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Vinnart

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Posts posted by Vinnart

  1. Glad you got the game Saryk. The more you explore it, the more you see its depth of play, and massive potential. The similarities are there to Combat Mission, but still unique on its own. You said that you did not like the Domination or, King of the hill. May I ask why? What turned you off? Are you new to RTS in general? The reason I ask is meeting engagements, which is basically when flags are more in the center is probably what is more popular In MP community. The reason why is because they are the most balanced. I know I prefer meeting engagements when I play MP Combat Mission games. Those types of battles do require the most speed in the initial deployment, but after that the pace changes with peaks , and lows, just as real combat from my understanding. I kind of think of it more like a chess game that has a mixture of speed chess, and no time limit chess. Your initial deployment is like your opening moves in a chess match. Also, recon is important of the map before you play serious. Having a plan before hand for your deployment objectives is important. All this, along with good COMMAND and CONTROL, make much less of an effort that goes much more smoothly. I cannot stress smooth command and control enough for RTS, and basically any PC game. In this aspect the waypoint functions are where TOW’s could use its most priority improvements. RTS does NOT have to be frustrating, and I think TOW is taking some of that stigma out from these types of games. I do wish though that there were an option to set game speed by host to ½ speed. The Combat Mission crowd would like this pace more, and those with the slower PC’s like myself would like this.

  2. I am running it with a pentium 4, and nividia GS8600. I have to run it on 1/2 speed, but it really is no big deal. I always prefer to slow the pace down just a bit. Too bad the option is no there for MP, or atleast I could not find it. Try playing 1/2 speed. It is fast enough.

  3. I believe it is up to 4 vs. 4. Multiplayer is where games like this shine, and live on. I do not have the PC juice I feel to Multiplay. The only thing MP I checked out a bit at this point is you can play MP vs the computer, and with AI controlled allies. If you only have 3 players it looks as if you can have the PC play to fill in. GREAT FEATURE! The only main feature I could not find is a way to adjust the the game speed. You must play normal speed. Offering a slower pace would be good for many reasons.

    I know from my RTS days with a clan playing a certain stepping stone to TOW called Sudden Strike that MP play is where you really test your meddle. Different than a game like CM, which is always 1v1. TOW offers teamwork that makes RTS something that createse camaraderie. It is the most fun if you and, your teammates are on voice chat while you play. Like in real warfare the better the communication between units, the better your chances of winning, don’t have to type, and improves the fun. Great game! Great series! MEGA potential! I would say get it for all! What is great about this game is I am not finding it the clickfest like many other RTS. Don’t get me wrong though quick thinking, and quick reaction are there as in real life.

  4. Thanks Gundolf, I agree about TOW1. I did not buy that game. The deal breaker for me too was the infantry not being able to enter buildings. To me this was just so obvious a major feature missing. What I like about this series compared to Sudden Strike (which was another game I was into albeit it was a bit Kidsy, but the best thing at the time) is the develepors, 1C, have taken steps forward with the development. TOW2 Kusk shows this especially with the NEW! tactical map improving it's functionality tremendously. RTS is about COMMAND and CONTROL, and the new tactical map addresses that. The only thing I wish is for more sound effects in Tactical map view. Mind you all i know of Kusk is the demo. I would get it if I could afford PC upgarde at the moment. TOW2 is such a better game than TOW1, much more refined.

  5. More on the V key – ATTACH/DETATCH command. The game will have to have a command that deals with administration much how CMSF does. The V- key should have a submenu command SPLIT SQAUD available if the full squad is selected allowing for this option. Assuming TOW still deals with individual soldiers on some level that make up squads I cannot think of a more flexible system that allows for squads, and individuals at the same time while still keeping military organizational structure. A player selects 3 soldiers from one squad, selects the ATTACH/DETACH command, and right clicks anywhere on the map. The soldiers are then detached from that squad, and move out to the area on map right clicked. Since the 3 are now detached they would no longer be selected when the rest of their old squad is selected. They are now individuals unless they are attached again. In the same way one could select these 3 soldiers for example, select attach/detach command, and then right click on another leader transferring the 3 to the other squad leader. The 3 soldiers would then move out to be next to their new leader, and become part of that leaders squad when that leader’s squad is selected.

