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Feedback - LSA - 2/13/2011 8:05:02 PM   
RD Helmut

 

Posts: 1
Joined: 2/13/2011
Status: offline
After several hours/days of game play and deliberation, I felt as though the folks that helped with LSA could benefit from some candid feedback.

Likes:
-Game is historial
-Map graphics and vehicles graphics are very nice and historically accurate. (some maps have wrong scale for houses and vehicles, but I can live with it)
-The ability to support BG's with other BG's is an exciting and realistic addition
-Tank pathing is appreciably better
-Ability to make game various amounts of time

Dislikes:
-I feel like the person who bought the game is also tasked with play testing it. The number of bugs I and others in the RD clan have found while playing the game has been astounding. I won't rehash what has already been posted.
-While the game is historical, the lack of infantry, points and slots on most BG's, render the game unplayable. And almost impossible to create a campaign or operation that is balanced. Example: Having a BG with 4 stug's is great. Having the same BG with 11 total men of infantry to support the armor, makes the BG worthless.
-Mortor power resembles howitzer shells. GJS has the power of mortors perfectly, the game should be modeled after that data.
-Bazookas and Piat's seem very inaccurate
-Infantry and guns are spotted much too easily.
Example: I spotted units sneaking 320 meters from me. Granted it was in the open field, but 320 meters?
Another example: Tank can drive down the street without infantry support and spot everything.
Another example: Guns in bushes spotted easily.


While the game has a ton of potential, unfortunately some of the issues above make the simulation less enjoyable. You can never get it 100% historically accurate. Therefore, it should be enjoyable to play. Afterall, it is a game and it is a simulation.

I hope Jim and others who worked hard to create LSA will take my post as constructive thoughts. My intention is not to nit pick or point fingers.

Finally, Matrix continues to push our games and not invest in advertising to attract new blood. If Matrix does not re-invest in a "real" multiplayer game with a multiplayer server (w/ Voice over IP, as all the modern games have) for all in the community to meet and converse. Unfortunately, I see the game I have loved for years dying on the vine.

Best Regards,
RD_Helmut
Post #: 1
RE: Feedback - LSA - 2/13/2011 9:56:05 PM   
Dundradal


Posts: 753
Joined: 6/9/2007
Status: offline
Great post. You have a lot of good points. I can say that many of the things you take issue with are currently being looked at. So your words are definitely not falling on deaf ears.

The feedback is great and the more opinions looking at the subject matter is always helpful when looking for solutions.

_____________________________

"To you, we are deeply grateful, and release what little hold we might, as Durandal, have had on your soul.
Go."
- Final Terminal Message Marathon Infinity

(in reply to RD Helmut)
Post #: 2
RE: Feedback - LSA - 2/14/2011 1:57:08 AM   
Tejszd

 

Posts: 3437
Joined: 11/17/2007
Status: offline
Good feedback RD_Helmut!!!

(in reply to Dundradal)
Post #: 3
RE: Feedback - LSA - 2/14/2011 6:48:58 AM   
RD Oddball

 

Posts: 4836
Joined: 2/10/2007
Status: offline

quote:

ORIGINAL: RD Helmut

After several hours/days of game play and deliberation, I felt as though the folks that helped with LSA could benefit from some candid feedback.

Likes:
-Game is historial
-Map graphics and vehicles graphics are very nice and historically accurate. (some maps have wrong scale for houses and vehicles, but I can live with it)
-The ability to support BG's with other BG's is an exciting and realistic addition
-Tank pathing is appreciably better
-Ability to make game various amounts of time

Dislikes:
-I feel like the person who bought the game is also tasked with play testing it. The number of bugs I and others in the RD clan have found while playing the game has been astounding. I won't rehash what has already been posted.
-While the game is historical, the lack of infantry, points and slots on most BG's, render the game unplayable. And almost impossible to create a campaign or operation that is balanced. Example: Having a BG with 4 stug's is great. Having the same BG with 11 total men of infantry to support the armor, makes the BG worthless.
-Mortor power resembles howitzer shells. GJS has the power of mortors perfectly, the game should be modeled after that data.
-Bazookas and Piat's seem very inaccurate
-Infantry and guns are spotted much too easily.
Example: I spotted units sneaking 320 meters from me. Granted it was in the open field, but 320 meters?
Another example: Tank can drive down the street without infantry support and spot everything.
Another example: Guns in bushes spotted easily.


While the game has a ton of potential, unfortunately some of the issues above make the simulation less enjoyable. You can never get it 100% historically accurate. Therefore, it should be enjoyable to play. Afterall, it is a game and it is a simulation.

I hope Jim and others who worked hard to create LSA will take my post as constructive thoughts. My intention is not to nit pick or point fingers.

Finally, Matrix continues to push our games and not invest in advertising to attract new blood. If Matrix does not re-invest in a "real" multiplayer game with a multiplayer server (w/ Voice over IP, as all the modern games have) for all in the community to meet and converse. Unfortunately, I see the game I have loved for years dying on the vine.

Best Regards,
RD_Helmut



Great feedback Helmut! Thanks for taking the time to make the post. We don't see it as nit picking at all especially when the tone is as you put it. It looks like you're calling attention to issues that have already been pointed out and are either being looked into or have had adjustments made. Those adjustments will be part of a new update that is due to release very soon. It's in the final stages of production. Please don't hesitate to post again if you have any new items to bring up.

(in reply to RD Helmut)
Post #: 4
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