koontz
Posts: 274
Joined: 8/27/2009 Status: offline
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quote:
ORIGINAL: squatter I have bought every single Close Combat game since CC2, including all the recent remakes. I realised that the AI was broken and unplayable by CC4 and havent tried to play against the AI since. I buy these games exclusively for multiplayer. Clearly, I understand that it is the best/only tactical real-time simulator out there. This edition is no different: the AI is practically non-existent. In fact, on the strategic level it is completely Kaput.(see earlier threads) On defence, the AI places rifle teams in the middle of roads when there are buildings on either side. Its units get up and run around rather than defending. On attack, it moves blindly towards any given victory location, hardly stopping to engage the defender. I think its about time you stopped claiming this game has a viable AI. It does not. Anyone who doubts this - try playing a few battles with 'always see enemy' selected, and watch what the AI does. All the other problems that have bedevilled this game are present - vehicle pathing, unit deployent zones on top of each other, only 15 teams per side max, etc. Essentially, you, the developers are tweaking the data for each release, but are unbable to change the hard code beneath. You are releasing mods - very good mods, I'll give you - as full price games. I understand the need to support developers in niche markets, but it's getting ridiculous to rely on the same old customers like me to shell out full price to download massively flawed tweakings of 12-year old software. I just paid nearly £40 to download this, like I paid to download The Longest Day, Wacht Am Rein, and Cross of Iron before it. Each is utterly unplayable as a single player game, only valid as a multiplayer game with significant house rules and scenario modification. My point is, I am feeling a little exploited right now, like my loyalty has been tested to the end. You shouldnt be offering discounts on previous games to people who havent bought a CC game before as you are, but discounts on the new editions for those that have invested 100s of dollars already on the previous releases, each one as flawed as the last!! And my secondary point, trying to salvage as much multiplayer value as possible, can we have more information on how purchase points are assigned to battlegroups in battlemaker? And how, exactly, does stacking affect how many teams can be selected from each battle group? Is it better to have a larger unit as the frontline supported by a smaller one? Or vice versa? The manual says that having stacked battlegroups 'MAY' mean you get extra team slots. What are the parameters affecting 'MAY' in this case? Third point: why continue with the absurd divisional level strategic map, and squad level tactical map, as if the fate of divisions is decided by a skirmish between two platoons? Surely the sensible way to take the game is to simulate something like a battalion vs battalion battle on the strategic map, with companies or platoons as units of maneuvre. Then the tactical battles are actually fought between the units represented on the strategic map, rather than absurd, minute abstractions of themselves. I hear you! Wanna do an GC ?
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Amateurs study tactics, professionals study logistics. "All warfare is based on deception. There is no place where espionage is not used. Offer the enemy bait to lure him."
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