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Sneaksie

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Posts posted by Sneaksie

  1. Originally posted by Kazzel:

    I expect them to back up, but they kept turning around and exposing the rear to the enemy, this is one thing I think you should look into, theres nothing more frustrating that losing that tank, just becorse the driver are too lazy to put it in reverse gear.

    There is a special command for that i believe - try 'Retreat' and they should move in reverse. Sometimes tanks do it themselves when under fire.
  2. Cross of Iron is exactly the same CC3 with new 44-45 campaign (not big deal, there are hundreds of free maps etc in the net). As the CC3, AI is almost nonexistent but game is a true diamond in MP.

    I heard that Officers became much like Blitzkrieg games and in current state is no more than myriad of other RTS about ww2 (like Desert Rats vs Afrika Corps, Blitzkrieg) with only exception - it has very large amounts of forces and large maps (several km). 10 Shermans killing Tiger in several seconds and such stuff. Looks gorgeous in general, but it's a pity that it is definitely not a wargame.

  3. 1. You select type of available aircraft (CAS, fighters, bombers) and click on the ground to attack. CAS make a couple of strafing runs attacking guns, infantry, not tanks. Fighter arrive and fly above map for a couple of minutes intercepting enemy planes if they exist. Bombers bomb the target area (though it appears that they are removed in last patch due to being unrealistic of using strategic bomers in CAS role, maybe tactical bombers still in use, i dunno). If you have let's say 3 calls of CAS aircraft and during first call 3 planes arrived and one was shot down, then there will be only 2 in each subsequent strike. Same for other aircaft. CAS are easy prey for enemy fighters and usually in missions where you have air support enemy has AA so you better find a way to cripple his AA (difficult) or he will slaughter your airforce.

    2.The beta of 2nd patch contains many of these improvements and it is said that normal 2nd patch will be released in the same time as western release of the game. I definitely think it will be compatible and i'm looking forward to playing MP with you people;)

    3.I didn't see night missions. Maybe would be possible with editor. As for weather - any weather i think, summer and winter maps. Some maps look like autumn (i.e. Polish campaign).

    4.Nooo. Maps are big, but not that big. Playable area around 2x2km, but there is a plenty of other viewable terrain with hundreds of trees, etc. around.

    5.Urban areas are almost non-existent because fighting house-to-house is not implemented. Biggest flaw so far.

    6.Expansion is planned. Mission editor will make creating campaigns possible.

  4. In several MP games i've played, me and my opponent searched for each other for a several minutes, trying to keep a balance between flanking the enemy (based on assumptions where he might be) and keeping parts of my force close enough to provide support to each other. Sometimes i was lucky, sometimes not:) Maps usually have gentle hills and the key to winning seems to be exactly flanking to be able to shoot enemy tanks from side, but while you do so you're risking exposing them in the same manner to the enemy.

  5. In general, you will have a hard time keeping your core units intact, only tank crews have decent survivability, but even the elite tank crew can be wiped away in no time in normal battle. In German campaign there were cases reported by some fans though, when Tiger crews accumulated insane amounts of xp while all they characteristics were maxed out. Also your core units accumulate exp, but they must be purchased for each misiion again and in some missions force pool is restricted (i.e. no tanks).

  6. Currently mortars only off-map AFAIK.

    Another thing - campaign system differs much from Close Combat. In CC you 'bought' units which stayed with you until killed or disbanded. In TOW you have amount of buying points for each mission in campaign set by mission designer, and you must buy all from scratch each time. Only experience of units is saved - i.e. you can by the same tank you used earlier, with the same number and the same experienced crew.

  7. Soldiers can scavenge for small arms and ammunition, there is a special button even for 'pick up best armament', but i don't think they can do that by themselves, you must order it.

  8. In WW2 cavalry were still widely used, but it does not mean that it was used in mounted charge role. Cavalry was a cheap analog to motorized infantry (esp in USSR, where automobiles were been much more difficult to produce in large quantities than tanks), horses being only a transport. During battle horses were kept out of the way, in the rear. Mounted attacks were very rare in German or Soviet cavalry.

  9. Just downloaded, so i'll don't seen the changes myself.

    First, it changed so much and because of that only German campaign is playable in the game now. Other campaigns will be in full patch, based on the feedback by users regarding the changes.

    I'll try to make a crude translation summary of changes.

    - uniform of various countries (fixed inaccurances?)

