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Close Combat Series -> Close Combat Wacht am Rhein

#101:  Author: schreckenLocation: Sydney, Australia PostPosted: Tue Sep 30, 2008 12:39 am
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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.

#102:  Author: squadleader_idLocation: Soerabaja PostPosted: Tue Sep 30, 2008 3:45 am
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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.

I thought there's an option for "locked BGs" in WAR...to cater for CC4 purists.

CC4 needs a huge update...but TT's VetBoB already gave CC4 a huge graphic makeover (great looking vehicles, detailed soldier uniform colors, awesome customized team graphics etc). Gameplay-wise...VetBoB's beefed up AI teams and weapons are bordering on overkill...

#103:  Author: schreckenLocation: Sydney, Australia PostPosted: Tue Sep 30, 2008 4:13 am
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There's something special for the purists.

When I say what I like, that's all it is my personal preference.

Strategy3tactics aren't making a game for me but for everyone (within reason), so the features incorporated will reflect the wide appeal of the game.

#104:  Author: mooxe PostPosted: Tue Sep 30, 2008 5:36 am
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Its a shame the vehicles wont have the proper graphics, and many of the buildings wont either. They are very important features when determining how and when to shoot.

#105:  Author: schreckenLocation: Sydney, Australia PostPosted: Tue Sep 30, 2008 5:50 am
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I don't think the dinky rock and rolling will be missed by most people.

I actually found it annoying that it didn't correspond to the type of terrain the vehicle was driving over.

So for me, it's a good thing.

Others won't care.

Some will be mildly annoyed.

Others will rant and rave.

#106:  Author: squadleader_idLocation: Soerabaja PostPosted: Tue Sep 30, 2008 7:20 am
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Well...if the original animations were incorrect...fix them Wink
Simpler to just remove them right?
Or maybe lack of tools to reproduce the animation sequence? Very Happy

The tilting and bobbing animation effects add depth to the game (2D top down view maps)...just like shadows.

#107:  Author: mooxe PostPosted: Tue Sep 30, 2008 7:43 am
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Its simplest to dimiss criticism and do whats easiest. I know the job is difficult and Matrix or S3T does not want or cant put the extra time and money into it.

I don't mind that the mods don't have this feature either, but mods are generally done by a very small number of people who work for nothing. Youd think that this rerelease, being done by an actual games company would feature everything thats good from previous versions, plus all the new features from CCM and CCMT.

Yeah theres alot of great new campaign features that you have to edit via the text file but cant change via the games GUI. (not user friendly btw)

Is this just CC4 with a bunch of hacked in unpolished features with some new interface graphics or what?

#108:  Author: squadleader_idLocation: Soerabaja PostPosted: Tue Sep 30, 2008 8:12 am
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Shrieckie's already fed up with my 'questioning' posts at CSO...so I guess he'll be here posting the same thing soon Very Happy

Keep up the great work, S3T! /*sarcasm mode on*/

Note: just because I'm nitpicking WAR and S3T's work...now I'm considered rude Wink

Okay, here's a recap of my nitpicks (so far):
- Girlie Soldiers AI (TM)
- Interface Screens locked to small box 800x600
- New Vehicle graphics missing tilt animation, the models and paintjobs are great...but comparable to TT's VetBoB smaller tanks graphics.
- Unit/Team Graphics in the interface screens using the old toy soldiers look...not upgraded to VetBoB standards...or CCMT standards for that matter.

#109:  Author: flick PostPosted: Tue Sep 30, 2008 10:20 am
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Very nice camo schemes.

Having PJ post here reminds me (since he's improved the AI on his mods)

if we can we expect the same on WAR? I know we talked about it before, but the game was still being tested.

#110:  Author: schreckenLocation: Sydney, Australia PostPosted: Tue Sep 30, 2008 10:24 am
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"they have this, almost perfect, against all odds feeling... can't really put my finger on it"

How does PJ's mods play as the Russians?

