:No, we are not abandoning the original Front Edge project. Both games run on the same engine, and Front Edge will continue its development toward commercial release in parallel with the single-player-focused titles.Starting next week, we’ll begin revealing what we’ve been working on all this time—and what new mechanics and features will be coming to our games!
Hello everyone!As promised, we're starting to lift the veil on what we've been working on over the past—quite significant—period of time.We’ve continued development of the Front Edge engine and all related projects.Before we dive into the details, let’s address the big question right away:There won’t be any updates for Front Edge for a while.The first story-driven single-player game built on the engine will be released first, and only after that will the original game receive an update.Why? Because we haven’t just reworked a lot—we’ve reworked a massive amount.A huge number of new features and mechanics caused a significant increase in network data volume, which in turn led us to rework the netcode to reduce traffic and improve stability (and yes, we’re already seeing very positive results).As a result, by the time the next update drops, it’ll basically be like downloading a whole new game:the code, data, object models—everything has changed. We’ll also have to rework the original maps to support the new mechanics, and so on.We’ll go into more detail on that later. For now, let’s talk about some of the gameplay mechanics—and these are nothing short of tectonic shifts.We’ve done a major overhaul of infantry behavior to make squad actions on the battlefield feel more intelligent, more dynamic, and to give players greater tactical control and flexibility.Let’s be honest: currently, infantry only poses a real threat if they’re holed up in a strong building.Encounters in open fields, forests, or even urban streets typically end badly for them.But now—that’s all about to change.We’ve introduced dynamic cover to the game.Cover is now automatically generated behind any object that a soldier could reasonably use to shield themselves from enemy fire: thick tree trunks, stacked concrete slabs, sandbag barricades, the wreckage of burned-out vehicles—you name it.(1/3)
In the map editor, you can now auto-generate cover for eligible objects. In some cases, you can manually place cover independently of objects (like in ditches or craters).Cover comes in different types: light, medium, and heavy.Each cover type stores info about what firing stance is allowed behind it—some will have infantry go prone, others crouch, others stay standing.Deployable weapons (like MGs) can now be mounted on the cover object itself if possible—no more placing them on the bare ground every time.Cover also has a directional protection arc—if it’s destroyed or critically damaged, it ceases to offer protection.Infantry units not under direct command who come under fire will now do more than just go prone—they’ll actively seek the nearest cover in the direction the fire is coming from.And for units under your control:When you select a squad and hover the cursor over a cover object, it will be highlighted with a square (currently a placeholder yellow, not final).Nearby cover positions within a certain radius and in the same direction will also highlight automatically.Right-click, and the squad will sprint to the nearest available cover among those shown.If enough spots are available, the entire squad will take cover—not just the one soldier you hovered over.This allows for real tactical movement, like a "creeping advance through tree lines":you mark cover further and further ahead, give movement commands, and your troops leapfrog forward—rear units move while front ones provide cover.So yes, infantry life just got easier. Even without trenches, they can now dig in within forests or advance through urban streets by dashing between cover—just like in real combat.
In the attached screenshot:On the left, you can see what auto-generated cover looks like in the editor.In the center, a squad is selected and the player is hovering over cover (all nearby viable cover positions are highlighted).On the right, you see the result: our soldiers are tucked behind trees, ready to face an attack from the front.And that’s not all.Stay tuned—we’ll continue sharing updates about infantry mechanics in upcoming dev diaries.
>>2088788are their games any good
>>2088862they're the only ones doing this really detailed squad-based RTT set in the modern era and the systems and gameplay are quite solid
that's a lot of news but what's the game even like
>>2088862Their wargames are good, their cat games are bad.But cats are their passion, not war.
>>2088924if you thought MoW was too autistic but CoH too casual thats the game for you
Time to take the next step in the story of what's changing in our projects. Today, we're diving into updates to the game UI—because without covering this, it would be hard to move forward with explaining the logic rework.So, every UI starts with a layout. Don’t be alarmed by the abundance of open windows and placeholder text in the screenshot—this is normal for a mockup. The idea is to display as many UI elements as possible all at once to test how they visually interact: Do they overlap? Are they accessible? Is everything readable and usable? Of course, in the actual game, you likely won’t see this much clutter on screen.Also, keep in mind we’re building this interface for two different games at once—the networked Front Edge mode and the single-player campaign—so some windows will only appear in one or the other.Now, what changes can we spot?We won’t dive too deep into visual differences, but you’ve probably already noticed that unit and vehicle control buttons have moved to the bottom-center of the screen. Each button now has a label showing its hotkey (if one is assigned).You’ll also see that ability buttons are now visually emphasized. That’s because there will be a lot more abilities coming.But don’t worry—this doesn’t mean the game will turn into a micromanagement nightmare. Not at all! The goal is to give players more tactical tools and response options, not just the usual “move-and-shoot” commands.
