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✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Hi, friends!
We were very pleased about your brisk reaction to the competition. There are more active players in our community than we had hoped. The only thing we want to remind - do not forget in creative fury, that the essence of the competition is to find a suitable name for hunters which correlates with real formations of World War 2. Maybe we want to add dragoons on raptors or heavy infantry with gatling lasers, but sometimes you need to say “stop”. We must remain in the setting. To win you need to choose the name, not imagine it :) So Advancing forces witnesses, Sharp-eyed boys with binoculars or Sherwood natives don’t fit. There is still time until the end of February and the we are not limiting you in number or variants for the competition. Although it makes no sense to repeat other’s, since the win will go to the first who suggest a suitable name.
And now about changes in Soldiers: Arena. Last week, we have increased the number of artillerymen in the crews. Now cannon crew consists of four people, six for the howitzers (in the future this number can vary). There are several reasons for this change. Firstly it is more realistic, and it becomes more pleasant to play with artillery. Often the crew were killed by a single shell and the cannon stand just like an orphan in the middle of the military landscape. It is very annoying when you playing artillery, so, to make it more survivable, and as a result more useful in combat, we added more artillerymen to the crews.
Especially successful shell can kill even six men, but there are a few chances for such thing, and in most cases there is someone to replace fallen comrades. And while leveling you can make your artillerymen even more dangerous for the advancing infantry.
At the start gunners armed only with pistols, but after upgrades you will be able to equip them with rifles or machine guns.
We also added the ability to suppress the infantry in cover to make possible to counter the fans of strengthening each square meter. So when you see the enemy which overgrown with hedgehogs, trenches and blocked all the entrances to the buildings - pin him to the ground with your heavy fire from all guns.
Suppressed enemy will fall to the ground and won’t be able to shoot back with full power. So he will quietly sniffle with anger in his trench, until you (with a reduced, but still risk) will be able to get close, to send a grenade-telegram or begin storming the building. Currently suppression works only for the units in fortifications. We doubt whether it makes sense to implement the ability to suppress advancing infantry. It seems that it is quite logical evolution for this mechanics, and btw it’s more pleasant to be suppressed in the mud in the open air. But it can cause an unacceptable level of rage for the player, because of his unit is immobilized and can not run on a tank in full growth. What do you think about this? Do you want to have an opportunity to suppress all anywhere and everywhere or only in fortifications, to counter the enemy which strengthen his positions?
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