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Jmac006

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Everything posted by Jmac006

  1. Steel Warrior already gave everyone the answer....If you enjoyed panzer general, you will love panzer corps You can get the original game which allows you to basically play an updated version of panzer general on steroids or you can go all in like i did, and get all of the dlcs, they have one for every year of the war, in which case you are playing around 12 missions per war year. The game has everything panzer general had and adds more awards, unit heros, maps, custom settings and it also has allied corps available for purchase and afrika corps available as well. So if you enjoyed panzer general do yourself a favor and get panzer corps.
  2. I would personally like for Chris to weigh in on the entire rank debate once and for all. We have had about 6 threads of some kind or another on rank and it seems like the only thing everyone agrees on is some kind of change should be made. Perhaps he should post a thread, give us some options and a place to vote on which option to go with, everyone has such differing opinions on this, give us some options to vote on that doesnt require more opinion posts and lets finally move on.
  3. Great Improvements guys....As i just droped 70 bucks on panzer corps and the mega pak dlc i'm gonna skip this build and wait for the stable one, however i want to reiterate two things I hope make it into the stable build somehow. #1 Please consider adding more ranks and medals to the game.....I really love the immersion you get from bonding with your troops and seeing them grow into ultimate soldiers with the fruit salad to prove it. #2 Please Please bring in a memorial wall so you can see all the troops you've lost. At least just a roster of them if not the way xcom ufo defense did it. Thanks Happy programming.
  4. To my fellow Community members.... I know we all have our own ideas and specific smaller ways of the above ideas, however, to really get results we need to be short and consistent. Please only say if you agree or disagree with the below points but do not elaborate as that can take away from the results and cost votes. Lets first establish that we want these things expanded and then let the devs come out with a way to vote for the actual changes. #1 Expand the rank system to include more ranks..... #2 Expand the medals (such a great feature) #3 Create a memorial wall so we can see our fallen soldiers Guys Please keep this focused, there have been multiple threads and they all break down on the specifics of what happens after these things..I am pleading with you here....lets establish we want all 3 of the above things to happen, and let the devs come to us with options we can vote on once they see we would in fact like all 3 of these to be expanded.
  5. You clearly think I need the military explained, I'm a former US Army Infantry soldier...so nothing you can tell me that I do not already know.... Also I was speaking relatively about the ranks for seal teams....However it seems you want to be semantic about it...so replace sergeant with e-5 and replace colonel with whatever rank you want, cause if a field grade seal wants to go on a mission, he does. I'm done wasting time on your posts. Enjoy the game.
  6. Echofourdelta..... I do understand the ranks and what they do....it would be very easy to defend them for a number of ways and reasons but I'm just gonna go ahead and do it the easy way to keep this short. X-com Udo defense uses the rank of colonel as it's final rank.......this game sold millions of copies. Your argument however logical you want it to be, has no point in sales or immersion. Finally Doing it the way I suggested recognizes Experience for the ranks and lastly a special command like Xcom can have any rank going on a mission it wants...Case in point...it is not unusual for a navy seal team to have 5 sergeants and 2 captains on the same mission.......and lastly if a colonel of navy seals wanted to go on a mission guess what....he would...My father happens to be a former navy seal so I know of this happening. Thothkins I saw your suggestion, I'd rather see it stay what it is then change to the set you suggested. I'm not a fan of lance corporals and the point of going above 8 was to further be invested in the troops and to help shut down the promotions r to fast argument. So even if we take away master sergeant and sergeant major...we would still have 12....
  7. I Think TheTuminator said exactly what I've been trying to say...You said it even better then I did so thank you...However the only point I don't agree with is making planes indestructible....(maybe as something in the options for players who wanna do it that way) Thanks again man you really explained it in a great way and I couldnt agree more aside from the indestructible thing. Last note to Giz.....you cant punish players on a mini element of the game or they will never get to the core game. What you are saying is great for hard and insane diff....but normal bud....I'm thinking of everyone wanting to play this and enjoy it...not quit after 5 min and trash talk it for having a learning curve mini game that is rediculous....gizmo i know u r trying to help but look at perspective.....you've played this game over and over and over.....to be helpful u have to come at difficulty and whats good for mass market through the eyes of playing it for the First time....gamers who pay do not and sometimes do not...give a game a 2nd chance.
  8. #1 I do believe we should change the ranks....by adding to them. 1. private 2. Private 1st class 3. corporal 4. sergeant 5. staff sergeant 6.Sergeant first class 7. Master Sergeant 8. Sergeant major 9.2nd lt 10. 1st lt 11. captain 12. major 13. lt colonel 14. Colonel this would be final rank. #2 I would like to see more medals added #3 I would like to see a wall of the dead added...a roster of all the troops you've lost. If you agree with these points please say so in a clear and defined way as this post has gotten a little long and may not get much visual recognition with how divided things are currently. I believe all 3 of these things would add important immersion..please please be specific on any of my points you agree with and want to see happen so we can get something done and finalized with the rank debate.