>>2089057As you can see, above the unit control buttons there's a "dialogue window" used for story missions. These messages can be muted or skipped, and the entire window can be disabled in the settings if you prefer. All messages shown here will also be logged and accessible later in the message log. The game won’t pause when these dialogues are displayed.Let’s also take a closer look at the reinforcement panel in the top-left corner. Now, a drop zone is preselected for calling in units, and you can switch between zones freely. Once the zone is selected, you can call in a tank or infantry unit in just two clicks (previously it took four!).Also, when selecting a reinforcement, you’ll now see detailed information about the unit or vehicle before deployment. And yes—this is going to be a heavily used feature. Why?We’ll explain that in a future devlog.Now let’s move down to the bottom-left corner.Alongside the familiar panel showing unit or vehicle info, you’ll notice a key change: instead of just showing ammo calibers, the UI now displays the weapon itself, with its assigned ammunition listed underneath.We’ll explain the reasons behind this change in more detail later—but for now, just note this important point: previously, a squad couldn’t carry two weapons using the same caliber. For example, if your soldiers had 5.45mm assault rifles, your squad’s machine gun would have to be 7.62mm—there was no way around it.Now that limitation is gone. You can easily equip multiple weapons using the same type of ammo.For example: both the AK-74M and RPK-74 can now be used in the same squad, sharing 5.45mm rounds.
>>2089060Finally, let’s quickly scan the right side of the screen:At the top, the unit list is now split into two sections: infantry and vehicles.Below that are the mission objectives. Clicking an objective will center the camera on the related area.Further down is the map, which is still missing a few buttons in this build.One is for opening the story message log (dialogues).Above the map are network interaction buttons—these are the “ping” tools, used to mark locations for allies: attack, defend, point of interest, etc.Next to the map is the combat log, which shows messages from your units. You can also click these to jump the camera to the location where the event occurred.So overall, we’ve taken a quick tour of the whole screen. As you can see, the UI windows now have that modern semi-transparent look, with a background blur effect underneath. It gives the entire interface a sense of visual lightness and polish.That’s all for today!Next time, we’ll dive into more of the new gameplay logic features—and trust us, there’s plenty to talk about.Stay tuned—it’s going to be interesting!
So a singleplayer Ukraine war game is coming first? I wonder where the missions will take place, one I am the most sure is gonna make it in is Mariupol but not sure about much else. I also assume they are keeping in the vehicle and infantry upgrade systems from Terminator for stuff like slat armor, granade launchers and the like.
>>2092733>So a singleplayer Ukraine war game is coming first?You mean either that or Terminator DLC? From the dev blogs it seems DLC will come sooner as it looks a lot more ready but don’t quote me on that.
>>2092733As for missions, in the interview dev mentioned multiple times a Kiev operation so I am positive about some form of battle for Kiev
>>2093689From the post I got that it's Front Edge that is supposed to come out, then multiplayer FE version.
I am looking at the game files of FE and I wish I could extract them since its just a renamed zip to pak but faggot devs passworded it. There are some voice lines including unique situations such as when tank crew is in a foreign tank and unit stats that I want to look at. The problem is though is that you can SEE all the files and somehow for terminator password got leaked. I asked the devs for password but faggots deleted my message. I will ask the guy who posted terminator password for method on how he got it (through memory? since game accesses the file it needs the password)
>>2094496>There are some voice lines including unique situations such as when tank crew is in a foreign tankThis was actually a feature in Terminator. If you had your crews use Integrator vehicles you would get unique voice lines.
>>2093698In past they posted screen with Antonov airport so my guess is that whole VDV air assault and battles for Irpin, Bucha etc. Of course with either blaming Ukraine for killings in Bucha or nothing about it at all. And the ending of this campaign will be probably copeout that they retreat because there are peace talks in Istanbul.