    - vehicles now ignore obstacles by default (drive over them)

    - infantry ran away from moving vehicles

    - units carier system changed

    - units rank system changed

    - detonation of grenades changed (both by timer and by hit)

    - added physics of grenades throwing and reflection from obtacles

    - added physics of shells ricocheting

    - crew in vehicles now managed automatically (they change positions according to their skills, see more below, IMHO a questionable feature)

    - ONLY SOLDIERS WITH HIGH CORRESPONDING SKILLS CAN MAN VEHICLES AND GUNS (CAPTURED & OWN)

    - soldiers now shoot long or short bursts from automatic weapons, it depends on distance to target

    - heavy artillery support added

    - mortars added (offmap, it seems:()

    - deployement zones increased in size

    - infantry move speed changed

    - infantry move changed on various types of ground in various weather conditions

    - FATIGUE PARAMETER ADDED TO SOLDIERS DURING MOVE

    - INFANTRY NUMBERS INCREASED

    - added physics of vehicle movement, gear changing, overburn, etc.

    - vehicles now keep formation during group move

    - close combat added (HTH combat, no animation for now, one soldier just dies and other wins)

    - sniper indicator added (?)

    - aircraft behavior changed

    - VISIBILITY RANGE INCREASED

    - AIMING SYSTEM CHANGED, IT TAKES INTO ACCOUNT TARGET VISIBILITY, TARGET MOVEMENT AND WHETHER IT FIRES OR NOT

    - infantry in trenches behavior improved

    - TIME OF CHANGING SEATS BY CREWMEMBERS IN VEHICLES INCREASED

    - target priority system changed (sector) (?)

    - pause after receiving an order decreased

    - camera dynamics changed (?)

    - BATTLE DURATION INCREASED

    - NOW SELECTED UNIT HAS INDICATION OF TARGETS WHICH ARE OUT OF HIS LOS

    - infantry behavior under fire is changed (it seeks cover (?... !) and move out of fire zone)

    - infantrymen now use grenades if they want to

    - limited initiative added to infantry (soldiers choose fire position, take cover, choose priority target, have sector visibility(?))

    - ERRORS IN VEHICLES SIZES FIXED

    - damage model of vehicles, artillery and infantry improved

    - sectors of visibility and priority targeting are added

    - reaction improved (moral)

    - MISSIONS AND CAMPAIGNS ARE IMPROVED

    - vehicle crew, artillery crew behavior improved

    - shell-shock added for people

    - crewmembers changing seats in vehicles time 'changed'

    - TIME OF REMOVING CORPSES OF CREWMEMBERS FROM VEHICLE SEATS INCREASED SIGNIFICANTLY

    - transfer system of units throughout campaigns changed

    - importance of skill 'driver', 'gunner' increased

    - artillery reload errors fixed

    - FIRE FROM MOVE ADDED FOR HIGH SKILL VEHICLE CREWS

    - durations of arty and aerial strikes increased

    - aiming at stationary target system improved

    - HEAVY BOMBERS IN CAS ROLE ARE REMOVED (replaced by mortars)

    - HE, AP, APCR and HEAT shell effects increased

    - fragments effect increased for infantry in trenches

    - commander increases moral and FOV of gun or vehicle crew more

    - game maps changed

    - pathfinding improved

    - armor thickness inaccurances fixed

    - parameter 'probability' changed for 'grouping' in gun statistics

    - ARTY UNITS STRUCTURE CHANGED, SHELL HIT NOW RENDER IT UNUSABLE

    - units behavior during modes Assault, Attack and Retreat changed

    - infantry weaponry changed (?)

    - vehicles ammunition changed

    - mission difficulty changed

    - encyclopedy texts changed

    - 'scout' skill cost increased

    - verbal commands improved

    - RECONNAISSANCE AIRCRAFT ADDED

    - infantry ammunition fixed (?)

    - tracer effects changed

    - 'Free' formation is now by default

    - visibility through trees and bushes fixed

    - NORMALIZATION ON ARMOR AND DESTRUCTION OF AP SHELLS ADDED

    - non-linear dependence of hit probability from distance added

    - vehicles and guns names are changed

    - shells names are changed

    - 'TAKE BEST WEAPONS AND AMMUNITION' BUTTON ADDED (on battlefield from corpses i assume)

    - VISIBILITY SYSTEM REDONE (WHEATHER, TRENCHES, REALISTIC VISIBILITY BASED ON AUTHENTIC DATA, POOR VISIBILITY THROUGH TREES AND BUSHES, BLENDED ICONS NOW SIGNIFY ENEMY UNITS OUT OF LOS)

    - effects are optimized

    - CAMPAIGN PROGRESSION AFTER DEFEAT IS POSSIBLE

    - heavy vehicles in 'Move' mode destroy obstacles now

    ---------------------

    Pretty well (if it is all true), i must say. Developers dismissed their vacations for making this patch as i heard btw.

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