  9. Well everything is a variable, one things effects a lot of other things....maybe we should be addressing the air combat diff in 19.5 versus the stable build.....and perhaps in the first few months have less alien incursions then norm? I want to reiterate some points #1 air combat diff needs to be returned to stable version levels for normal games. #2 I really think the only way to truly balance combat is to remove stun grenades and stun rockets.. #3 Ranks & medals ....I know there have been a lot of posts...I'd like to see all the levels of rank added from e-1 to colonel #4 Please find a way to include a wall of the dead so we have a list of troopers we have lost. Guys Please clearly weigh in on this in a short and defined way so the devs know if the rest of the community supports these points. I've noticed that talking to players is paragraphs but if you wanna get anything done with a dev you have to use bullet outline formats! So please weigh in as i feel these are important for balance, gameplay and immersion.
  10. 19.5 balance issues in my opinion. #1 Air combat in 19.5 is a huge degree if diff spike from the stable version. I recommend going back to stable version diff as this gives the mass market audience time to scale diff with harder and harder aliens vs them getting rocked in there first few air combats. #2 I think lowering the base cost to 250k was a great thing...Also I would caution against more changes to the economy at the moment since my counterparts who are showing screenshots above clearly overbuilt without adding to there monthly income via successful missions. In grand strategy resource management is key, this isnt an rts after all. #3 Stun grenades and stun rockets.....need to be removed from the game totally. Keep the batons. ((I know i am gonna get flamed for this so here is the explanation.)) (once you get stun granades and stun rockets..it really takes away from most other tactical options because you get more money for captured aliens and its just so easy to spam all ur troops with stun gear and why even use the baton? no risk to the grenades and rockets..I get the idea...cool concept but the execution reality of a ranged stun weapon kills all the other types of combat and accessory granade tactics except smoke. #4 Hidden movement doesnt go away when the aliens are shooting at you....had to go back to stable version, just to unplayable in ground combat not seeing where the shots are coming from and having the hidden movement up all the time. #5 Ranks and medals...I would actually like to see all the ranks represented and this would hopefully solve others issues with ranking up to fast...since unless you save/load all the time your gonna lose people and if you add the ranks from e1 all the way thru colonel it does takes longer and I love the medals that are currently in the game, can we get that expanded? and ya..i do agree with a lot of the other guys about adding more generic names. #6 I know this isnt the right place for it, but i would like to see some kind of roster, that shows your wall of dead that keeps there stats intact.
  11. gizmo My point with difficulty, is on normal setting at the beginning of the game vs light scouts...yes it should be that easy...any good game has to have difficulty scale as your progress.....In the stable version of the game, you dont have to do anything to beat a light scout...the missle range is longer and it fires prior to the light scout getting into the cone...i think this is a good way to start things out. With 19.5 you have to manually do it to win.....not a good scale for the mass market starting the game and getting smoked! I also don't want you to think we are going round and round... We both hopefully have the same goal...Xenonaughts being a hit. I know you are very active on these boards so I'll ask you to take something into perspective....when you are giving feedback ( not talking about this post but in general)...please consider giving it in a way the devs can take it and make everything more attractive to new players and the mass market and not just for people who may like higher diff settings as the norm game.... Any hardcore strategy gamer will give this game a try when it comes out just cause its trying to walk in Xcoms shoes...however, while it is a larger market today then its ever been...we still need to keep the game attractive to new players a large consumer base....so anyways...like i said...when do u give feedback to the devs, please have you and all your board friends keep in mind that we need the game to be a good exp for a lot of people, and a good game needs to scale difficulty and allow time for a learning curve......( I personally play things on ironman but that certainly isn't the playstyle I'm trying to advocate for, I'm trying to help keep things real for the new guy and people who like strategy but aren't naturally great at them) I only mention this because browsing though the forums I've seen a lot of feedback that seems very linear in its perspective and I'm starting to wonder if early access itself won't cause a game delay because the poor devs are bombarded with a small percentage of board warriors creating like 4 different posts on rank.....To all the rank guys i say...Save/load much? Anyways I hope you can now see the spirit and the context for which I am advocating and join me in that....Speaking of which...it would be nice to have a list of the soliders who have gotten waxed under your command...If you like that idea to start a thread on it...maybe they already will do that and I just don't know about it. Jmac