>>2094560I don't think you can make a good campaign out of getting mercilessly slaughtered multiple times after landing and then holding your position for a month doing jackshit until order to retreat comes because command finally figured out that you can't capture capital with such a small force and also because news articles about russia steamrolling Ukraine in just a week or two got leaked
Glad to see that the game is still alive, I was sure it got cancelled and the developers sent in a storm unitKinda of a bummer that they are releasing another game first, I would have liked better if it was a single game with a campaign and multiplayer, I wouldn't even mind if it was a DLC
>>2088814>>2088818>>2088818>>2088819>>2088821>>2089057>>2089060Where are these updates from? VK?
>>2094735>don't think you can make a good campaign out of getting mercilessly slaughtered multiple times after landing and then holding your position for a month doing jackshit until order to retreat comes because command finally figured out that you can't capture capital with such a small forcebut enough about the Krynki "bridgehead"
>>2097029>krynki>capitalIt seems that krokodil has rotted your brain entirely
>>2097030>implying implicationsUkraine obviously wanted the krynki shitfest to make it to Sevastopol. But do get butthurt about a joke, every Russian adjacent thread needs you chimping out.
>>2097043I am implying that you are dumb nigger, again >krynki>capital
>>2096960VK and d*iscord.They've stopped posting updates on "english" section ever since steam version became on hold so I've taken the liberty of running the posts through ai and proof reading it real quick.They also have telegram.
>>2097080lol seethe faggot. irony stings.
>>2097756We know, just two more weeks and its over for jewkraine, maybe after they can make sequel to Syrian Warfare right? that went well
>>2097839>that went wellYeah it did. It's a good game that catapulted the studio into relevancy.
>>2097839Impressive. Very nice. Now let's see Ukrainian cemeteries.
>>2097134Ok but when will they allow Front to Cum?>>2097871Keep it quite latinx, your favorite local micro something is losing 6 to1Although i do wonder if Kadyrov and SHAIGU are going to start civil war when Sobchak's personal luggage carrier finally expires
>>2094496Success! Managed to remove the password by getting keys with bkcrack.Found the VO of tank crews in foreign tanks, so i am happy.I’ve uploaded all of the voices in case anyone is interested.https://www.mediafire com/file/8l57bn8tacdf31r/voices.zip/fileIf there is need for entire game archive with gun sounds, textures animations etc i can upload that separately.
>>2097871nah you post them rajeesh
>>2098160Go for it, i want to see what's inside
>>2098491https://drive.google com/file/d/1SUsyRswvPKgSRn9QKxw9LRvtSV30O9od/view?usp=drive_linkHere.Note there are 17 separate patches pak files so patched in files won’t be included. I lack the autism to get the password from them.
>>2098524Would you be so kind as to unlock the file, i don't want to ask for permission
>>2098537My bad, try now
>>2098540Thanks
Syrian Warfare is on sale right now, thinking of picking it up. Are the DLCs worth buying?
>>2100192Yes so you can live out the glory days before it was all over
>>2100192Return to Palmyra is great, it has some great missions. Battlefields ones are OK but the final one is top tier last stand.
Welp, Uprising DLC for terminator coming the 29th july I will definitely try the game now. again
I liked the base game and legion DLC, but I just realize that you can only play the Resistance in Uprising?! What the fuck? I thought the Resistance will have an actual story in the sandbox and that you can play the others just as map painting. gay.
>>2104634You can't recruit units from other factions? I thought that was one of their selling points.
Morale and suppression are being added to Front Edge. Shellshocked squads wll be a thing.Devblog incoming.RIP devs for discrediting Russian Forces.