#111:  Author: schreckenLocation: Sydney, Australia PostPosted: Tue Sep 30, 2008 10:28 am
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Quote:
and many of the buildings wont either


Heh??

#112:  Author: squadman45 PostPosted: Tue Sep 30, 2008 11:23 am
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Well, girl soldiers isnt realistic, think if you lauch a squad to the assault of a building and a ambush enemy unit in the building fire at... 30-40 meters and your troops stop.... well, they are DEAD MEN, i think if they have a good sarge they go to CLOSE COMBAT ummmm Close Combat the name sound me....

I think that girl soldiers are a way to no update AI because if they dont need you to know what they need to do they are forced to think, i see infantry and tanks are more "stupid" than in original series because they wait orders ALLWAYS and never take the iniciative.

#113:  Author: schreckenLocation: Sydney, Australia PostPosted: Tue Sep 30, 2008 12:09 pm
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Quote:
they wait orders ALLWAYS and never take the iniciative.


No they don't

#114:  Author: flick PostPosted: Tue Sep 30, 2008 12:45 pm
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I've not played PJ's new SDK mod yet, I can't wait mind.

#115:  Author: squadman45 PostPosted: Tue Sep 30, 2008 1:09 pm
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eeeee if troops falls in a ambuscade what type of countermeasures take they??? crazy minute? close combat? retreat? or search cover? as i can read units with waypoints STOPS when find enemy and i prefer loss 1 soldier but taking a tactical position.

More cliks for the same action isnt made the game more difficult, is made a stupid game.

#116:  Author: Flamethrower PostPosted: Tue Sep 30, 2008 5:37 pm
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squadman45 wrote:

More cliks for the same action isnt made the game more difficult, is made a stupid game.


stupid is as stupid does.....

apparently there are some who would prefer units to be automatons

in hundreds of hours of testing & playing COI (and testing WaR) I have never been frustrated by reactivity of units to enemy fire, and rarely, if ever, has it prevented me from achieving an objective...it adds realism and challenge to the game

I better try some genuine bonehead moves and see if that is what this stream of bullcrap is about

#117:  Author: squadman45 PostPosted: Tue Sep 30, 2008 6:26 pm
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Well, automatize microgestion isnĀ“t a bad thing, for example if i give to a MG team the order DEFEND i want it shoot to ALL infantry units changing objetive (supression role) no do hundreds of cliks and focusing my attetion in one unit (is one of the things that made IMPOSIBLE more than the 15 units in CC) if the game have an AI is for take decisions and minimize the human factor in microgestion, CC is a tactical game where i can give orders to squads and i want to see soldiers working as soldiers with suboficials working as suboficials, whe are in 2008 not in 1998 and we want some AI and if soldiers need me because tanks advance with the rear to the enemy....

I like microgestion but NO in a RTS i have my wargames with their turns and hexagons.

#118:  Author: Flamethrower PostPosted: Tue Sep 30, 2008 7:57 pm
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microgestion?

do you mean.......

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#119:  Author: schreckenLocation: Sydney, Australia PostPosted: Tue Sep 30, 2008 8:00 pm
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Quote:
MG team the order DEFEND i want it shoot to ALL infantry units changing objetive (supression role)


That is exactly what it does

Quote:
if troops falls in a ambuscade what type of countermeasures take they??? crazy minute? close combat? retreat? or search cover?


The teams decide whether to keep running or drop and return fire and seek cover, it depends on the circumstances.

There is no micromanagement

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.

#120:  Author: squadleader_idLocation: Soerabaja PostPosted: Tue Sep 30, 2008 9:28 pm
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schrecken wrote:

There is no micromanagement


Yes there is...a lot more than the original series Smile

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.


Girlie Soldiers (TM) also stop moving when ordered to sneak away to the back of the building (or into cover) to avoid enemy fire. By the 4th or 5th clicks...they're prolly all blown up anyway...then even if you keep clicking they won't budge anymore...cause the girls are KIA Very Happy



Close Combat Series -> Close Combat Wacht am Rhein


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