  12. Gizmo Its true some of my coments should of been placed elsewhere...however i want to point out...I was testing the air combat auto resolve, Its not something i would actually use in a real playthrough, however, if its going to be a feature, they need the feedback for it to work properly...this is why i was testing it..... I really dont understand your point though when you say never to use it....clearly the feature is there for players who may not want to do the air combat part...while that isnt me cause i like doing it, i do think it should be a feature, it just needs to be polished so that results are consistent and not extreme to either side of the fence. I want to take this opportunity to reiterate that I was doing 1 starter plane v 1 light scout doing these auto resolves. I do believe 1v1 on auto resolve should have a 50/50 outcome where as had i brought a 2nd fighter to the mix, goes up like 90% on the win side....Again i only am responding here cause it is a new feature, and i believe this is the feature dicussion, all in all i think its a feature that needs to be in...just given somewhere close to the outcomes above and not epic fails everytime. Also one more point to consider..while i am sure those tactics work well...and a lot of other tactics also....the game on norm diff....in the beginning stages shouldnt involve anything that comes close to having to formulate advanced tactics, we( hopefully all of us in the community) want this game to appeal to a large audience and having the learning curve not be to intimidating for a brand new player to stick around and learn as they go. Thanks Jmac
  13. Greetings.... I am glad someone posted about this because I've noticed vast differences in gameplay in the few hours I've played today and its very alarming. I am started to wonder if the early hard core side of the community is giving to much feedback on balance as the differences between the stable build I started today with and the Experimental 19.5 that i ended the day with are literally night and day. I am a big fan of xcom and even the recently released Xcom: ufo defense by 2kgames. I'm also a strategy and rpg veteran. I only say this because I am consider myself a hardcore gamer and usually am bashing carebears because they want things to easy. However I also understand that this game has to appeal to a large group of players if we are ever going to get it finished and get a sequel out of it. So with that in mind...I'll go a step further then the person who started this post...current air combat is way to hard for a normal difficulty setting. It needs to be changed in order to make the game playable by a larger audience, its very disturbing early on to get wiped via air combat. #1 the stable version as of today seems very solid balance wise with soliders, leveling up, promotions, air combat and ground combat were both on target regarding difficulty as i was playing on normal. I had several air combats and i won in 2v1 and 1v1 situations without really being involved....I thought this was appropriate considering i was fighting light scout ships and it was the very beginning of the same. I saved a game rt before air combat to test extensively #2 I upgraded to exp v19.5 and while the lower cost of bases was nice....everything else seemed like a step back. #2a Air combat difficulty in my opinion is totally broken....at a normal diff setting i used auto resolve 10 times in a row, lost all ten times. #2b I engaged 6 times in a row, not touching anything letting the computer handle it while i watched....50% win/loss #2c I tried to do the air combat myself, sometimes using afterburners, missle and everything else...maintained about a 50/50win loss #2d I noticed in the stable version, missle fire from farther away and hit every time. (fighting a light scout ship thats not a bad thing) #2e in the v19.5 missle on auto fire miss everytime due to an enemy role....(again against a light scout at the start of game on norm diff....this is way to much) (i totally see the current air combat at hard diff not norm) Ground combat..... I rotated between taking care of my guys and rushing as i wanted to test things out...i consistently lost 2 guys using the most basic tactics and never using aim in the stable version.....i honestly thought this was a good learning curve and fair for a nomal diff setting, i could of easily up my tactics and done consistently better.......however..... V19.5 #3 ground combat in v19.5 again seems like it should be the hard diff and not norm... #3a the hidden combat doesnt really work correctly and you dont see the mobs firing at you, or who takes the hits till its over.(i didnt see any problems like this in the stable version) #3b I think the balancing done that nerfed snipers, and slowed character growth arent very good moves, Granted i havent played far yet nor to the end game but it seems like things happen very fast....a dont think there was anything wrong with progression in the stable version. #4 this gets its own number.....Alien craft.....assualting a downed ship when the aliens stay in it...ouch....lost 5 guys to two guys inside. #4a decided to up my tactics and play like a veteran, one of the two aliens actually killed the other alien while i was outside the ship, i went in....saw them, went back out.....the aliens shot at me....i went back in after a couple of turns...and one was actualy dead..... #4b using better tactics i still lost 1 guy to the alien guy inside the craft...from what ive seen it would be very very hard not to lose any in this situation. I'm trying to think in general terms for the mass market, not the individual exp gamer like myself who can alter tactics to do well or not to do well. In general i again think aliens staying in there craft, and the almost certainly to lose a member or two, to get them out of it, should be the hard diff not the norm diff setting. Thanks for your time and am looking forward to the future of xenonaughts -Jmac
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