#DevDiariesHey everyone!We’re back with more insights into our new mechanics—and today’s topic is Morale.Yes, that morale—one that has sparked many design debates internally. But in the end, we decided it was worth doing. Why? Because infantry shouldn’t behave like mindless bots that follow orders no matter what. We want players to feel what it means to make a bad call—like ordering a frontal assault straight into fortified positions.From now on, every soldier in the game has a Morale stat—referred to in-game as Combat Spirit. This value is summed up at the squad level, and it’s affected by another key stat: Stability.Stability determines how quickly morale drops under external stress. For example, a squad with high morale but low stability might still break and run quickly when under artillery fire. On the other hand, high stability helps squads hold the line longer, even under pressure. But stability is not permanent—it can degrade based on what the squad experiences.Morale can recover over time, but stability, once shaken, won’t return to its original level.That said, both morale and stability can be reinforced by sergeants, command vehicles, or command squads. Morale also regenerates slowly if you pull units back behind the front line and give them time to rest.Morale directly affects the state a squad might fall into during combat. These include conditions like “Suppressed” or “Pinned”—triggered by enemy actions or specific weapon effects.Certain weapons now have a “suppression” trait, and depending on a squad’s morale, they may enter a suppressed state when targeted. The lower the morale, the higher the chance of being affected.There are plenty of events that can impact morale, but the main one is, of course, taking fire. Even if a squad isn’t taking direct hits, prolonged exposure to fire with low stability can cause morale to drop. If things go badly, the squad may abandon their position and retreat.(1/2)
To help you track this in real time:A floating label appears above the squad when a morale state is triggered.An icon also appears near the squad’s HUD element and stays as long as they remain in that state.For player-controlled squads, full morale info is shown in the unit panel UI.So now you really want to think twice before ordering a frontal assault on a fortified building. It might end with your squad getting pinned halfway there—and then just breaking and fleeing.Squads now differ not just in their weapons or roles, but also in their combat resilience—defined by Morale and Stability.Think we’re done talking about infantry mechanics?Not even close.There’s plenty more coming in the next entry of our dev diaries.(2/2)
Nice knowing the devs
>>2106549>>2106547I wonder if they'll plan to do an english translation
>>2107304according to devs "[it] is planned"
>>2088788The new Terminator DLC released today btwhttps://store.steampowered.com/app/3650450/Terminator_Dark_Fate__Defiance_Uprising/has anyone played it yet?
>>2106545Where did they discredit the armed forces?
>>2107682By giving Russian troops morale stat lowering of which might cause units to retreat or hunker down on their own, and as we all know russian soldiers are unstoppable terminators who can't be defeated and never retreat
>>2088811>>Syrian warfare would NOT have been possible if they had asked for government sponsorshipWait does this mean that Syrian warfare was the real passion project and the cat games were something they reluctantly did to fund their their dream game?
>>2107733>who can't be defeated and never retreatThey only fertilize soil and show gestures of free will
>>2107734Cat games are love. Controversial RTSes are passion.
So how is the new Terminator DLC? I will give it a try as soon as I finish Term 2 and Dark Fate to get with the times since I still have hard time with Skynet and Legion confusion
I've played it for a bit. It's quite good and what I expected, EXCEPT for the fact you can only play the Founders. Well, technically you can ally with the Integrators unlocking their roster, and movement are your allies anyway. However I hope they expand the map and factions so you can play Legion. A possibility would just be a reverse scenario where the Founders have captured the area and you play a Legion force sent to reclaim it.I see that people have been massively seething about the difficulty. It's literally the same combat since Syrian Warfare. Snipers, ATGMs, Artillery and Heavy armor used for sniping are kings.I do agree that this needs to be played with quicksaves if you want to remain sane though, Syrian Warfare/Terminator just loves to pull tricks on you and without savescumming some engagements it would just be too tedious. However, the gameplay has always been like this so I don't know why people are so mad right now.
>>2110323Does it have any unique battles or is it just skirmish maps? Unique as in something like Dark Crusade base assaults.
>>2110379It has unique sectors and I'm fairly sure it does have unique engagements as well. Don't believe me though, I'm only a hour in.Judging by the things I've seen there are many variables and it's not only a set of skirimish maps. For example, I passed some days to see what happens and the Integrators contacted me to help them with Supplies, which probably starts the arc to ally with them. I've also read on the Forums that you can help the Movement out somehow to unlock a10 strikes in some missions. They did release a post release dev blog explaining some things.https://steamcommunity.com/app/1839950/discussions/0/599659549028383596/
>>2107734Duh, Cats who play is a reformed GFI Russia who have a history of making B strategy games.
First SP campaign coming out in october.
