sepp3gd
Posts: 35
Joined: 8/6/2015 Status: offline
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Hello again. Happy to see all is well with the progress of this series. Going from 2D to 3D is no light matter. That being said - One concern I run into is my inability to synchronize the maneuvers of the Armor and Infantry units. Example: I attempt to have both a tank and recon infantry move together in close proximity; the infantry follows in formation closely behind the tank and benefits from the cover it affords from small arms fire, while the tank benefits from the increased situational awareness resulting from the eyes and ears of the infantry in close proxy. However, the tank ends up out-pacing the infantry as well as ignoring small arms fire, to the effect that the infantry are left caught out in the open prior to reaching the objective. Conversely, the tank is sometimes knocked out with AT weapons prior to reaching the objective stemming from a lack of situational awareness as a result of the recon infantry being pinned down and out of commo range. Whether the tank leads and the infantry closely follows, or the infantry leads in the front, or takes position to move parallel on the flanks of the tank, the effect is exponential with regard to increased capacity to engage the enemy effectively on the greatest terms possible for the permitting situation. Such strategy is essential to traversing urban road and or forest path where the benefit of searching and destroying the flanks as well as close in support where terrain and or enemy tactics negate the deployment of a proper vanguard; For moving across open terrain, forests, mountainous terrain, as well as moving through urban environments, or any combination thereof, the ability for Armor and Infantry to work closely together is critical. And that is why this game is so realistic - The greatest war game ever made in my opinion, not despite, rather as a direct cause, when the employment of complicated tactics has such an effect, that the lack is so appreciable to the degree that victory or loss is at stake. I think that this company needs to patent their alogarithm? (IDK what it is) that has enabled true AI with regard to human behavior under combat stress. It is what makes this game in the .01% of RTS. --- THE RANT CONTINUES --- Which is precisely why I would like to see the incorporation of the 2D top down hand drawn maps of the past coupled with the added function of 3D first person gameplay. Again, all decisions MUST be made strictly from the 2D function except for engaging enemy targets with mechanical weapons (within set field of fire) which will be accessable to the operator at both the 2D and 3D functional level of gameplay; and still employ the restrictions imposed by combat stress injury on the psyche of the man. Its Google Earth meets Close Combat meets Battlefield. --- I HAVE TOO MUCH FREE TIME --- I watch alot of War Thunder videos featuring Realism Mode Battles using the highest PC graphics settings - and I just beat BF1... And my take away is the following: Beyond incorporating the 3D graphics of the above mentioned games into the realistic gameplay of the Close Combat series, we must also take even greater effort to realistically depict the details of ammunition fire effect on target and the varying differences with respect to ammuntion type and target physical properties - depicting the incadescent shock wave that precedes the mechanical detonation witnessed as a violent, shocking, awesome, and swift disruption to the surrounding elements of the hit target; detected in rapid dislocation of flora, earth, moisture, and other organic material to include the air itself (rapid change in temperature). We must study the effects that different ammuntions have on different targets upon impact (armor, wood, brick, dirt, mud, water, grass, woven fabrics, etcetera) and truly depict them in the most realistic manner possible. This is the most critical and most overlooked element of gameplay today. https://www.youtube.com/watch?v=QfDoQwIAaXg https://www.youtube.com/watch?v=1QgXuhv7-54
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