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JayA55

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Posts posted by JayA55

  1. Thanks guys, I guess the activity at FGM and Blitz pretty much sums it up. I wonder why the modern era isn't anywhere near as popular, at least for MP. 

    I was hoping for a change of pace, but I still enjoy WW2 era games as well, I bought FB yesterday and love it. Still have my gripes with the static AI, but PBEM will solve that.

  2. I'm trying to decide between Black Sea and FB and would like to base my decision off of which game would be easier to find a variety of MP opponents for. I'm assuming it would be FB, can anyone speak on that? I'm really just looking to buy and play for PBM so I hope one of the two would be viable for that. 

     

    Thanks

  3. I'm thinking about purchasing CM:BS, so was wondering if I could get a little feedback on how the AI is in this iteration. I've owned CM:SF along with a few expansions and while those games were great, there were some issues with how the AI behaved. I have the BS demo as well and enjoyed it, but it's not enough to really get a good feel for it, plus a lot of the past issues surfaced when the AI had to attack. I haven't played any of the newer titles so I'm very interested in hearing how the AI has progressed.

     

    Any feedback is appreciated. Thanks.

  4. As nice as it would be to see the units have formations and be able to specify them, I'm just as happy not to have this level of micromanagement to worry about. I think, too, that given the game's use of action points, abstracted microterrain, and the way units have to fit into them, things are too abstracted at that level perhaps for formations to really work in CMBN as we'd like them to. I'm gratified, at least, that when infantry units travel on foot along a road, they form a staggered column to either side and don't just walk down the middle of the road.

    Constantly having to split teams and making liberal use of the face command, creates more micromanagement. It would be more fluid and realistic with formation orders. Or, at least some realistic formations by default, instead of everyone moving in a bunch or column.

  5. ToW1 infantry was good enough, (if you took the time to learn how to really handle it) but difficult to play without many pausing. Now, with ToW2 engine improvements, infantry is much more easier and funny to play. IMO, ToW2 is now the best WWII infantry simulator in the world at the platoon scale at the moment. Just take the time to master it.

    I'm referring to the gameplay/simulation aspect, so it's not about mastering it. Even if I was a pro at it that still doesn't hide the fact that infantry is too accurate among other pitfalls. Right now TOW 2 just doesn't properly simulate infantry combat.

  6. I must say I'm a bit disappointed to hear that the infantry combat hasn't improved. 1C must understand who this game is being marketed to and listen to their views. The demographic for this game wants realism. For them not to correct this issue on this new release is not a good sign, the game has a lot of potential but Ill have to wait to see if they fix this in an update. I hope they do because the rest of the game seems superb. Certainly a job well done despite the omission, but plz listen to your audience on this key issue in order to drive sells. Thx

  7. Yeah that would be pretty cool, but at any rate I have purchased the game about a week or so ago and the art definitely does not detract from the game at all, so I'm very happy. It plays great and the AI is the most tactical and realistic of any strategy game that there is IMO. Love it, I should have bought it much sooner :)

  8. > will the terrain imaging be amped up a bit?

    I don't expect so. My intent remains to keep TacOps maps looking more like real world paper maps than like aerial imagery.

    Besides, I am not a good enough artist to do imagery style maps. :)

    Understandable. Do you think it would be possible to use some form or manipulation of google earth maps, that way you won't have to do any drawing and just the coding aspect? Just a thought.

  9. TacOps looks like an amazing game and I do plan on picking it up pretty soon. Most likely this week. I was wondering how big of an effect does the terrain play in this game and also for TacOps 5 will the terrain imaging be amped up a bit?

    If anyone is interested in a PvP game feel free to add me to your xfire list, my handle is tactikill. I should have this game soon and I'm sure I'll enjoy it.

  10. In Supreme Commander launching coordinated assaults was very simple. Basically all you had to do was select the units, then with one press on the keyboard while clicking their target the AI would then automatically coordinate routes/movement speed that would allow both groups (no matter how far apart they were on the map) to arrive at the target at the same time. So, for the user it's possible for it to be that simple.

    As far the difficulty I guess that's a matter of opinion. The way I see it those type of features would make the game easier to play by eliminating a lot of the more tedious and micro-managing task. It'll allow users to focus on the bigger picture IMO. Even with pauses the problem is still present, it's just slower and less realistic now.

  11. I'm not a fan of the pause feature being built into a game like CMSF, I don't believe that this will solve the issue at all. Instead it would severely sap the realism and intensity of combat away from the game. After all there’s no pausing in real life, so if this game is to be realistic we need to find another solution. The underlying issue here is the AI and lack of complex/over-arching commands. First the AI needs to better adapt and fend for itself if need be while adhering to your overall strategy set forth. But, more importantly we need better control over the battlefield. Right now it’s difficult to control large battles because of a lot of tedious micro-managing that we’re forced do. The game needs to implement a better way of coordinating large-scale attacks. Eliminating the micromanaging needed at every minute while still leaving us within ultimate control of our troops.

    Quickly here are some things that would help:

    Time coordinated assaults. The ability to order two separate units to assault a specific target and have them engage that target at the same time, automatically coordinated by the AI. Ala Supreme Commander. Communication lines and leadership should also play a part in how effectively this order is executed, giving even more importance to an already good feature.

    Expanding on that a bit it’d also be nice if I could give other orders based on time or certain conditions. Once unit A suppresses the target unit B automatically follows his set waypoints. etc

    Prioritize targets. Allow me to prioritize targets for each unit, if I wish to, that way I don’t have to always check up on them and ensure they’re focusing fire on who I want them to. Basically taking a page from another BF title, TacOps4, a lot of those prioritizing and engagement commands need to be put in place for CMSF in a more streamlined manner.

    More general commands like probe, defend, and possibly scout. Sometimes I may want to gather intel on a certain area, but want to avoid getting bogged down in any large firefight. That’s where a probe or scout order would come in handy. With that I wouldn’t have to keep an eye on that particular unit and manually disengage if he does come under a lot of fire.

    Those are just a few examples, I’ll probably post more later. But, if those sort of things could be put in place in a simple and quick interface that would very much clean up a lot of the time consuming micromanagement while actually give us more control, but at the same time freeing us up as well.

  12. It's a good action flick, but I wouldn't really say that it's a good military movie. But, I do respect them for at least shedding some light on the war that's going on right now, more producers should start telling the stories of our amazing soldiers.

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