The Day Has Come!“Cats who play” Studio, with the support of the Internet Development Institute (ANO "IRI"), proudly presents a new real-time strategy game — Gostomel Heroes.This is the first entry in the single-player game series Front Edge: ZOV, focused on key operations of the Special Military Operation (SMO). The storyline is based on events from the early stages of the SMO.Players will take part in the legendary airborne operation in Gostomel, located in the Kiev region, in February 2022. Over the next five missions, they will participate in pivotal moments involving the Russian Airborne Forces in the Kiev region during March 2022.The developers have aimed for maximum realism (within the limits of gameplay mechanics). The production process involved reviewing hundreds of hours of footage from surveillance cameras, soldier bodycams, and news reports; studying thousands of documents and photographs; and conducting interviews and surveys with participants of the operation.Release Date: October 2025The game is already available to wishlist on VK Play:https://vkplay.ru/play/game/gostomel-heroes
Key Features:No health bars for vehicles — damage is calculated module by module, factoring in armor protection and impact force. Damage affects the functionality of each vehicle component.Enhanced cover system — significantly increases infantry survivability and adds depth to tactical flanking maneuvers.Simulated physical and moral condition of soldiers — combat performance depends on both. Units need to be rotated for resupply and rest.Realistic military logistics — equipment and ammunition must be replenished. Units cut off from supply lines may be lost entirely.Physics-based destruction — buildings and structures can be destroyed not just visually, but functionally, affecting mission tactics—especially in urban combat.Experience system — soldiers and vehicle crews gain experience, improving their combat effectiveness over time.Strike group management — players choose which units and vehicles to bring into the next mission, forming a core strike group.Between-mission customization — upgrade vehicles, equip soldiers, and swap out infantry weapons before deploying.Enemy equipment can be captured and used — use the battlefield to your advantage.Tactical variety — smoke grenades, airstrikes, artillery support, building assaults, recon drones, and large UAVs. The game reflects realistic military tactics from early 2022.
About the Series: Front Edge: ZOVThe Front Edge: ZOV series will consist of four titles, with the final release expected in the second half of 2027.In addition to the battle for Gostomel Airport, future titles will cover:The liberation of Mariupol (2022)The defense of Zaporozhye during the Ukrainian counteroffensive (2023)The events in the Kursk region (2024–2025)Each entry in the series will continue to evolve the core mechanics of the first game, while telling a new story based on documented combat operations. The series aims to provide players with a focused, tactical experience grounded in real-world scenarios, with a heavy emphasis on unit management, logistics, and battlefield decision-making.Stay tuned for further updates as we approach the October 2025 release.
When asked about steam release :"We will give additional information about the nearest time regarding the release on Steam"
>>2112716>Players will take part in the legendary airborne operation in Gostomel, located in the Kiev region, in February 2022.So, being hit by artillery, waiting for ground reinforcements that never arrive, and being hunted like dogs by civilians?
>>2112776No this is based on the historical event from 3 years ago. Please read carefully.
>>2113318>>21133183 years ago, legendary VEH-DEH-VEH landed on Hostomel just to get slaughtered multiple times, and when they managed to hold on the position, they were constantly hit by artillery, waiting for ground reinforcements that never arrived, and were hunted like dogs by civilians
>>2113324Please educate yourself and read a history book.
>>2113324Not a single thing you said was even remotely correct. Which is impressive because even if you were an AI chatbot, you'd at least pull from wikipedia which doesn't corroborate anything you said.
I hope there are super units you can only field one of at a time, like bio-engineered mutant mercs for ukies and T-14 armata for russians
>>2113334>saar read da heestory buuk, do the needful
>>2113343So which historically accurate version you would prefer more, that they took airport and after month of constant shelling fucked off when it became obvious that their force is too small and there will be no ground reinforcements, or that they showed a gesture of good will and decided to not continue their operation for some reason
>>2113353They took the whole town you dumbass. Hostomel airport was shelled a few times initially but that stopped after they took the rest of the town. They used the airport for a FOB. They literally got ground reinforcements. If you're not even remotely familiar with the event, why are you trying to argue? Even just reading the two wikipedia articles would be enough. Ukraine claimed to retake the airport four times but none of those claims were substantiated.
>>2112721>MariupolKino is back on the menu boys.
Friends, since we’ve received many questions regarding the release of Gostomel Heroes on Steam, we’ve decided to respond with a general update.At this time, Steam has declined to publish the game’s store page. They have issued an additional requirement: we must first submit a playable build of the game for a full content review. Based on the results of that review, Valve will make a final decision on whether the game will be allowed on the platform.We are currently working on preparing this build. As soon as it’s ready, we will submit it to Valve and then wait for their decision.
>>2113368tbqh i would rather Bakhmut with Wagner but hopefully it will be dlc with the what-if scenario mission easter egg and a happy ending being a public one instead of a conspiracy theory
>>2113422It feels kind of surreal looking at it now and remembering I watched it all unfold 3 years ago.
