RE: Demo first Impressions (Full Version)

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Erik Rutins -> RE: Demo first Impressions (5/8/2011 1:36:40 PM)


quote:

ORIGINAL: AstroCat
Any settings or tweaks to help? I can go into as much detail about my settings and config as needed. Thanks.


Ok, can you start a new thread in the Tech Support sub-forum with your DxDiag and a screenshot of your drivers 3D settings please?

Regards,

- Erik




Mobius -> RE: Demo first Impressions (5/8/2011 2:12:34 PM)


OK Jacko, I see whats going on. I'll tell the programmer.




Redmarkus5 -> RE: Demo first Impressions (5/8/2011 2:22:31 PM)

Thanks Erik




AstroCat -> RE: Demo first Impressions (5/8/2011 3:49:34 PM)

Immersion suggestion:

Keep the ambient SFX loop playing while giving orders.

It seems really sterile/disjointed when you play so much of the game in total silence while looking at the environmental landscape.




Mobius -> RE: Demo first Impressions (5/8/2011 3:55:37 PM)

quote:

ORIGINAL: AstroCat
Immersion suggestion:
Keep the ambient SFX loop playing while giving orders.

Like.




Hexagon -> RE: Demo first Impressions (5/8/2011 4:02:25 PM)

Nice game but have some crashes apart this i think that i add to the buy list but need some improvements like see the range when units shoot over enemy and maybe add meters on the grid as an extra option or bases on units to see it better with out use the monster images [:D] but in general looks fine, nice job.




Mad Russian -> RE: Demo first Impressions (5/8/2011 4:43:13 PM)


quote:

ORIGINAL: Hexagon

Nice game but have some crashes apart this i think that i add to the buy list but need some improvements like see the range when units shoot over enemy and maybe add meters on the grid as an extra option or bases on units to see it better with out use the monster images [:D] but in general looks fine, nice job.


Click the "i" key. That will put icons on your units and you can see them better.

Good Hunting.

MR




Jacko -> RE: Demo first Impressions (5/8/2011 5:33:34 PM)

Another remark (all in good spirit, I hope it helps to improve the game). My Panther just had it's main gun damaged. I've always hated that when it happened in CMBB. Please don't overdo this feature. It is the first time it happens, so I'm not complaining, just would like to mention it. 




RocketMan -> RE: Demo first Impressions (5/8/2011 5:35:15 PM)


quote:

ORIGINAL: Erik Rutins


quote:

ORIGINAL: redmarkus4
Any chance you'll be able to add support for 2560x1600 resolution?


That should not be a problem. We may have to do that for the first post-release update, but we'll get it in there.

Regards,

- Erik



Put me on the list for people wanting 2560x1600 resolution.




junk2drive -> RE: Demo first Impressions (5/8/2011 5:41:27 PM)


quote:

ORIGINAL: Jacko

Another remark (all in good spirit, I hope it helps to improve the game). My Panther just had it's main gun damaged. I've always hated that when it happened in CMBB. Please don't overdo this feature. It is the first time it happens, so I'm not complaining, just would like to mention it. 


I alway look at it as I got hit, a turret hit, and as much as I hate losing the gun, I could have lost the whole tank.

The good news is that your opponent doesn't know that the gun isn't working and may retreat in fear.




Mad Russian -> RE: Demo first Impressions (5/8/2011 5:43:08 PM)


quote:

ORIGINAL: Jacko

Another remark (all in good spirit, I hope it helps to improve the game). My Panther just had it's main gun damaged. I've always hated that when it happened in CMBB. Please don't overdo this feature. It is the first time it happens, so I'm not complaining, just would like to mention it. 


By the end of most battles that lasted more than 10 minutes most vehicles would have had some kind of mechanical failure to them. Whether it's battle damage like the gun getting hit, or periscopes shot out, or throw a track, engine overheating, etc....most games use a single end result to show that. In CM's case it was "Gun Damaged".

The main culprit of damage to a tank in combat that would not knock them out but force them to retire is a turret ring hit. It was the primary target for tank gunners.

We've discussed the myriad of things that can happen to YOUR tank and we've got a pretty basic set of bad things for you to deal with.

Only one of those is to have your gun damaged. Since we have more than just a single negative result we were able to lower the extent to which you read the words "Gun Damaged".

You won't see it as often as you have in some games.

Accumulated damage will also cause the crew to abandon the vehicle. Which you will see more often than the gun damaged results.

Good Hunting.

MR





Mobius -> RE: Demo first Impressions (5/8/2011 5:45:26 PM)

quote:

ORIGINAL: Jacko
Another remark (all in good spirit, I hope it helps to improve the game). My Panther just had it's main gun damaged. I've always hated that when it happened in CMBB. Please don't overdo this feature. It is the first time it happens, so I'm not complaining, just would like to mention it. 
The only way it happens is for the turret armor to be penetrated in some way. One of the results is the main gun being killed.
However, there is a small chance that a shell which would normally penetrate a little less than the armor value can sometimes penetrate a little more than the armor. In essence a 'critical hit'.




Rik81 -> RE: Demo first Impressions (5/8/2011 6:22:20 PM)

YES! Got through the (Easy?) tutorial with a Marginal Victory (71-29). Took me 15 turns, got to see the plane drop a bomb on T12, nice. Nice game, looking forward to the full thing.




Hexagon -> RE: Demo first Impressions (5/8/2011 6:35:29 PM)

I know the icon option Mad Russian, i refer to add bases on units because when you zoom on units you loose the icon and on forest and break terrain is hard see infantry when they are at medium size, apart this and the non display of range on map (i know that you can see it on unit information) game is much better than i expect i plan buy it even first day if credit card appear on my hand by art of magic [:D]




Mad Russian -> RE: Demo first Impressions (5/8/2011 6:39:02 PM)

I remove the forest if it becomes too hard to see them.

