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WillyPete2171

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Everything posted by WillyPete2171

  1. I believ it was CC2 Holland that had a very interesting link of maps. One map even had a timer where you could blow the bridge... Its little things like that plus a strategic layer that would make future TOW games playable over and over agaoin.
  2. Sneaksie - my biggest worry before was about the infantry not being responsive, but it looks like you guys really fixed it!!! I love how they move, fire, and work together. My question now, is it possible to aim tank or anti-tank fire at buildings to destroy them? It seems that I can not get tanks to fire at buildings. I can destroy them by rolling over them, but I would like to take aimed shots at them and destroy they by fire... Thanks for an awsome game!
  3. We share the same point of view. I often wondered why nobody simply outright copied CC, but of course update it to modern standards. Now that its 2010, its pretty amazing to think how far ahead of its time CC was in military gaming. Future TOW games could easily capture the CC community if done right. A good single&multiplayer game based on the old CC games couldn't possibly fail. With that said, I'm still very much looking forward to Kursk. Hopefully they are adding some last minute touches to straighten out how infantry is modeled in game...
  4. if it is a delay or not i dont know, but i hope they are using the extra time to touch up on the infantry...
  5. This thread did get a little off-topic, but I'll add what I know about Kursk anyway. There were more Panzer 4s and Panzer 3s during Kursk without question. Ironically, the Panther tank helped to hurt Germanys chances to win at Kursk. Hitler kept delaying the jump off date for Kursk over and over again, just so he could get the Panther out of the factories and put into the field. This delay only gave the Soviets more time to add to their considerable defenses. In the end the Panther really didn't perform well as it didn't have time to get past its "teething" problems. I believe this was also the case with the Ferdinand's too - these beasts were even fielded without any secondary armament - machine guns... Hitler's wonder weapons only hurt them in the end.
  6. I really cant tell what difference any of these options have, except for the crawling. They way infantry is modeled is my biggest gripe. I like to move tank out in front and click my infantry on a tank while its moving. by doing this the infantry follows the tanks - that's my favorite tactic. otherwise, using infantry in any other way is almost a pain as they either die quickly or they fall far behind my armor and have no real impact on the battle...
  7. Hey Sneaksie, thanks for the reply. Its rare and nice to hear directly back from the developers! I have always been a big fan of wargames, and when CC came out it floored me. The Theatre of War series brought that feeling back! Its nice to know that there are companies out there like yours that are dedicated to this niche market. I also realize that its a monster to program these games in 3D. Like I said in my comment above, in my opinion you guys have the vehicles nailed. I hope you can contine working on infanty AI though. Maybe somehow script certain actions like "assult" better will help. I also feel that infantry would "play" better if they would moved in tighter squad formations. They just seem too spread out and dont seem responsive enough. Maybe you can add a "squad mode" where they operate as one entity. They could enter squad mode like they would enter/exit a truck... These are just observations and opinions of a loyal fan. Overall, I think your game is great and I have already pre-ordered Kursk. Thanks for listening!
  8. again, I can't help but to think about the old Close Combat games. I don't mean to advertise CC, just using the title as a comparison. CC was way ahead of its time in so many aspects, especially multiplayer, that I'm surprised war gaming companies don't just outright make a modernized copy of it. Atomic had the formula nailed, everything was there such as multiple maps, a stratgic layer, responsive infantry, ect. With that said, I agree with you on all points except that its not necessary for a battle to have 10-12 tanks and anti-tank guns to be meaningful. CC proved that over and over again! I feel Theatre of War Kursk is with out question the best TOW title yet, but my biggest gripe is with how the infantry are modeled. The tanks and vehicles in general are spot on in my opinion, but its the infantry that is keeping the game back from greatness. Infantry are still somewhat unresponsive, difficult to work with, and take too accurate of fire that wipes them out down to the man at long ranges. Once infantry gets better modeled, then you will see awesome multiplayer battles. I feel that infantry should get as much attention as the vehicles do. Done properly, multiplayer is what gives games a long life. To this day there still is a very active CC multiplayer community. Again, I just don't understand why companies don't outright make a modern CC, it would be a best seller! PS - I still would like to see a Strategic Layer/Map built into the game. Something similiar to what CC Invasion Normandy & The Battle of the Bulge used!
  9. Im surprised nobody has a reply to my comment... I thought it was a good idea. Anyway, for a perfect example of what I am talking about, and I just found out about this game today, is "Achtung Panzer: Kharkov 1943." I think its an amazing coincidence that I found a game with the feature I was talking about in the comment I made above. Kharkov 1943 has a "Strategic Layer" allowing you to move your battlgroups around on a strategic map, then you fight it out on game maps similiar to Theatre of War... With that said, I still hope Theatre of War adds this in future games.
  10. your trolling, right? 6.5 years old is considered ancient...
  11. But, TOW is a good series. Many say that CC is superior, etc. but I think TOW and CC can coexist! They are not the same game, and nor do they claim to be. I have had my rants against TOW and BFC, but truth be told BFC has given me good games since I first bought CMBO when it came out. I wouldn't worry. ToW2:Kursk will be just as good as the others, perhaps better since we get mortars and Marders!