    A shortcut for transferring soldiers from one leader to another is with the “Smart alternate hovering curser” accessed via hovering over another friendly while holding down the CTRL, or Alt key changing the cursor from the default FOLLOW/DEFEND command to the next most logical command one would want to give. If a player selects a soldier, then hovers the cursor over a leader he more than likely wants that soldier to FOLLOW (Less permanent) that leader, or ATTACH (more binding) that soldier to the new leader. Easy, select soldier, hover cursor over leader while holding down the Ctrl key changing cursor to ATTACH, right click on leader. Soldier moves out next to the leader to join his squad.

    Something like this flexible system allows the player to control as a squad, or more like individuals, which is more like the game now. The way I see it the game will have to still have a certain amount of individual selection to maintain the FPS camera view, which is another great aspect of the game. You can play FPS, or RTS, or even more like a turned base in single player if you like via pausing the game. The addition of Binocular view should be interesting. Lots of cool posibilities for FPS camera view.

  6. True the game currently uses squads to a degree, but they are generic such as "Infantry Detachment" rather than i.e. 1st sqd, 2nd Plt., A Co. which is more realistic. I believe this is a move in the right direction for realism, and further ease of control. I can see it moving more toward like Combat Mission. It must have the flexibility to split squads, and re-assembly squads. There are very few individuals in militaries, but the game needs that flexibility. A flexible system could allow number groups to be used differently. For example Squad 1/1/ A company, and squad 3/2/ A company could both be in a group # designated by the player, however they still keep their designation in the origination table of order of battle..

    Here is a possibility:

    We have Sgt. Joe Smith who is the current leader of 1st sqd, 2nd Plt., A Co. ATTACHED to him are 12 individuals including a Corporal. The player can select the entire squad by double clicking Joe Smith Icon. During the game, and in real life units can get scattered, and assigned to other officers. By use of a NEW! ATTACH/DETACH administrative command a player can detach soldiers from one leader, and attach them to another leader. A player can also detach a soldier altogether to be an individual if desired. A player could detach 3 troops from Joe Smith, and attach them to the Company Commander for example. Now when the Company Commander is double clicked those Attached to him show in his squad, and no longer in Joe Smith's sqaud.. A soldier can be detached, and still fall under a commander’s influence if within the influence radius. Holding the Ctrl key down while double clicking on Company selects all under him, like wise doing the same could select all entire platoon if platoon commander is selected. The player should have the flexibility as described above, but also a quick command function to divide a squad in half with the Jr. commander taking over one team.

    Bazooka, sniper, Heavy machine gunners could be as teams as they were in CMx1. A team could be ATTACHED to a leader and become part of his squad, and detached to transfer to another leader, or detached to be an individual. Individuals as well as squads should show two icons. One to show they are in command radius of an officer (Shown red, or free button in Cmx1), and one to show status as ATTACHED or not. A soldier could be ATTACHED, but not in COMMAND radius for example.

    During the battle whomever is assigned say to 1st squads leader becomes part of 1 st squad during that time. In other words the LEADER of 1st squad IS 1st squad. If he dies the next most eliglble soldier in the sqaud takes over, and is given the commander icon.

    After the battle, as in real life the troops go back to their original squads they are officially assigned to in the Order of Battle screen. The order of battle screen should remain flexable to move leader, and perhaps individuals from one squad to another.

    Such a system allows ease to keep organization, while allowing flexibility. Just some ideas to throw out there for consideration.

  7. In thinking more over this I have made a few revisions that I feel improve my initial design. Please review the graphic. I think this is a smart, efficient, and fully functional layout. I hope you feel this way to. Improves what is already there, taking great ideas from SS, and CM series making for an ULTIMATE GUI.