If your credit card appear on your hand by art of magic you won't be alone..[:D]

Good Hunting.

MR




junk2drive -> RE: Demo first Impressions (5/8/2011 6:41:45 PM)

You can use the LOS tool and the end of the red band will have the distance shown.




Jacko -> RE: Demo first Impressions (5/8/2011 7:14:04 PM)

Glad to hear it won't happen as often as in the old CM-series. It really made me bite my keyboard sometimes...[:D]




Hexagon -> RE: Demo first Impressions (5/8/2011 8:07:45 PM)

Yep, i use the LOS tool but show the range on the bar that connect shooter with target is better you only need set the target and see the range on map... ba, is a minor issue not important but little details like this help a lot.

Damn Mad Russian, is a credit card apocalipsis!!! hide your credit cards, dont let then infectec!!! [:D]




Gerry4321 -> RE: Demo first Impressions (5/8/2011 9:06:56 PM)

A thing I just noticed in the demo is one PzIII suffered track damage. But it only reduced the mobility to 33% so it could still move. I thought that was pretty neat, IOW it's not binary.

Gerry




junk2drive -> RE: Demo first Impressions (5/8/2011 9:17:18 PM)

And the track that is damaged doesn't move so that you know which one was hit. Wheeled vehicles too.




Redmarkus5 -> RE: Demo first Impressions (5/8/2011 9:39:43 PM)


quote:

ORIGINAL: Jacko

Another remark (all in good spirit, I hope it helps to improve the game). My Panther just had it's main gun damaged. I've always hated that when it happened in CMBB. Please don't overdo this feature. It is the first time it happens, so I'm not complaining, just would like to mention it. 


Same thing happened to my Panther the first and only time I played that far into the scenario.




Wiggum -> RE: Demo first Impressions (5/8/2011 9:59:05 PM)

This game looks interesting !
After playing the demo a bit i still have some questions:

1. Will there be trenches, foxholes or other fortifications for infantry ?
2. Can units surrender ?
3. Will there be a AAR which list all casualitys (KIA,WIA,MIA) ?
4. Will there be long (1h +) battles with huge (4x4km or something) battles ?
5. Will there be real formations (companys or battalions) with the correct number of tanks and infantry ?
6. Will there be on-map mortars ?
7. Will units route ?
8. Is there any kind of command delay ?

...ok, thats it for the moment. ;)




junk2drive -> RE: Demo first Impressions (5/8/2011 10:05:50 PM)

1 yes but put in by the map maker
2 yes but rare
3 yes the end game screen and you can review the end of battle map from there
4 no maps larger than 2k x 2k. You can make large battles but your computer better be beefy
5 yes
6 yes but less than 80mm
7 yes and retreat too
8 yes for Soviets with standard rules, optional for no delay or German delay. It is not like CM but set at 20 seconds or 40 seconds depending




Pillar -> RE: Demo first Impressions (5/8/2011 10:22:37 PM)

Infantry in houses are extremely resilient against a platoon of PzIII 50mm guns firing HE. 




Mad Russian -> RE: Demo first Impressions (5/9/2011 2:50:46 AM)


quote:

ORIGINAL: Pillar

Infantry in houses are extremely resilient against a platoon of PzIII 50mm guns firing HE. 



You need to think of 50mm tank guns as a rough equivalent of a 40mm hand grenade. With a platoon of 3 tanks that's roughly the same as throwing 3 hand grenades at the infantry. Not the best results you would ever want to see.

Early war tanks weren't known for creating casualties to infantry in cover. They were known to cause tremendous casualties to infantry that breaks from cover and runs out in the open.

Having said all that we are working to improve the infantry combat system in PC4.

Good Hunting.

MR




Mobius -> RE: Demo first Impressions (5/9/2011 2:57:04 AM)

quote:

ORIGINAL: Mad Russian
quote:

ORIGINAL: Pillar
Infantry in houses are extremely resilient against a platoon of PzIII 50mm guns firing HE. 

You need to think of 50mm tank guns as a rough equivalent of a 40mm hand grenade. With a platoon of 3 tanks that's roughly the same as throwing 3 hand grenades at the infantry. Not the best results you would ever want to see.

He might have missed this in the other post.
.365 lb. = 5.84 oz.



[image]local://upfiles/21308/9C8982EEA71A429F9192FA5878614E08.jpg[/image]




Mobius -> RE: Demo first Impressions (5/9/2011 3:01:04 AM)

double post




diablo1 -> RE: Demo first Impressions (5/9/2011 3:15:48 AM)

1. Can we change the amount of infantry units appearing per unit in the demo? If so where or what file is that located in? What's the max amount per unit? I'd like to show as many as possible with the added FPS turning off grass I can put more animated men on the map and I'd much rather have that than grass anyways.

2. Will the Russians get that "Wave" thingy that was in CM:BB?




junk2drive -> RE: Demo first Impressions (5/9/2011 3:25:32 AM)

Russians have charge and rush but no human wave. Charge is similar in that the platoon will fast move without stopping for casualties or to return fire.




benpark -> RE: Demo first Impressions (5/9/2011 3:26:43 AM)

Go to "options" (If I'm remembering correctly), and deselect "limit infantry". You will now see a larger number of soldiers depicted.

Soviet "human wave"- You will know the wave when you hear the .wav. It's chilling as the German player. I can't remember the order that kicks it in.




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