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Luger alarm

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About Luger alarm

  • Birthday 01/01/1971

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  • Location
    Australia
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    Architect

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  1. Despite the claims of the uber patch the game still doesn't work with two CPUs. It would jump, skip and freeze when a mission started. Don't know if this helps but i found that setting the game to use only one CPU (if you have dual or quad) helped.
  2. I am trying really hard to like TOW. However, Close Combat (CC) remains a superior game. Here are some of my frustrations: Where are the platoon, company and battalion support weapons? These assets would always be available for fixed positions and assaults. Mortrs, MGs and smoke...essential. I despise being constrained about where pits can be placed. These pre-located trenches are a poor solution. The active maps are too small The terrain is still poorly modeled. It is impossible to set up a proper defensive position and to check arcs, line of sight and mutual support. Heavy MGs (on tripods) should be dug in, and should be moveable. Trees, vegetation and topography interaction is poor in comparison with Close Combat. Give us some decent elevation and cover for concealed movement and proper tactical opportunity. Rushing infantry across large areas of open expanse in full view of dug in positions is ridiculous. Connected battles and having the results of one battle influence the next is a great feature of CC. I am dreaming of the day when Close Combat Campaigns finally arrives (if ever). http://www.battlefront.com/products/cmc/news.html. A version of this for TOW would be great. I have seen some posts about this recently. I have driven APCs through forested areas. We NEVER knocked down trees. It is a perfect way to give away your location or throw a track. Tanks are the same. (It is actually quite hard to pick where a tank is coming from in the bush…the sound seems to thunder from everywhere. They can often surprise you in even a partially forested and undulating areas). You know they are out there but you can’t tell whether they are coming, passing or going. Short term: - Give us pits for MGs and AT Let us move trenches and pits around at set up Make active areas of maps bigger Introduce more foliage and concealment. Insert decent topography (greater changes in elevation). Defence is usually located around key terrain. A pit in an open area commanding no view would rarely be worth defending. Allow us to identify LOS at set up Let us set arcs/tasks Allow us to start the mission with infantry in the prone position Quick click to view from/behind a unit. It is disappointing that when I am finally able to micro manage a tank into a decent hull down position I need only turn my attention elsewhere for a moment to return and see that the tank has moved forward and undone that work. I know you can lock a unit in position…but CC never had units show this much ‘stupid initiative’. Why no smoke (both arty and tank)? Keep up the good work. TOW is an interesting start on a new genre. Give it a year or two and it will surpass CC.
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