    In order to include a SPECIAL commands key. I have removed AUTO PICK UP from the most used orders keys, and have assigned that to the U key, for UP. Out of all the commands I use this one the least if never. I am figuring many others do the same since that is something less to micro manage. The B key could be where the SPECIAL commands key could go.

    The PAUSE order under the STOP command is something that would be used more in multiplayer since in single player a person can just pause the game, issue lots of order, then un-pause the game to see everything order carried out.

    Other keys:

    SPACE key - I have changed this to the "Jump camera to last incident". This no longer pauses the game, but jumps the camera to the last incident much like how it is in multiplayer. This is How Sudden Strike did it and it worked well. One does not pause during MP play, so the space bar could better be used like this.

    P key - PAUSE THE GAME - I think the speed of having to pause the game is something not needed, and used less useful than a "Jump camera to last incident". One gets enough automatic pauses anyways with smart pause turned on. Smart pause doesn’t bother me for single player, giving a taste of more “we go play”. The option to turn off, and on fills anyone’s preference.

    M key - Stays as is to access tactical map.

    FOLLOW/DEFEND command - As stated above it seems this is used more for rotating than issuing a defend command since DEFEND is the default behavior, and the order can be issued by hovering the cursor over another friendly unit. In addition to this I suggest the incorporation of either the Ctrl key, or the ALT key to quickly change the cursor to the next logical command when cursor is over another friendly. By this I mean If I select infantry and hover the cursor over a tank I most want to either have the infantry FOLLOW/ DEFEND the tank, or have the infantry LOAD on to the tank. I If I select a tank and hover cursor infantry more than likely the alternate thing the player wants to do is have the tank load that infantry. Having the cursor change to this alternate default cursor accessed via CTRL or, Alt key streamlines common logical commands. If I select a truck a truck, then hover cursor over gun more than likely I want to hitch the gun, so the cursor would change to this alternate command. This is a shortcut idea. Anyway possible I think the ability to load infantry to tanks as in CMx1, and Sudden Strike would be nice realistic options.

    post-20605-14186762185_thumb.jpg

  8. Yes, they were fun, but in comparison to TOW they were more on the stereotypical side RTS geared more to the clickfest with splashes of realism. TOW2, and soon TOW3 are so much more realistic, and much less geared to that negative stereotype of RTS games. It is honestly the ONLY PURE RTS game that is geared toward a more mature audience such as the one Battlefront caters to. If TOW series didn't break the mold to compare to Combat Mission I doubt Battlefront would have gotten behind the game. They have a reputation for quality, fun games with more of a realistic touch.

    In regards to needing 1,000,s of units, and seeing 100,s of corpses on the map being important for me it is not. Leave that to the kid’s games, and all the rest of the stereotypical RTS games out there. I hope that TOW does not try, or feel it needs to go in that direction. I think the amount of units one would find in Combat Missions (Usually a battalion being the largest) is plenty enough units to satisfy, and manage. I would rather play game like CM, and TOW that have less units say a game Like Total War that one must use intelligently to win. Too many units create too much system requirements than is practical. As it is TOW is a system requirement hog. I think that is one reason why it has not blossomed in more forum activity. I would love to get TOW2 Kursk, but do not meet minimum system requirements (although demo seems to be playable lowest graphics, half speed). When more peolple”s systems meet the requirement of the game I feel it will get the community it deserves, especially with MP. One thing I have noticed that I really like about this game is I am not finding it the click fest that turns many people used to turn base games off from RTS. Alos, too many units gets too hard to manage in RTS in my opinion.

    I think TOW2, especially with the Kursk improvemnets has some of the best command and control ideas I have used to date. Good, easy command and control is a MAJOR part of RTS that makes or breaks it. I’ll include good camera control in s well which it has. TOW2 is 90% there in regards to C&C. My comments are meant to improve an already great, and inteligently thought out game. A fantastic WAYPOINT system is one of those command and control aspects that is crucial to easily, manageable RTS play.

