Comrade_Blabsky
Posts: 79
Joined: 1/5/2001 From: Austin, TX, USA Status: offline
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The great range of units is part of the charm, but a long-known problem with the game engine is the tendency to purchase as much armor as possible (AI that is). In H2H the players can make rules on limits, but the AI is armor and heavy support greedy. The availability mechanism is easily maniupulated however. And using Q-Clone (I believe this works with CoI, right?) you can set the availability to 0 through any or all of the seasons on the RU- and GETeams texts. Even setting all the tanks to "1" in those slots will cause the AI to purchase one of each if the difficulty slider allows it. And if tanks are not available, the AI will purchase every ATG and inf gun it can. And halftracks. So even the old Real Infantry is not quite balanced enough. Another issue is team size vs cover. Many of WF's teams are the full 10 men, and it is hard to find effective cover on many maps. The guys that can't fit into cover get shredded. A small teams (only a limited availabilty of 7-man teams, mostly 3 or 4 man) version of WF, thinking in platoon rather than company size engagement, worked real well in CC3 and would probably be a good thing to try with the improved action of CoI. The most prevelant tank on either side set to 1 or 2, along with limited availability of AFV's and ATG's is a suggestion. So Uncle Joe, have some patience, wait for some mods, or get into modding the way most of us did: To tweak the game the way you want it.
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