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Rak

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Posts posted by Rak

  1. Originally posted by Pascal DI FOLCO:

    </font><blockquote>quote:</font><hr />Originally posted by Rak:

    I don't see how this is a problem. Do you prefer them to be run over instead?

    Rather illogical reply...Do you jump 10m away when walking on the street's pavement and a car come up on the road ? :D

    This behavior is correct when enemy vehicles approach, not friendly ones ! </font>

  2. I think it doesn't mean if enemy can shoot your tank, yours can shoot it as well. IS-2 has a turret, better gun traverse angles. Jagdpanzer on the other hand, has limited gun traverse. It may just wanted to get into a better position.

    I'm not sure, but if the tank "thought" it couldn't penetrate IS-2 it might be trying to get into a better position as well.

    Or dunno, maybe we should have a developer around here who knows the things better?

  3. They move, because they want to get a clear line of sight of their enemies they're engaging. Just order them to hold, that should do it.

    Personally, I just baby sit my tanks in the demo mission. Order them to hold ground, hold fire. Enemy tanks stop with intervals to take a shoot on you, click hold fire again and there goes a 128mm Jagdtiger shell to a stopping "dead" target smile.gif It's really fun.

    Sometimes I don't understand how an IS-2/T-34 keep going after grabbing that 128mm shell though tongue.gif

  4. I've been playing the demo, and trying to adjust to TOW. It's certainly not what I've imagined 5 years ago, but I can see the huge potential in it. I hope devs will be given time and money to make use of this huge potential.

    Anyway, my question is is armor angle taken into account in tank warfare? It seems like game doesn't take these into account, just the thickness. This makes the tank combat a bit weird.

    Also what's up with gun damage? I seem to lose my tanks to gun damage a lot. Usually one hit, and their main gun is out.

    I'm gonna buy it in a few days, it can just get better. Going to make a big "wish-bug list" when I get it smile.gif

  5. I don't think it will work, we need a real gamelobby to achieve what you want. And It's NOT hard.

    Did you guys have heard about Hyperlobby? It's an online lobby that covers almost all the popular simulation titles, and these titles are all like TOW when it comes to multiplayer; you connect by IP.

    What it does is, it launches the executable with a parameter that you'll be in the server as soon as it loads.

    If you guys have any simulation game, I suggest you to check it out. Because I think a program of this type, or a support from this program will work the best for TOW.

    http://hyperfighter.sk/

  6. Well if you say that "If you preorder, you'll get the game early.". The people who paid should get it early, that's it. Technically if people who preordered, starts downloading one hour before the release, it's still a "pre-download" and there's nothing wrong with it because you still get it early. But from the eyes of the customers, this is "cheating".

    Just my 2 cents.

  7. Originally posted by seppDieter:

    why would anyone wanna play coop vs the AI?

    Because they can't find human players? Seriously, I think many people will like to play it against AI; as there's no player lobby. I'd jump right off into a mission with my mate rather than try finding 2 more people to play against for another hour.
  8. Ok, thanks for the responses. I thought TOW had more "preparation" time smile.gif

    Of course, I don't want you to divert your resources for something if it's only cosmetic and unnecessary. But maybe when you have time between game and it's expansion smile.gif

    By the way, you are the best devs I've seen. You take every idea, every comment seriously and take your time to answer them. Couple this with your awesome selection of best simulation and war games, I think this will make me one of your "usual" customers smile.gif

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