Leave the RTS, just let us slow the time compression. Otherwise your titles kick ass and the new features look very, very tasty indeed...am saving my pennies, bring it on, then how about Kursk?
Time compression/speed up, functions very well (in addition with pause) in Command Ops 2 which suits me well. Not turn based which I like the most, but with three speed settings plus pause it is the next best thing.Leave the RTS, just let us slow the time compression. Otherwise your titles kick ass and the new features look very, very tasty indeed...am saving my pennies, bring it on, then how about Kursk?
Leave the RTS, just let us slow the time compression. Otherwise your titles kick ass and the new features look very, very tasty indeed...am saving my pennies, bring it on, then how about Kursk?
That's "Combat recon" phase. Not just recon.Wow this is great!!! And for the first 10mn recon only... HELL YEAH (said the former army recon soldier)
I could not watch the vids. I had no clue as to what the guy was talking about most of the time.OMG, I just found more Twitch videos of SD44 and unfortunately that same clueless guy from Paradox is showcasing the game.
I literally just flicked through a video quickly and have already found further evidence of how clueless and cringeworthy/detrimental this guy is at showcasing the game to an WW2-philic audience like this. It was so cringeworthy I had to come back here and share the cringe. I honestly am surprised just how clueless this guy from Paradox is when it comes to basic WW2 knowledge, especially as he is from Paradox which is known for its rather in depth researched WW2 wargames and history. Please, get him away from presenting this game.
In this video:
Jump to 6min 18 sec:
The game designers actually name it correctly (Gammon bomb) in the game yet he chooses to instead refer to it using infantile language? This guy really could not give a toss about the historical research gone in to the game.
Jump to 24min 42sec:
Seriously???? Even the clueless host guy lets him get away with calling it a "British Butterfly". Cringe!!!
Paradox has its own ways regarding Twitch presentation, we do not chose who's doing it.From a "first impressions matter" kind of view of this initial presentation, I think the choice of having that guy from Paradox play and explain the game to us for the very first time was a huge mistake. Not sure why he was selected and not someone from Eugen who actually knows the game, knows the design decisions behind the features in the game and who would have had a much better understanding of the game. The video was like watching a clueless person with a vague knowledge of the game and it's context (WW2) playing a game for the first time. He seemed more concerned and interested in "not losing" in front of the Twitch audience than actually explaining the features, design decisions and mechanics of the game which he seemed to have only a very vague idea of.
The dynamic frontline is actually one of the game's main feature. It serves two purpose:I did read a comment somewhere where someone questioned the wisdom of the game having a definite/visible front line as a feature of the game that in many ways goes counter to the concept of needing recon, and I tend to agree. The simple questions I ask is why the game actually NEEDS to show players where the front line is? Why does the game need to show the players where it is? What difference to gameplay would occur if instead the dynamic visual front line graphics was instead made invisible to players, while still effective remaining an actual item that exists and is tracked by the game to determine victory but all occurring "under the hood"? I think this visual front line thing removes way too much of the FOW and is basically "free recon". I think this visual dynamic frontline (DFL) concept might just be totally unnecessary and a negative feature of the game.
If an enemy unit could be targeted, it means it was in the LoS of some other allied units. You can't see/target a unit if it isn't spotted by an allied unit.The other gripe I had was the use of indirect fire weapons, in particular I think it was some kid of mortar, as shown in the video. Not only were their use very poorly discussed and explained by the presenter, but what I saw left a lot to be desired. It seemed that a simple infantry mortar unit could target units outside it's own LOS without any spotter. What's the thinking behind that? Also seeing the mortar shell trajectories begin so flat was a huge immersion breaker.
Unarmed transports, such as trucks or jeeps, are indeed disappearing once their passengers/gun has disembarked.The other thing that was surprising and a little off putting was the concept that ALL infantry units, regardless of what type they are eg. paratroopers, all seem to begin the game mounted in motorised transports, that magically seem to disappear from the game once the unit disembarks from the vehicle (EDIT: some infantry are loaded in vehicles that do not disappear once the infantry disembark). I actually thought that maybe at least the paratroop infantry would have an advantage of begin able to be deployed forward on the battlefield by parachute drop, or, at least be allowed to begin the game deployed further up on the map. Seeing the recon stage of the battle start with truck loads of "paratroopers" stream from the map edge to the forward positions on the map all seemed a bit too much of a stretch of reality. (EDIT: I heard from the second Twitch video that paradrops will not be included in the game. It is assumed the paratroop infantry have already been dropped and they are redeploying using motorised means)
Ummm, pre buy on Steam as of Wednesday or Thursday, with pre-buy you get alpha access ( I think....)It is released?