Page 1 of 2
Initial Impressions
Posted: Thu Oct 03, 2019 12:56 pm
by wodin
Using a custom zoom they aren't that detailed. Again Graviteam Tactics is far superior in this respect.
Initial impressions are OK. Feels like a CC game is a tick. Feels like a big leap forward for the series, doesn't seem so. Again struggling to work out why bother going all through a new engine when the difference between the old CC and this feels pretty negligible, except for 3D map.
For an RTS WW2 game it's a good one compared to more arcade type games, compared to say GRaviteam tactics it falls far behind. A shame really. I was hoping for No1 tactical spot challenger. Currently for me it isn't.
Again want to reiterate it isn't a bad game it's a solid CC type release. Just not a new advanced evolution of CC though.
Personally I'd rather have more indepth\detailed and immersive gameplay than a 3d map\engine. SO much could have been done like advanced comms and FOW, SOP's, more detailed orders things like keeping Inf behind your tank when moving both forward and bounding overwatch more detailed fighting in buildings like blowing through walls room to room fighting etc. All this is what would truely make a tactical classic.
RE: Initial Impressions
Posted: Thu Oct 03, 2019 1:03 pm
by IainMcNeil
Thanks Wodin,
the old code base was a dead end so we really had to remake the game before we think about these cool new features. This is a starting point. It was just a lot more work to get here than we initially planned because CC has evolved over years and has so many features you don't even notice are there.
Getting the wish list of what happens next is really useful. Bear in mind we need to be able to feed it all back to the player and I think this is where we need most work at the moment. A lot is going on the player still cant see.
If we have captured the feel of CC and in a new engine that is future proof then I'm happy we have a great starting point to push ahead.
RE: Initial Impressions
Posted: Thu Oct 03, 2019 1:06 pm
by zakblood
removed now replied to
RE: Initial Impressions
Posted: Thu Oct 03, 2019 1:44 pm
by wodin
ORIGINAL: IainMcNeil
Thanks Wodin,
the old code base was a dead end so we really had to remake the game before we think about these cool new features. This is a starting point. It was just a lot more work to get here than we initially planned because CC has evolved over years and has so many features you don't even notice are there.
Getting the wish list of what happens next is really useful. Bear in mind we need to be able to feed it all back to the player and I think this is where we need most work at the moment. A lot is going on the player still cant see.
If we have captured the feel of CC and in a new engine that is future proof then I'm happy we have a great starting point to push ahead.
You've definitely got the CC vibe going here Iain! If this is the base for future games with new features then your on the right track.
As mentioned in another post, a few games in it's given me a CLose Combat Moment which is the kind of narrative CC was always great at.
RE: Initial Impressions
Posted: Thu Oct 03, 2019 4:23 pm
by Werewolf13
Initial impressions are OK. Feels like a CC game is a tick. Feels like a big leap forward for the series, doesn't seem so. Again struggling to work out why bother going all through a new engine when the difference between the old CC and this feels pretty negligible, except for 3D map.
NOTE: Emphasis mine...
Based on the marketing speak built around
The Bloody 1st the quote above is what I too was expecting. My finger was on the buy button. But after the long wait and some consideration I decided not to break my long standing rule about checking out the forums prior to buying. All it took was the statement above and it appears that there is more waiting in this one's future for
The Bloody First.
I'll buy it, eventualy, when the features Wodin mentioned and the implied promise by Mr. McNeil that new features (not necessarily those Wodin mentions) would be added over time come to fruition.
For now,
The Bloody First will remain on both my Steam and Matrix wish lists.
RE: Initial Impressions
Posted: Thu Oct 03, 2019 5:07 pm
by wodin
Werewolf It's just my opinion. It's a good game. Lovely long firefights. That was my big wish, and I got it. It just feels like I had that anyway with CC2 and other tactical wargames. I'm pining for innovation or finally a tactical wargame to get all those asked for feature sin a tactical altogether in one package.
Hopefully future CC will grow and if not STeel Tigers hits the spot:)
RE: Initial Impressions
Posted: Thu Oct 03, 2019 7:04 pm
by Divadov
Good sensations for this new release of Close Combat series.
I must to get used at new 3D mode but I think that will be fine to play the 3 campaigns. I play in a laptop and I would need a little more zoom and for the moment the multiplayer mode don't works.
The pop-up with information of the platoon is a good think and animation of skirmish are better than olders.
RE: Initial Impressions
Posted: Thu Oct 03, 2019 7:31 pm
by SteveMcClaire
Divadov -- Did you change the game language settings? The first time you switch to another language you will need to exit the game and return before the multiplayer screen will load correctly. This issue will be fixed in an update.