Any anons who plays Front Edge here?I am going through sound files and seeing the following for each unit:>suppressed>panic>pinned downAre they in game or is this a placeholder for the morale mechanic that will be added to the game?
>>2113318>>2113334>>2113343So Russia is still holding Hostomel airport? Damn, somebody should tell the ukies
>>2113427I want a March on Moscow mission with Priggy
Are these retard still in Russia?
Man fuck FUCK terminator gameCampaign is such bullshit Playan on normal because fuck that and still I am getting filtered.First the second mission, where complete and utter bullshit with you juggling objectives all while monitoring multiple fronts. Or the fact you get spawnraped because fuck you. Lord forbid 4 tanks pass mission fails.Then the cartel.Good news, reinforcements came! Bad news, integrators are chilling outside and that means you will eat artillery.Fuck these gotcha moments so muchFuck the amount of micro I have to pullAnd fuck the pathfinding
>>2112776>seething this hardlmao
>>2116055>seething this hardI'm not the one making a fantasy version game of real-life events
Bridge mission was fun but losing vet units is painful. Now onto Nueva tortugaI also hate how I can’t pickup 2 laser snipers with a unit and thus leave 1 laser on the battlefield.The absolute autism at the end of mission though with cycling infantry to enter vehicles to grab all ammunition they can hold. Easily takes as much time as the mission itself.Also just realised picking up same weapon as the ones equipped replenishes its ammo so even more autism now.
I've beaten the game on hard and I have no idea why or how anyone would play this without savescumming.
>>2115989>>2116605Wait till you get to Oklahoma.>>2116665It is possible if you REALLY know what you are doing. I actually did that on Fort Worth once the stealth segment was over and only loaded one time because the heli was acting retarded and flew into spiders. You feel like a genius once everything starts falling into place and it certainly helped that I could saturate enemy artillery with HIMARS from Oklahoma.
>>2116690Supposedly savescumming is better in uprising dlc?
Finally beaten the final(?) cartel mission. Man this is such bullshit, legion cooperating with cartel. Don’t do frontal assault bro, go from behind bro.So i send a choppa to quickly get the engineers, since the whole mission i didn’t see enemy having AA capability, only to find out enemy has shit ton of AA there and even getting there with heli damaged, the niggas guarding the place killed it.So i quickload to previous autosave, move there with tank and 2 bradleys, having good time, barely get there within 15 minutes but all good. Then I have to quickly get rid of enemy flying units. Except they are guarded by rev 6 niggers. Who wreck vehicles with their bullshit lasers.Not sure how I could have tackled that other than bumrushing and eating lasers especially with time limit. At least I found a bradley replacement although its slower than the one I lost.
We are reaching levels of bullshit that shouldn’t be possible.Marauders are easy enough to deal with, its the micro holy shit. This is the first mission that I had to pause.I don’t have 50 hands, game. Yes its good I can access the reserves now but game, I CAN’T MICRO ALL OF THEM.Thanks Major for giving me trucks. I CAN’T FUCKING REFUEL WHILE MOUNTING OFFENSIVE.No doubt I am a strategelet but if there ever was a game in need of micro automation, it, this.
>>2116862Fun fact, Cartel tank has the elevation to shoot down helicopters.
>>2117300Okay I may have overreacted a bit. Turns out i can just give tank back and integrators won’t rape me
>>2117300Forth Worth is the hardest mission in the game. Let me know how fun you find that one if you reach it.I foolishly let all my armor die on my first try because I thought it's the final mission. Later I only managed to beat it by sacrificing 90% of my infantry and saving my vehicles. Was on Hard though.
>>2117300>>2117604I'm also convinced the game is meant to be played by failing enough to know what objectives you need to do and pre-positioning forces. This is a Syrian Warfare thing where it's basically impossible to do some of the side objectives if you're not preparing for them/know they're coming. The game also likes to throw them at you fast and hard, so you can't really take your time.
>>2117604>>2117607Man do I love saveloading.Luckily on medium it happens mostly when i try to rush objectives and then my IFV gets knocked downAll my hope is on conquest mode dlc, but reading reviews that AI just rushes you all the time is discouraging.
>>2116847Yes. Your units are much more expendable and you can call reinforcements at any time.