    This game WILL be a classic. It is just a little ahead of its time at the moment.

  9. I was playing, and saw I completely forgot the MOVE, and RETTREAT commands.

    From what I have above I would have to say to say lose the SPECIAL command I mentioned, and assign MOVE to the T key.

    T key – MOVE command – acts the same as game has it now except RETREAT could be combined with it as a sub command. RETREAT is not used as often, but could still be accessed quickly via the T key + ALT key.

  10. I can't believe how long it took to get through CMSF + Marines single play doing an average of 5 to 10 turns a sitting. I got it as soon as they improved the camera. I think patch 1.11. Anyways it has been over a year of pretty much CMSF exclusive play. That is a lot of gameplay for the $45 I believe I paid. Thanks again for such a fine, quality product with much value Battlefront! Now I am discovering TOW2 another brilliant game. Still look forward to CMX2 Normandy. As far as i see it all you need is CM for your turn base play, and all you need is TOW2(Big improvments in Kursk) when you want some RTS play. As an analogy who says one cannot enjoy playing both golf, and football.

  11. First, I am so excited about this great game! I really want to see this game shine as the star it deserves to be as a quintessential RTS classic for grogs. This is the first true full RTS game that doesn't feel like such a clickfest kids game. Full of much depth, and realism without sacrificing fun. Right now it has me with a creative buzz. TOW has very good command and control in most aspects including the camera. The only major work I think needs to be done priority is improving waypoints in regards to loading/unloading of infantry, and hitch/unhitching, and moving of guns. Beyond that I have thought of a new (and I feel improved) GUI inspired mainly from both the Sudden Strike, and Combat Mission series. I would like to share this with the community, and with the Development team. I think you will find this GUI streamlined, practical, and more functional than the game currently uses.

    First, I would change the order grid of commands from 4 rows of 4 commands to 3 rows of 5 commands/hotkeys. Why? This layout fits the natural keyboard layout better, and will offer 3 more command hotkeys that I will explain.

    Some of the described commands have speedy, and convenient access via primary hotkey command + CTRL, or ALT Key. This also offers more variations of commands while still containing them to keys easily accessed on the left side of the keyboard which seems to be the most traditional, as it is most logical.

    Starting with the first command/key in the grid top row, the Q key.

    COMMANDS:

    Q key – STOP command. This is just as the game has it now except there is now a NEW! sub command PAUSE accessed via right click on command button graphic (same as buttons game has now with little red triangle bottom right corner.) The NEW! PAUSE command acts just like in CMSF where the player puts the unit, or units in PAUSE behavior first, then issues an order, or string of waypoint orders. The unit, or units will not carry out, or continue their orders until the PAUSE behavior is unselected. This makes it easier to coordinate orders between numerous units, or pause orders without having to reissue a whole new set of orders if not desired. Not accessed as often as some other orders, but useful, also helps cut down on the stigma of click fest associated with many RTS games. The player can relax more, and plot out orders without the unit moving out until you want it to.

    W key – ATTACK command – No change, same as game has it now.

    E key – ATTACK GROUND command - This stays as game has it now except there is now a sub command SMOKE accessed via right click on command button graphic. I have taken SMOKE’s exclusive key, and combined it with attack ground. To me this is logical in freeing up keys for other uses. SMOKE is useful, but not used as often. Also you use SMOKE as ground fire. You can still access SMOKE quickly by holding down the E key + ALT key. This speedily changes the cursor to the SMOKE curser while the both keys are pressed.

