

Counter Battery Timer and Nest Movement
This game is great however I think the CBT and the mechanics around the nest’s movement could use a little touch up. I mean if you have 3 seconds left on the CBT and emergency move multiple grid squares away it’s going to take more than 3 seconds for hostile guns to dial you in again.
Personally IMO I think It could work something like this
If you perform an emergency move the CBT will pause and add time scaling to how far you moved from the original position, if there are enemy spotters present this given time could be lowered and you gain an immunity to being spotted for 45 seconds (for gameplay purposes, to give time to prep and find yourself or whatever, could be a lower number could be a higher number)
If performing a regular move the CBT could pause for as long as you are moving, so if you move for a total of 10 seconds; the CBT will pause for 10 seconds and then resume when you have stopped, maybe even add 2-8 seconds on the clock.
If the clock hits zero and you emergency move while taking fire the CBT will be paused and time will be added (following the same rule as within the first paragraph) but if you were to enter the same area as within when you were last spotted by manual moving there either time would be taken away or the clock be sent to zero. This is to make it a little more punishing if you were found in a good firing position (such as the corner of the map or a position where enemies are set up in a way that requires very little turret rotation) forcing the player to avoid that area and makes where the nest sits a more involved mechanic.
There could also be restrictions on where the nest could move, terrain affecting how long the nest takes to move and areas where you could sit (such as behind large terrain formations like mountains and hills or be behind tall cities and such) that obscures the nest better making it harder to see (this could be in relation to artillery units and spotters so depending on where you are before you fire could dictate how much time you have starting off before the CBT starts. But for the sake of gameplay there will always be a minimum time that you will be given, so if you’re in nothing but open field you won’t get like only 50 seconds starting off the game.
And I think destroying artillery adding 30 seconds is fine along with the FDC pausing the clock but I think if hostile spotters are on the map they could also add time if killed. Maybe if you fire a propaganda shell at an enemy spotter they will add time and give you spotting info on the nearest HVT (supply cache or artillery unit) if they convert as to make the propaganda shell a better use then just “well maybe this infantry unit could turn friendly and if not then well I tried, HCHE away” into “I could destroy this spotter or i could chance a propaganda shell to add time and get some more unit info”
But please can we at least fix it so if I fire my gun then emergency move before it lands I won’t have my position given away again? The enemy would base where they think I am from where the shot came from and the direction it landed in so I don’t think they should know my new location, again maybe this could even add an extra couple of seconds as you are deceiving the enemy by firing in one position and then moving in another straight away.
But that’s my take on it, the game is great and it deserves all the success it has gained but as with everything, there’s always room for improvement and personally this is what I think this game could use to make the Iron Nests position more appealing to set up and more involved with gameplay.
What does everyone else think of these changes?
Mission editor crashing
About 10-20 seconds after launching the mission editor the game will crash, even after doing nothing and on both heartland and ignus.
I have never downloaded any mods for mission editor so there can’t be any mod conflict with the new update. Is it just a me issue or is anyone else having this issue?