schrecken wrote: |
http://www.wargamer.com/article/2557/close-combat-wacht-am-rhein-preview%C2%A0 |
platoon_michael wrote: |
Very Nice guys.
I can't wait to have this one. I do hope the strat map is as easily editable as mentioned so I can change it. We still need a St.Vith & the Northern Shoulder mod |
Quote: |
ust one thing: 4 turns a day in a 15 days (or so) campaign is very long. |
Quote: |
Redirection chance of an Allied BG. |
Quote: |
Disbanded battlegroups have the option to retreat to a friendly map if routed or be disbanded |
Quote: |
So I figured the first scenario would be a pushover, right? Wrong. I had a bunch of infantry, a couple of MG squads, a couple of mortar teams, and a couple of bazooka teams. And what pops out of the woods? Some Panzers and Jagdpanzers. Not good. I emailed Jim Martin and shared my experience. I could almost hear him chuckling in his reply: “Glad you're having fun with it. RE: Andler - It kicks everyone’s butt. Actually the first two rows of maps should if you're playing as Allies. Nothing like a little historical accuracy to put you in the same state of mind as the infantry dude on the initial splash screen.” Well, good morning, Sunshine. He succeeded on that account. |
mooxe wrote: |
To hear a guy who has been beaten by a game he rarely if ever plays means nothing. That portion of the review is good for outsiders, but we know the AI sucks no matter what. The Germans on day 1 are going to overpower you on many maps I am sure. Its mostly because they have heavy tanks and the American only have 57mm ATG and Zooks.
Lets not please confuse superior forces with superior tactics! |
platoon_michael wrote: |
Any chance we can get some map previews?
please? |
Troger wrote: |
Glad to see some work being put in on this re-release.
Hope this one doesn't include the infantry (which refuses to act as infantry) with the now-popular 'enemy spotted'. Maybe one of you should make sure that when you try to use an infantry unit it does what it's supposed to, just a thought. |
squadleader_id wrote: | ||
You mean the new 'Girlie Soldiers' AI enhancement introduced to the CC engine since CoI? I'm sure this will be included |
IronStringbean wrote: | ||||
I'm assuming this "enhancement" was added to take care of the dreaded AI "crawl of death" tactic. I wonder if they could code it so it only applies to the AI. Either that, or only to the standard move command; so if I want to get my squad the hell out of a house thats under fire, I can use the move fast command, or sneak command if I want them to crawl away under cover. |
Quote: |
you have to keep clicking on your units and babysit every move |
Quote: |
Sounds like micromanagement to me |
Quote: |
You said yourself that to play the new version it's best to assign short "move fast" orders. |
Quote: |
and not too many people complained about it right |
schrecken wrote: |
I use way points effectively by not running my men through territory controlled by enemy machine gunners..... you may play the game differently, let's call it RAMBO style.... but suffer the consequences by having a lot of dead men. |
Therion wrote: | ||
Err... It happens even when fire is very inaccurate or low intensity. Also, even vehicles can stop because of being fired upon. Why would a humvee stop when fired upon? To catch more bullets or what? Old CC games had soldiers aborting movement only under heavy fire (and they started crawling before aborting movement). It was better. |
Tejszd wrote: |
The best setting is somewhere in between the two described. The crawl of death description/name came about because in older CC titles the soldiers did keep crawling under fire until the whole squad was dead. |
jscusmc69 wrote: |
Marines NEVER retreat they ADVANCE in a different direction!! jscusmc69 RVN |
squadleader_id wrote: |
I hope at least the 'girlie soldiers' will crawl or retreat back to cover by themselves. Aborting movement and stopping in the open like in CoI and CCMT is worse than the 'crawl of death'. |
squadleader_id wrote: |
I hope at least the 'girlie soldiers' will crawl or retreat back to cover by themselves. Aborting movement and stopping in the open like in CoI and CCMT is worse than the 'crawl of death'. |
Quote: |
I wish someone would make a patch that woul remove it from CCMT... |
squadleader_id wrote: |
I hope at least the 'girlie soldiers' will crawl or retreat back to cover by themselves. Aborting movement and stopping in the open like in CoI and CCMT is worse than the 'crawl of death'. |
Flamethrower wrote: | ||
I have to disagree, the feature that causes aborted movement, in general is caused by sending units to do something they shouldn't/wouldn't, and IMHO is an improvement - it makes gameplay more demanding and more realistic - command radius is more important than before |
flick wrote: | ||
Won't that mean you have to click new commands, over and over again, as you get fired upon? |
Therion wrote: |
Again, there's a difference between going down under inaccurate enemy fire and between going down when a burst from enemy MG42 mows down a few soldiers.