  12. I am a very big fan of the Theatre of War series. I'm glad there is a company out there like 1C that is dedicated to this type of war game! To me the ToW games are a more modern version of the Close Combat series, they basically picked up where Atomic left off. With that said I'm now thinking about what I would like to see in future Theatre of War games. Kursk 43 shows us that graphics and game play are now top notch, but what next for the series? The last two Close Combat games used a strategic map layer, portraying the "bigger" picture of what was going on beyond one particular battle. I do like how it is currently in campaign games with each battle being linked by scenarios, but I think issuing orders to your units on a strategic map is better and more immersive than from playing scenario to scenario. Instead of following say just one company level unit from scenario to scenario, with a strategic map each unit can portray a platoon to company sized battle group. A full battalion or more can be portrayed & controlled via a strategic map! It adds another dimension to the game. Of course I wouldn't mind having the option of playing scenario driven campaigns, but I would like the series to adopt the startegic map. I believe its a great way to improve the game and keep the series fresh. What do you guys think?
  13. I feel that same as you. They are very close in having an outstanding game, but are missing something. I think if they decided to rework the game engine and make a modern version of Close Combat, then they would have a real winner. Think about it, there is still a very large and active Close Combat community for a game that came out over 12 years ago...
  14. in regards to infantry, in my opinion the game has improved from TOW1, but infantry gameplay still needs work. its still focused on the individual soldier as if it were a tank or another vehicle. The scale of the game makes control of an individual soldier tidious. Of course you can double click to gain control of the full squad, but like I wrote in my other post, the currrent squad system is sloppy. They dont stay in formation together, ect. The game still treats infantry as a group of individuals instead of cohesive squads... But dont take my psot as putting the game down, because this is my favorite war game. Ive played the Kursk demo and think its great. Infantry AI has improved a little, but as far as the demo is concerned its still the same as ToW2Africa
  15. the issue is that the system is sloppy. Id rather have the game focus more on the squad instead of each individual soldier. The scale of the game doesnt really need for control of each soldier. They seem to float around instead of staying together in a tighter formation, and they seem to forget their orders, which calls for even more micromanagement. Im simply asking for a tighter squad system with better AI and pathing, one click to bring up the whole squad and then issue orders to them. infantry survivability is another issue. I really havent noticed friendly fire though. What I have noticed is long range and accurate enemy fire that takes out all infantry before you can bring them up and close with the enemy.
  16. we are thinking the same. I feel at this point the weakest link, as far as game mechanics, is the infantry. I even have a good idea on how to handle it & I hope the game designers are listening. Besdies better AI and pathing, there should be an option to put infantry into a "squad mode." just like how infantry enter a vehcile or building, they can enter a mode similiar to Close Combat where all 10-12 squad members move as one entity/unit. As of now, they stray from each other and seem to "float" around the screen. Think of "squad mode" like entering an invisible vehicle to keep them together, and if you wanted to split them up or control each individual soldier then you have the option to let them "exit" or "bail out" of squad mode. Not only would this make it easier to control infantry as a whole, but you would be able to control more of them andf have larger operations since you would be controling full squads instead of each individual soldier.
  17. aree there any values that we can change to further improve graphics & textures quality in th game. I noticed there are quite a few file that have a value = 0. if i changed it to =1 woud it improve the graphics, ect?
  18. Im running a Dell with a i7 2.67GHz, 9GB RAM and a NVIDIAGTX260 1.8 WHen playing the demo I maxed everything out and it runs smoothly except when I zoom all the way in on the ground and notice the frame rate dropped and "stuttered." I went to "normal" on the grass and then the whole game runs smooth. So, if you want to run the game smoothly with everything maxed, then youll need to match what I have or do better. Its a hardware demanding game... good luck with your purchase!
  19. I couldnt imagine either. Im a former US Marine and my service was a joke compared to what both the German and Russians experienced. The Eastern Front was a war of extremes. The 6th army that was lost at Stalingrad was bigger than the army the west built up to inavde Iraq... amazing. Keep in mind that besides the two thousand or so tanks each side had at Kursk, they also each had over 1 million soldiers fighting. It was very much an infantry fight as well. Tanks need support and thats why I was hoping to see just a little bit better control over infantry in the game. I find the control over infantry to be a little sloppy regarding assulting trenches or houses, issuing and following orders, and overall AI. They just seem to float around... The old Close Combat series seemed to have a better system in this regard. I know the demo is just a demo, but I hope we will see a "tighter" AI system for the infantry. Im very excited about the Kursk edition. I think they have done a fantastic job, the game really looks amazing! It has so much potential...
  20. do I hear 33? Is there any info on this new game? This is supposed to be a completely new game, right? Combat Mission: Normandy? Please correct me if im wrong
  21. Please, please, balance out and polish up the Theatre of War:Kursk game before releaseing the English version. The game is screaming with potential, but there are a few issues that need to be addressed before release. I tried the Russian demo and it looks great, but infantry cant be used at all. They get wiped out as soon as they are in the field of view of the enemy at long ranges. I dont know if its realsitic or not, but it sure isnt playable or even fun. If you can give infantry a bigger role in the game and more suvivability, then you will have a real winner here. Tighter control of the infantry and what they can do seem to be a problem at this point. Thanks for listening A big fan
  22. ok, its now 1/8/10. any news about a downloadable full game in English?
  23. Im only speculating, but yes it seems like there will be a pause feature during multiplayer combat. I just took a look at the video posted in ToWKursks website and I am very impressed with the looks of this game. Have you heard any news about when the release date is? Im reading thats its eaither in a few weeks or the end of March...
  24. by the way, have you ever play John Tillers West & East Front games? Although the graphics are a bit out-dated now, they game is turn based and about the same scal as Theatre of War 2...
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