Quote: |
If there were any significant improvements that could be made to the gameplay, it would have already happened. |
mooxe wrote (View Post): |
http://www.matrixgames.com/forums/tm.asp?m=2523575
Have to agree with many points. Boils down to this..... version 11+/- of Close Combat without any real gameplay advances = upset customer. But we have new maps and some new strategic functions hacked in, but gameplay is the same. How could they? Single player Close Combat is incredibly borring, single player beta testing out of the question. I suppose when its the same team beta testing for the past few years, they can't form an objective look to the game anymore. All they do is hunt for bugs, they are already resigned to accept Close Combat as it is. |
southern_land wrote (View Post): |
If you can't visulize the value of double stacking units on the strat map .... you sir, are the hack Now that was a nice rant! |
final-drive wrote (View Post): | ||
AFAIR, he didn't give any advantage to the AI in armour thickness and weapon's performance data. Only the amount of soldiers (and hence weapons) per team was higher for the AI. |
final-drive wrote (View Post): | ||
Indeed, but for some reason this was less of a problem in CC4 when compared to CC5. Cheers |
Stwa wrote (View Post): |
While Therion has routinely arrived at good gaming suggestions in the past, sometimes he seems to make absolutes from purely anecdotal observations of single games. |
Quote: |
Even on defence, the AI is shit, enemies tend to crawl out of cover and get caught in the open. There's nothing as frustrating as setting up a map with trenches and buildings, with VLs on places with highest cover only to find out that the enemies have crawled out into the open and half of them didn't survive the preparatory fires and then get killed pretty quickly by anything because they lack cover. |
Stwa wrote (View Post): |
So, I disagree with him on his points, as I have in the past. The AI, exhibits a range of behaviors, no doubt based on circumstances related to each game. I have seen the AI camp in buildings, and camp in trenches. For modern conflicts, some seperation in the fire teams is desirable, and AI seems to attempt that. |
vonB wrote (View Post): | ||
As is likely to be the case in any game production. The development of a comprehensive and competent (and I haven't even started on inspirational...) Tactical AI would be prohibitively costly. The best we could hope for is a simple solid AI (even that's a challange!). However, eventaully a player becomes familiar with the behaviour of the AI and the challange diminishes. I even wonder how appealing a game with a good AI would be to some (if not many) players. To get beaten consistently will soon become tiresome. Ther has to be at least a prospect of winning, as well as some real victories to keep the ongoing enthusiasm. This si human nature. What is most tiresome is the stupidity of the AI, doing things that even a numpty might not choose to do. Is beating a stupid person worthy of the challange? |
southern_land wrote (View Post): | ||
So you agree do you mooxe? Does that mean you have bought the game? Torrented the game already? or are Canada's version of men who stare at goats? And talking about objective opinions take a look in the mirror. Even the terminology you use in your latest vitirolic spiel indicates the one eyed way you look at the new releases "some new strategic functions hacked in", they were programmed in, they work well and are a serious advance. If you can't visulize the value of double stacking units on the strat map, or setting entry locations for single map battles then you sir, are the hack Now that was a nice rant! |
mooxe wrote (View Post): |
I suppose if it was 1999, those would be serious advances. |
squadleader_id wrote (View Post): |
TT did change the weapons data...many weapons of the AI side were modded to be more deadly and accurate. Personally I don't like it...give the AI more soldiers, more weapons, more experienced troops and commanders...but tweaking the AI weapons is overkill! |
Tejszd wrote (View Post): |
2. Make timer not stop when Alt+TABbing out of game. Already can be done if desired by running the game in windowed mode |
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