Wiki's going along well.
Amongst other things I've created a 'Third World War' page to chronicle Act 1 of the game. Its a good start.
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03 January 2017 - 04:16 PM
Wiki's going along well.
Amongst other things I've created a 'Third World War' page to chronicle Act 1 of the game. Its a good start.
02 January 2017 - 04:54 PM
I just finished Act 1 Allied 11 Panic Cycle, and am about to finally finish the Allied Act 1 campaign.
For Panic Cycle. The first half of the mission is pretty well done, having to micromanage you're forces while defending two units is a exciting endevor. The second half of the mission, once you get control of the Allied base, is still quite enjoyable. You're incentivised to explore the map and capture Tech Expansions to get a better income.
However, I felt the Russians and Chinese were not very aggressive at all. The most dangerous attack they sent at me were a bunch of saboteurs and a few wolfhounds. Note that I am playing on Normal.
It just seems jarring how little I was attacked when in prior missions, such as A09, that the Soviets were very aggressive the entire time. In this situation I was building a lot of defences in anticipation of a attack that never came.
Overall though I think the mission also does well to demonstrate how useful Prism Tanks and Mirage Tanks are, and they both form the backbone of you're force to win this mission.
TL;DR - Good mission overall. First part is great, second part is good. Soviets need to be more aggressive.
EDIT: Also a quick note on A10 The Gardener, the mission states you can take you're ED-209 to the repair cranes to be healed, but this does not occur.
02 January 2017 - 02:39 PM
Perhaps it'll be a reference to a future co-op mission or something akin? Seems like a important detail to be mentioned in the debriefing screen only to be ignored.
01 January 2017 - 05:38 PM
Is it possible to mute the game sounds or to add subtitles for when a character is speaking to the player? I rarely can hear what is being said due to the sounds of the game blackening out what is being said.
01 January 2017 - 03:31 PM
I suppose you could create three sub types of Navy SEALs Mark II that play to one factions particular strengths. Of course that's if you think its necessary to add in one.
The US Navy SEAL could have a light machine gun it deals more damage to enemy infantry than normal and has a slightly extended range however the rifle is less effective on enemy vehicles. In addition this Navy SEAL moves faster on land. However this SEAL moves slightly slower in water and has less health than normal. This encourages the US seal to be more of a hit and runner.
The EU Navy SEAL could feature the ability to deploy like Guardian GIs, this would increase their rate of fire and range, as well as making them immune to being crushed. In addition they have slightly more health than normal, but they move a little bit slower. This gives the EU seal a more defensive mindset.
The PF Navy SEAL could also feature a bility to deploy, however he only deploys normal sandbags. Deploying will swap the Navy SEALs weapon to a somewhat powerful Anti-Tank gun/launcher. This gives the PF seal more flexibility and ability to adapt to a situation.