Vaga mission changed my mind about bulldozers. Everywhere on forums they are shat upon but my experience with them really made me respect them.On the eastern road, I sent>2 millitia>1 laser sniper>1 laser machinegun>1 rpgIn my experience, laser sniper wrecks light vehicles so lets wreck the bulldozer, pew pew.WRONG>bulldozer is carrying light platform, both have machinegun nests>snipers getting wreckedok i will pull them back and ambush with my rpgs and machinegunWRONG>tanks 4-5 rpg hits, continues firing>order everyone to fire at it, thats lasers and 6.8 cal on militias>tanks everything, wrecks my rpgs, machinegun and 1 militia>even ordered snipers to target specifically the gunner by clicking on his model>kills 2/3 snipers insteadTheir hugh mungus upkeep is the only thing keeping them from greatness. My bradleys don't tank as well as that bulldozer did.
The bulldozer that raped me
Meat grinderMy ass is ready
For now its fine. So far no reloads, pausing only to read dialogue because I can’t listen or read same time as commanding units, as well as check objective updatesAlmost lost my chopper during reinforcement wave but it only lost one of the teams inside. 100% sure it would have insta died on realisticOf course there is artillery and spawning on my team 2 position but its fine for now, just gotta move them a bit from there
>>2118879i really hated the terminator artillery in this mission, it was on a little square just before one of the bridges. it's extremely well defended, you have to eat artillery that somehow can zero in on your tanks despite having no vision of them and if you try to bombard the position with your own artillery, you could waste all your ammo and two more ammo trucks' worth of ammo without getting it all. at least i had to git gud the hard way on this exact mission and figured out a playstyle that worked for me that made subsequent playthroughs way easier
Its done. Quite a comfy mission, apart from bullshit entry with artillery and reinforcements spawning into enemy position>>2119299Yea that artillery was annoying and inconsistent - one salvo rapes my 2 bradleys, the other does nothing to them. Luckily infantry in those high rise buildings don’t care so just move when they reload. But then maybe that only works on mediumFort Woth now..
>>2120078Forgot the screenAlso loads of vehicles in that mission to loot, that bradley loss is okay considering i got 3 new tanks, even if i cant keep them
>>2120078Let us know how the Fort goes, if this is the mission I think it is, where you rescue Stevens, I really thought it's the last mission on how bullshit it was.
>>2120209Did fort Worth. Beginning was probably the best so far - small unit tactics, stealth, bypassing enemy lines. Lost a truck though thinking i can brute force through legion though.Bullshit began in form of convoy going to north road, so i start slowly pushing north. Convoy went through. Then it switches to a flying unit, that became mega bullshit. Then the game said lol defend ALL roads. The northern part was easier to defend since i was halfway there but south was where my chopper shined - by sheer luck he killed one convoy and then transported machine gunner and rpg to defend further roads who do extremely well it seems. I am just happy I am not playing on realistic otherwise i would pull my hair out with all of the bullshit.
I also liked that I had to retreat asap so no usual shit with scanning map for vehicles and taking anything that can be driven
>>2120309I had so much trouble keeping the corridor open on hard, I basically had to leave the infantry behind (it was a while ago I don't remember the objectives) but as far as I remember you had to hold the prison facility as well while you retreat. The way I did it was form an armored fist around the convoys and retreat, the infantry was left behind to die. I remember Kondo dying there RIP.I think this is the mission you get some himars though.
Well, did few missions so far.>that optional mission you get with no founder unitsi like small scale missions but this was ass. Not many gotchas but boring overall.REALLY liking the cartel van though - armored, units shoot through it and delivers 14+5 of shooting. That last moment where you have to storm the base really made it shine. Then running away with it while wolfpack chasing me was quite epic.>optional mission for integrators for the digital storm BEST one by far!Sure it has as usual the gotchas but minimal and honestly by now I know better than to rush balls deep and always keep a retreat point secure as well as evacuation bradley in case shit gets hot and boy did it get hot.Too bad next optional mission against integrators is ass
Anyway here are some Gostomel heroes news, however disappointing they are> Voice recording for *Gostomel Heroes* has begun; the first batch of lines was recorded by Petr Kovrizhnykh and Radik Mukhametzyanov. > Sound design has always been a major focus for the studio, and this game takes the system further. > Units now feature **almost 1,600 unique lines** (compared to only a few hundred in previous projects). > A new **“voice assignment” system** ensures soldiers have different voices, even within the same unit type. > Added **personality nuances** in squad dialogue to make units feel more alive. > Despite all of that, no call signs will be voiced> Developers address realism concerns: soldiers speak clearly so players always understand battlefield events. > Likewise, the game prioritizes **clarity and accessibility** over strict realism — a deliberate design choice.