    R key – STORM/ASSUALT command – This command stays the same, but also gets a NEW! Sub command ASSUALT TO COVER accessed via right click on command button graphic. ASSUALT TO COVER = Infantry move in the default assault behavior, BUT stop as soon as good cover is found. This could be some rocks, trees, a defilade spot depression, or on a reveres slope. Tanks stop when they find a HULL DOWN position like in CMx1. Unlike the SNEAK/SCOUT command where units hide after contact. Units given this order actively try to engage the enemy from the covered positions. This command can also be accessed via R key+ ALT key.

    T key – NEW! SPECIAL commands – This key will also have sub menus, and have options available only to special units. Perhaps this could be used as BINOCULAR command to give player more specific control beyond the current default use of units with binoculars. Say to look through binos in specified location. Engineer infantry could perhaps access lay land mine/remove land mind orders. Just some ideas for any special commands that may be introduced. Quick access to the sub commands could be with hotkey + ALT, and or CTRL keys.

    2nd ROW:

    A key – ROTATE command – I have changed the DEFEND/ROTATE to Just ROTATE as I am finding I only use this key to rotate, since Defend is the default behavior if nothing else is set by player. ROTATE also now has a speedy shortcut for just rotating the turret of tanks via A key + ALT key. Quicker than selecting barrel, then selecting rotate, then right click area in map. Just hold down ALT key while issuing command, and right click direction on map to rotate turret to.

    S key – AMBUSH command - This command stays the same.

    D key – SNEAK/SCOUT command - This command stays the same.

    F key – LOAD/UNLOAD command – This tells a vehicle to load infantry, or unload at a map LOCATION, or DIRECTLY in to a building, or a GUN, or Unload at PRESENT location (The current way the Bail Out order works. This alternate command unload at immiadiatly at present location is accessed via the UNLOAD COMMAND + Alt key).

    A player can select a transport with infantry in it, then select unload order, then right click on either a map location, a house, or gun. The vehicle will drive to any of the above, and the infantry will unload onto the map location, or occupy the specified building, or gun. Since FOLLOW/DEFEND is the default command in TOW when friendly unit is selected, and curser is over another friendly, this command, and behavior could be set for easy access by holding the CTRL key down while hovering icon over another friendly to change the curser to the load command when applicable like a truck or tank. This is much more functional than the current BAIL OUT command. To BAIL crew one will now right click on the unit icon in passenger cargo graphic. NO game ever had this as right as Sudden Strike. Currently to get troops to unload at a spot you to select a truck, give it the move order, then select again once it gets there, then select bail order. This way select transport with infantry, select unload, right click map location, and your done. No having to find the transport again to unload where you want.

    G key – HITCH/UNHITCH – Again Sudden Strike series is the game to copy for its superb system regarding this. Works similar with the guns as LOAD/UNLOAD does with infantry. You can unhitch at a designated location, or unhitch immediately at present location (via G key+ Alt key). You can select a gun, or guns, and a transport, or transports, Hit hitch command, and the nearest transport to the nearest gun will go and hitch it. Much easier system for hitching/unhitching and moving guns especially when combined with waypoints via the SHIFT key.

    3rd ROW:

    Z key – ACTION/BEHAVIOR modes – Same as game has now, standing, crouching, and crawling. Quick access CROUCH is Z key + CTRL key. Quick Access crawling is Z key + ALT key.

    X key –FIRE modes - Same as game has now.

    C key – FORMATION - Same as game has now.

    V key – NEW! ATTACH/DETACH command. This is an administrative command similar to CMSF that allows the player flexibility to split and re- attach squads, or create adhoc squads by attaching infantry to a leader NCO, or Officer. Allows detaching from one official squad to another squad, or officer. Also attaches infantry to guns so they remain with it. Actually I would prefer the infantry stayed with guns automatically when hitching guns. This is a more binding command than FOLLOW. For example a heavy machine gunner may be attached to an officer, but the officer can still be order to follow the machine gunner.

    B key – AUTO PICK UP WEAPONS – Same as game has now. Also now with perhaps a sub menu behavior called AUTO OCCUPY HEAVY WEAPON. This behavior would allow infantry to occupy heavy guns without being told to do so.

