While I agree that the rules are a step in the right direction. I'm not crazy about the effect the new rules are having. A few tweaks here and there is all. Not really going for a review exactly, more like I want to show folks what this game is now and will be. A lot of the specifics on the overall direction the game is going in. And a lot of description of tactical and strategic aspects now and in the future.
07/29/02 08:46 PM Re: KC, how's the new review coming up? Joined: Jul 2002 Posts: 29 Junior Member Junior Member Joined: Jul 2002 Posts: 29. IMHO the implementation of Attrition is the key. The RATS have hinted at it, but I don't think they have explicitly stated it, but they are phasing in attrition for the very practical reason that the Players would have a hissy fit otherwise. This phase in step (1.66) has the key effect of demonstrating the imbalance/futility of attacking when the defender has infinite spawn capability. I look forward to each new phase, as it is like a new game with each level of attrition. 07/30/02 10:38 PM Re: KC, how's the new review coming up?
Unregistered Anonymous Unregistered. Just got through playing with the new host server changes. Whole new ballgame. More concentrated effort will be required to take bunkers because people are a little more quick to get in there. Less effort on the flags though.
Chapter 3: Introducing KC Jr. An Overview of. Upon completion of Setup, the actual locations are downloaded from the reader. Other Main Menu.
If you cap two flags minutes a part it is going to be much easier keeping a town contested. Interesting thing to note however is that the flag timer changes cut both ways.
Once you uncontest It'll typically stay that way for awhile allowing defenders to get out their armor before another flag can be taken. 08/02/02 10:57 AM Re: KC, how's the new review coming up? Unregistered Anonymous Unregistered. Originally posted by KC23 - SimHQ: While I agree that the rules are a step in the right direction. I'm not crazy about the effect the new rules are having. A few tweaks here and there is all. Not really going for a review exactly, more like I want to show folks what this game is now and will be.
A lot of the specifics on the overall direction the game is going in. And a lot of description of tactical and strategic aspects now and in the future. Actually I was working on one, right after the FAIII review. I was waiting for the new visual effects to be put into place. Overall the game is much better than it has ever been. It still isn't perfect, but much better. I need to chat with KC about the review-maybe do some co-op stuff.
Tom Cofield Feature Editor, SimHQ.com [email protected]. My angle was not so much of a review of the game, but more about just how the game is played now Vs what they hope for it to become in the future. Detailing the goals of the game and the different aspects of how those goals are met. Including 'squad life' and what that is like in WW2Online.
I truely believe most people in the sim world don't have a clue of what WW2Online is realy all about. If someone takes the time to learn the game in dept they will find it perhaps the deepest gameplay they've ever experienced. I haven't spent more than a couple of hours in any other game since day it came out. I probably have averaged playing about 15 -20 hours a week since it came out. Very few games have ever captivated me to anywhere near that level ever. It takes months to become a good player and very few become great players.
In my squad (Anzacs) we have literally dozens of players all working together using voice comms against Axis players doing the same thing. Its true combined arms of Air, Infantry, Armor, Anti Armor, Anti-Air. Only the Navy is rather insignicant in the game.
Any way my thought was to get in depth about gameplay. We can do some multi crew if you want, but it is not one of the strongest aspects of the game by a long shot. This message has been edited by KC23 - SimHQ (edited ).