#3476913 - 12/19/11 11:31 AM
Re: Steel Armor BOW
[Re: Aramsham]
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Joined: Jun 2011
Posts: 925
andrey12345
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Joined: Jun 2011
Posts: 925
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In the mean time, I was wondering if anyone has a complete list of all the vehicles featured in the game? Tanks: T-55, T-62, TO-55 M60A1, Chiftain Mk5, Olifant Mk1 APCs: Ratel 20, Ratel Cmd, BTR-60PB, M113A1 IFVs: BMP-1, Ratel 90, BRDM-2 FSV and artillery: ZU-23-2 on GAZ-66 ZU-23-2 BO-11 BO-10 SPG-9 M40 82 mm Mortar 2B14 81 mm Mortar Vector M3 DShK on tripod 82 mm Mortar mod 38 76 mm ZIS-3 gun ATGMs: Milan 9K14M Trucks: GAZ-66
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#3476937 - 12/19/11 12:42 PM
Re: Steel Armor BOW
[Re: bekro]
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Joined: Oct 2010
Posts: 67
ramas
Junior Member
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Junior Member
Joined: Oct 2010
Posts: 67
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The game is good. Although there are some bugs it is well playable. I have been playing with M60-1 since weekend I can say I have lots of fun. I can easily suggest if you are a sim fun. I concur, it´s good fun! Battles are very satisfying, and I have no doubt that the bugs will be squashed.
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#3476951 - 12/19/11 01:09 PM
Re: Steel Armor BOW
[Re: Tracy]
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Joined: Sep 2011
Posts: 78
lavish
Junior Member
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Junior Member
Joined: Sep 2011
Posts: 78
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After playing few battles I can say that this title is promising, but not at the level of Achtung Panzer Operation Star (just a feeling). However, that may change after the patch and I won't judge anything too hard until then. First I was a bit lost (even I have played APOS). The manual doesn't not explain very well how the tanks operate. After learning a bit and reading some informative comments and tips here (thanks Spearfish) many things are clearer. The game is getting better and better.
I'd also like to leave some feedback here about things that could use some improvements. First, I noticed some pathfinding issues with tanks, especially with ditches - they try to drive over them and get stuck in there. I suggest that these ditches are marked for AI as "do not drive through these" - they are tank traps. This might "get fixed" in the patch though (as said, the current version may not be what it should have been).
Secondly, I would like to see some changes to the visibility / unit icon system for this sim. Currently the player can see all the friendly unit icons and all enemy contacts in realtime on 2D and 3D map - like in the APOS. It's a bit weird when you can see the exact location of an enemy tank because some of your friendlies do and you don't. I suggest that the player can only see unit icons of those enemies that his crew can see like in the Steel Fury, if I remember correctly. For friendly forces I suggest that unit icons should only be shown as squad markers - even though this is also a bit unrealistic.
The previous changes to visibility / unit icon system may affect the tactical gameplay on the 2D map. In reality there were radios, phones and visual signs (flares, flags, hands) that could be used to share information about enemy positions with a certain delay and inaccuracy. Something like this would be needed in the game. Maybe just present a delay and inaccuracy for enemy contacts / unit icons? Or just mark a small area on the tactical map where the enemy was last seen? Or maybe just show the contact / movement vectors? The delay and accuracy of contacts could change depending on if the radio of player's tank is intact or not, etc... These are just general ideas. I hope you know what I mean.
Thirdly, infantry seem a bit too brave. I mean that they keep standing up and peeking from their trenches even if artillery or tank is firing at them. This can be seen in APOS too and leads to unnecessary casualties. I suggest them to lay down or stay longer in the cover and make quicker peeks. I would also like to see infantry automatically changing position relative to the threat and fast, if they are caught out of cover (in case there is better cover nearby). Not easy things to make, I understand.
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#3476993 - 12/19/11 02:09 PM
Re: Steel Armor BOW
[Re: Tracy]
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Joined: Jun 2011
Posts: 925
andrey12345
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Joined: Jun 2011
Posts: 925
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#3477011 - 12/19/11 03:08 PM
Re: Steel Armor BOW
[Re: Aramsham]
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Joined: Sep 2007
Posts: 216
Void
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Member
Joined: Sep 2007
Posts: 216
Prague
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I am still on the fence on whether to buy this or not, I loved APK43, but these problems in communication with the publisher is worrying. buy it! support the developers!
I5-4670@4.4Ghz, MSI Z87-G45,Crucial Ballistics lp 8Gb Ram, Crucial MX100 256 SSD, GTX 980, 1980x1080, Win10 64
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#3477029 - 12/19/11 04:02 PM
Re: Steel Armor BOW
[Re: andrey12345]
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Joined: Sep 2011
Posts: 78
lavish
Junior Member
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Junior Member
Joined: Sep 2011
Posts: 78
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@Andrey HAHAHKEKEKEK!!! How on earth did some of those happen? Well, I do not argue about tanks getting stuck IF they try to go over ditches. The problem is about A.I. driving into ditches if I order them to move to the other side (without movement modifiers). I think that A.I. should always use fords for crossing. However, I just tried the movement modifier "move by using roads" and it seems that now A.I. uses fordings correctly (even without roads) - everything ok. The "side-effect" is that they use roads during their movement even if I don't want to, but that's not a big issue.
Last edited by lavish; 12/19/11 04:14 PM.
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#3477052 - 12/19/11 05:01 PM
Re: Steel Armor BOW
[Re: lavish]
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Joined: Jun 2011
Posts: 925
andrey12345
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Member
Joined: Jun 2011
Posts: 925
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Well, I do not argue about tanks getting stuck IF they try to go over ditches. The problem is about A.I. driving into ditches if I order them to move to the other side (without movement modifiers). I think that A.I. should always use fords for crossing. However, I just tried the movement modifier "move by using roads" and it seems that now A.I. uses fordings correctly (even without roads) - everything ok. The "side-effect" is that they use roads during their movement even if I don't want to, but that's not a big issue.
So for the AI and they are not marked as impassable area, otherwise how to make it get stuck there? If you do not want to get stuck driving on the roads Here the dual question, if AI is to maneuver, they will claim that it substitutes the side-armor. Now, in contrast to the SF user have a choice of what to do. Perhaps not the most comfortable, but it is. Well, some changes in this aspect (from APOS tactics) will be in the next patch.
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#3477191 - 12/19/11 07:59 PM
Re: Steel Armor BOW
[Re: Tracy]
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Joined: Oct 2007
Posts: 990
Friday
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Member
Joined: Oct 2007
Posts: 990
Sevenoaks, England.
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Nice pics, lol, I wish I could find an abandoned T-62 in the woods behind my house!
Andrey, is there a way of enabelling a joystick for aiming and driving at all?
Cheers!
That Farrow bloke you executed today, are you sure he's dead? Well I chopped his head off, that usually does the trick. Yes, don't get clever with me Baldrick. I just thought you might have lopped off a leg or something by mistake. No, the thing I chopped off had a nose.
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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