>>2122474>Radik Mukhametzyanovwere there churkas at gostomel
>>2122481chechen barrier troops
Bit off topic but since we are getting Gostomel game soon, are there any rts games that have missions about paratrooper operations? I know that in Men of War first mission for Germany is Operation Mercury. Thats only one mission tho. So what games would you recommend with paratroopers or even whole campaign about them.
>>2122533WiC has one soviet mission with you paradroping and same for reinforcements. Paratroopers are also whole different class there compared to regular infantry. Nato paratroopers are the French Legionaries as I recall.In Gostomel they used choppers though to drop in infantry so if you count that as paratroopr then even Syrian Warfare has some bonus missions where you play as GRU being dropped into enemy territory. Terminator also lets you use the rope to jump on top of buildings from helis with specific units but I haven't tested it yet since I keep losing them in campaign.
>>2122474>almost 1,600 unique linesI loved the ones in Terminator so this will be pretty good.
>>2122481Have you seen how Ukrainians look IRL?Okay, obviously you've meant on the RU side. There's a few sprinkled here and there which is fine, problems start when they reach critical massParatroopers are also selected for brawn and being a manly man doing hard things while hard gets a lot of them droolingPlus there's plenty who have a family tradition of serving in "first to fight" units (I recall a story about a recruiter running around in Dagestan for the Group of Soviet Forces in Germany. He got his quota - it's prestigious and even the East Germany had plenty of nice shit to buy 'cause the Soviets are bankrolling their allies to the detriment of the Russian heartland - and a local patriarch asks him to take one of his sons tooRecruiter: but what if he's disobedient?Patriarch gives him his dagger and says: if he is, kill him, and he'll be no son of mine (so, no blood feud too))
>>2122481>>2122519I think kadyrovite blocking troops were only deployed around the time Wagner started the meatgrinder in Bakhmut, correct me if I'm wrong. At least that's the earliest mentions I remember about them, before that they were just tiktok warriors storming empty buildings.>>2127370>Have you seen how Ukrainians look IRL?>Okay, obviously you've meant on the RU side. Kek, you're both slavs. One is mongoloid, the other is monobrow.
>>2127389I heard that Chechens are actually way nicer to Ukrainian POW's than to Russians they are blocking, while Buryats are unhinged in every way
>>2127496seems unbelievable since chechens don't fight or actually do shit
>Friends, have a very good day!We missed last week in terms of new materials, unfortunately there are few of us, a lot to do... We are writing sound, preparing for Igroprom, the release, and not only (let there be interesting news on the Front Edge (!!). But this week we will try to get back on track with publishing materials on our games.And today we will talk about a seemingly trifle, but as it seemed to us, it is important enough to bother with its implementation in the game.Anyone who opens the photos of the first weeks of the SVO, will definitely notice that almost all the equipment of the V group operating in the Kiev region was hung with various junk. This was explained by the fact that the columns made long marches, often "on the fly" entering the battle. The units tried to take with them as much useful stuff as possible, since it was unclear what would happen next with the supply, how quickly the rear services would pull up and all that. Of course, we could not leave this nuance unnoticed, and therefore a feature was added to the game "engine" - generation of "body kit" for equipment.
>>2129297In the operations of the first days, you will have to control the paratroopers' equipment literally piled high with things. We did not create static models with a pre-created "body kit", instead, for each model we now specify "attachment points" for each of which a database of objects was created that could be attached there. The database of objects itself, of course, was created on the basis of photo and video materials of the first days of the special operation. When a new vehicle appears on a tactical mission, the game "generates" a unique body kit pattern for it. Therefore, you can have 10 BMD-2s on the battlefield, and they will all be different from each other.And of course, we noticed that the tactical V symbols were not painted on the equipment very uniformly. We also took this nuance into account and created a "decals" mechanism in the game that allows you to place random drawings on the equipment, in this case, various variations of the tactical V symbol.Someone may think that it is strange to spend time on the implementation of features that do not particularly affect the gameplay itself, but we always try to be as attentive as possible to details, including in visual part, especially in a game on such a serious topic.
>>2129298>>2129297No - the junk won't give armor bonus like it did in terminator.