    *As stated above FOWLLOW/DEFEND will remain the overall default that the cursor changes to when one friendly is selected, and curser is positioned over another friendly, however now via the ALT key it changes to the LOAD command to load infantry on to transports including tanks. With transports and guns the curser changes via the ALT key to either HITCH, or UNHITCH depending on the guns state.

    Foolow/defend

  12. This is a great game! I do not say that about many. I have been following its development from the beginning and have seen how it has improved with each installment. I LOVE the new tactical map, and hit info with KURSK. Great improvements!

    The Only thing that I really think needs improving is the waypoint, bail out, and hitch/hitch commands. One of the best Game control systems I have ever played for this was in Sudden Strike 2 a certain predecessor for TOW. Here is how Sudden Strike 2 system worked, and I am sure anyone will agree the following described system is better than what the game currently uses, and hopefully will be considered for future inclusion. If I am wrong in missing something currently in the game regarding waypoints, and the ease of moving guns please let me know.

    First off all In Sudden Strike the order ‘Bail Out” was called LOAD/UNLOAD. The order allowed one to UNLOAD AT A LOCATION, or DIRECTLY ONTO A BUILDING, or A GUN, and Unload at PRESENT location (The current way the Bail Out order works. This alternate command was accessed by selecting the UNLOAD COMMAND + Alt key). Like wise the loading and unloading of towed guns worked in much the same way. Sudden Strike 2’s GUI did a good job of utilizing the CTRL and Alt keys, or combo of both along with primary order hotkeys to get the most out of orders, and variation of orders while keeping it easy for the player to access. This gives each hotkey the possibility of assigning up to 4 different functions.

    Primary hotkey order

    Primary hotkey order + Ctrl key

    Primary hotkey order + Alt Key

    Primary hotkey order + Ctrl key + Alt Key

    Here are some examples of what a player could do while holding down the Shift key to issue WAYPOINT orders in Sudden Strike 2 including the loading and unloading of infantry, ammo boxes, and the hitching and unhitching of guns.

    USING TRANSPORT VEHICLE WITH PASSNGER INFANTRY:

    A player could select a transport with infantry in it, then select unload order, then right click on either a map location, a house, or gun. The vehicle would drive to any of the above, and the infantry would unload onto the map location, or occupy the specified building, or gun.

    Select a bunch of infantry, Hold shift, Right click on one gun, then the next gun and so on. The first guys to get to the fist gun occupy it, then the rest run to the next gun and occupy and so on. You could do this with loading bunches of men on to bunches of tanks very easily. In Sudden Strike infantry could ride on tanks, which I would love to see in TOW. Since follow is the default command in TOW when friendly unit is selected, and curser is over another friendly this command and behavior could be set and accessed by holding the CTRL key down while hovering icon over another friendly to change the curser to the load command while hovering over a unit infantry can load to.

    A player could create a waypoint chain to go there unload this guy, then go there and unload that guy and so on. In Sudden Strike there were ammo crates, A truck could be ordered to pick some up then go drop off a box here, and then go there and drop 2 boxes of and so on.

    USING TRANSPORT VEHICLE WITH GUNS

    While holding shift key down a player could select a truck, then select the hitch order, and then select a gun, and the truck will go and hitch the gun.

    A player could select a truck and hover the cursor over a gun, and the cursor would change to a hitch icon. Right click on the gun and the transport will go hitch the gun.

    A player could select a truck with infantry towing a gun. The truck could be told to drop the gun (crew automatically go, and stay with it unless relieved) there, then drop the infantry off here.

    A player could select a truck, or group of trucks, and a gun, or group of guns together, and select the hitch order. The closest truck would go to the closest gun and hitch it. Then select the move order and right click another area on the map. After hitching the guns the transport would move the guns to the new location.