In previous CC games, soldiers aborted movement when fire was too much. Now they abort movement under any fire. Also, why the hell are vehicles stopping under fire? Humvee stopping under fire begs for an RPG and tanks stopping during overrunning because of fire are even worse. |
schrecken wrote: |
If your men get caught in the open they generally try and save their lives despite their commander ordering them to stand up and be shot. |
Quote: |
If fired upon they will at first go to ground and then seek cover... usually successfully.... they will also retun fire !
If you want to keep ordering them to get up and run you may need to re-issue orders a couple of times. |
Quote: |
This is ultimately a fault on the part of the player. CC is not a FPS with 10 health points and health/powerups. |
Quote: |
CC has a psychological model each of the soldiers conform to... you (the player) are not in remote control of each and every man like a FPS.
You get to issue orders and your men seek to carry them out..... if your orders are erroneous the men will disobey. |
Tejszd wrote: |
I guess we'll have to see what the game is like once it is released.... |
Flamethrower wrote: | ||
I have to disagree, the feature that causes aborted movement, in general is caused by sending units to do something they shouldn't/wouldn't, and IMHO is an improvement - it makes gameplay more demanding and more realistic - command radius is more important than before |
squadleader_id wrote: |
Well, aborting movement and retreating back to cover is realistic...but aborting movement all together so that you have to give 'girlie squads' new movement orders (sometimes over and over) is just bad game design and just adds unneeded micromanagement! Any way you put it it's bad game design...and should never have been implemented in the first place. |
squadleader_id wrote: |
That's right! Exactly! Great game design, eh? And a really neat feature Why bother fixing the the enemy AI? Just make the game harder to play for players...make them have to click more and micromanage things...brilliant! |
mooxe wrote: | ||
Most people play CC5 GC's with the initiative setting turned off. This helped your men from getting up and running away on thier own assaults thereby making you go and micromanage them back to thier hidey holes. |
Flamethrower wrote: |
again - totally disagree - the feature adds challenge and realism & not so much the need for micro management but for better management autopilot command versus more interactivity? no contest |
mooxe wrote: |
Well being the army, and in Afghanistan right now, I can tell you for sure we do not stop when we are fired upon. Stopping makes no sense. If fired upon while dismounted we return fire and advance to cover. |
mooxe wrote: |
Well being the army, and in Afghanistan right now, I can tell you for sure we do not stop when we are fired upon. Stopping makes no sense. If fired upon while dismounted we return fire and advance to cover. |
mooxe wrote: |
There will never be any serious reviews of this game from experienced players. Just canned reviews by non-CC players who wont notice this as a change. The newbies wont notice the change either. |
Flamethrower wrote: |
as a WaR beta tester I am prevented from saying anything specific, but...
....you are making a mountain out of a molehill |
mooxe wrote: |
The redevelopers change things that already work fine, that havent been complained about very often or at all. Why?
There will never be any serious reviews of this game from experienced players. Just canned reviews by non-CC players who wont notice this as a change. The newbies wont notice the change either. The silence will be interpreted as them being correct. The game already handled this nicely, what exactly was the reasoning behind the change? |
mooxe wrote: |
There will never be any serious reviews of this game from experienced players. |
Quote: |
we return fire and advance to cover. |
Quote: |
A number of people have asked why this change was implemented in the first place |
squadleader_id wrote: |
^
I guess we'll all have to get used to playing with 'girlie soldiers', eh? |
Quote: |
more in the vein of the awesome graphics in TT's VetBOB |
schrecken wrote: | ||
I'll have to take a look at them one day. |
Quote: |
the lethal weapons to make the AI super tougher |
schrecken wrote: |
Started playing vetbob... it had soldiers that wouldn't go in buildings... I put it away.
|
schrecken wrote: |
and in CC4 you can't pick your teams... gave it away pretty quick.
Too many -ve's when there were so many good ones available. |
Quote: |
and many of the buildings wont either |
Quote: |
they wait orders ALLWAYS and never take the iniciative. |
squadman45 wrote: |
More cliks for the same action isnt made the game more difficult, is made a stupid game. |
Quote: |
MG team the order DEFEND i want it shoot to ALL infantry units changing objetive (supression role) |
Quote: |
if troops falls in a ambuscade what type of countermeasures take they??? crazy minute? close combat? retreat? or search cover? |
schrecken wrote: |
There is no micromanagement |
Quote: |
There can be instances of a lot of clicking if you insist on running your men into suicidal positions and want to keep commanding them to run headlong into a machine gun. They will try and save their lives despite you trying to kill them. |
squadman45 wrote: |
I like microgestion but NO in a RTS i have my wargames with their turns and hexagons. |