    To get crew to bail out one would right click on the unit’s icon in the passenger compartment graphic. Also gun crews stayed with the guns when hitching, and unhitching which I think is more logical and lower micro managing. If one wants to change gunners, just right click on a crew icon in passenger graphic to unload a guy, and then load a new guy to take his place.

    All the above command and control I have mentioned here are more efficient, easier, and stream lined from the current system the game uses for unloading and loading infantry, and hitching and moving guns. Everything else in this game is great, and getting better with each build. Developers please consider adapting some of these ideas to make TOW the ULTIMATE in all aspects. If a game 8 yrs old could do that I am sure a game of today could. Developers, I have an extra copy of SS2 if you can’t find it and want to see what I mean.

  13. I am a long time CM player, and absolutley LOVE this RTS. It is the best ww2 RTS I have played to date for realism, and just about every aspect. This is not a kids game like Company of Heros, and the like. I encourage all CM players to give this a try for a different experience that is just as fun as turn based. Both games shine in certain aspects. Turn base is more like a cliff hanger addiction that gives the pleasure of being able to sit back, relax, and enjoy thinking about strategy. For multiplayer CM is only 1v1. An RTS like TOW is a diifferent kind of rush, more like an adrenilian rush of having to think on your feet. One major difference is the multiplayer aspect, which is how great games get longevity. Unlike CM, TOW offers co-op team play. Before I got into Combat Mission series I played a game called Sudden Strike which I consider a stepping stone to the development of TOW. Sudden Strike was definitly not as realistic as TOW, but I had so much fun playing that game online for years. I joined a clan where we had vioce chat that improved our team play against other human teams. The gaming experience of multiplayer is unique, and an ultimate challange of tactics and speed. The social aspect of multiplayer is nice too. If marketed correctly TOW should be around for many years to come as a classic if it gains a solid multiplayer community as Sudden Strike did, and TOW blows Sudden Strike away except for a few command and control aspects. TRY THIS GAME! you will not be dissapointed if you get through the learning curve all new in dpth games have. Single player is much like CM where you can pause game and issue orders, and review the situation at leasure.

  14. Some Normandy questions: (All are features from Cmx1)

    Will infantry be able to ride on tanks?

    Will officers be able to spot for mortars?

    Will Company Commanders ect.. be able to command infantry if close enough when the platoon leader is out of command range?

    Will the feature of being able to select a unit by selecting its movement line come back to the game?

  15. I haven’t played RTS multiplayer yet since I am too used to playing this game WEGO. I think the situational awareness system needs some improvement to make it a bit easier to see what is going on at a glance. I think adding RED/YELLOW indicator bars to the icons is what is needed from my experience with other RTS games. Another aspect that is missing is the team effort part of RTS that makes multiplayer a fun social event. If the possibility to play at least 2v2 were added that would be great.

    On a side note, as a veteran of RTS league play of other games the best advice I can give is to improve your SPEED by improving your equipment. In RTS SPEED is a key element to success. The best way to improve speed of control is to invest in a mouse with as many programmable buttons available such as the Logitech MX Revolution, and a mini speed keyboard such as the Nostromo Speedpad, which I highly recommend.

  16. After I finish the single player Marines I plan on getting in on some multiplayer Blue vs Blue. It seems that would be the only way of a more even match up. Just can't see the Syrians competing on that level unless they had overhwelming numbers vs Blue.US Amy vs. Marines sounds like a good challange. I found the Brits to be bit low on firepower compared to the two from what I played with them in the demo. I'm so glad the developers allowed the option for blue vs. blue for fun sake away from confrontations that would really happen. Might have get the Brits so I can play against some real British people. US vs UK sounds like some interesting allied competition.

  17. The only real use I have found for the officers in this game is to use them as medics or arty spotters.. I trail mine behind the assaulting troops so when they take casualties they can keep moving while the officer comes up to treat the wounded. If they are in radio contact it is my understanding officers do not need to be close to the unit it commands to have any influence. I'm not sure the officers really have any influence though, atleast any that I have noticed.

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