If you're unable to log in due to serial number / Slitherine account issues please post in the support forum.
RE: Initial Impressions
Posted: Thu Oct 03, 2019 9:12 pm
by Blond_Knight
Meh.
I bought this on a whim this morning when I read it used the Archon engine and would include what I assumed would be the normal Archon editor(for map making).
And it probably will eventually.
As previously mentioned the camera controls seem constrained/limited. What really bothers me though is that the tanks still do that twisting/twitching thing from previous CC games. And that the AI seems to make contact and stop, not aggressively push.
RE: Initial Impressions
Posted: Fri Oct 04, 2019 8:18 am
by Divadov
ORIGINAL: Steve McClaire
Divadov -- Did you change the game language settings? The first time you switch to another language you will need to exit the game and return before the multiplayer screen will load correctly. This issue will be fixed in an update.
If you're unable to log in due to serial number / Slitherine account issues please post in the support forum.
Not, I'm not change the language but I see that other people has the same problem.
Test F8 is interesting!!!
RE: Initial Impressions
Posted: Fri Oct 04, 2019 10:28 am
by Blond_Knight
Another thing I noticed is you cannot give units multiple waypoints as you could in previous CC games.
I did edit my usermap file to Wodin's values and personally I think it makes the maps much more attractive. The black sky doesnt detract at all imo.
RE: Initial Impressions
Posted: Fri Oct 04, 2019 10:31 am
by wodin
Yeah, I found things became much clearer..
RE: Initial Impressions
Posted: Fri Oct 04, 2019 10:52 am
by budd
ORIGINAL: Blond_Knight
Another thing I noticed is you cannot give units multiple waypoints as you could in previous CC games.
I did edit my usermap file to Wodin's values and personally I think it makes the maps much more attractive. The black sky doesnt detract at all imo.
Hold the shift key as you plot and you can give multiple waypoints.
RE: Initial Impressions
Posted: Fri Oct 04, 2019 1:06 pm
by Blond_Knight
I tried that last night. Maybe I was too ham-handed.
RE: Initial Impressions
Posted: Fri Oct 04, 2019 1:26 pm
by canuckgamer
Wodin, just curious, can you play Graviteam multiplayer. Not interested in any game that doesn't have that option.
RE: Initial Impressions
Posted: Fri Oct 04, 2019 1:28 pm
by budd
ORIGINAL: canuckgamer
Wodin, just curious, can you play Graviteam multiplayer. Not interested in any game that doesn't have that option.
Nope, you can see the option in the menu grayed out, but...not yet.
RE: Initial Impressions
Posted: Fri Oct 04, 2019 1:32 pm
by budd
ORIGINAL: Blond_Knight
I tried that last night. Maybe I was too ham-handed.
It is trouble some to do sometimes, maybe i'm ham handed also. I find plotting one order than while the same unit is highlighted hold shift and give another, kind of a two part, seems easier than holding shift and plotting continuous orders but i have had it work both ways. Think i'm going to try the classic orders thing in the options.
RE: Initial Impressions
Posted: Fri Oct 04, 2019 2:24 pm
by ceb2
No, you guys are not ham-fisted at all. I'm having the same problem with assigning waypoints. It works but intermittently. Not anywhere near as fluid as the other CC games. Seems there is a disconnect at times with using the Shift key and mouse combo.
My initial impression of the game as of now is I'm feeling the CC atmosphere and to me that is the most important aspect for me. After seven years since the last CC game I'm a bit disappointed that the graphics aren't more advanced but I'm still happy with the overall look of the game in 3D. One bug I'm repeatedly experiencing is that after I enter a battle save the game freezes and I have to ctrl-alt-tab out to exit the game. Thankfully it does register the save and it's there when I start the game again.
I'm another player that hopes the devs fix the accuracy of armor and artillery shots as that is the biggest gripe currently. I'm looking forward to the first patch and more improvements as the game matures.
Overall, I'm very happy with my purchase.
RE: Initial Impressions
Posted: Fri Oct 04, 2019 5:25 pm
by SteveMcClaire
Part of the difference in the way 'wapoints' work in TBF is because the game now allows you to string together any orders you want, not just set waypoints for a single type of movement. So you can hold shift and 'Fast', then 'Sneak', then 'Move', then set 'Fire' orders for three targets and it will queue them all up.
RE: Initial Impressions
Posted: Sat Oct 05, 2019 1:47 am
by Saturnian
I think that for a first release on the new engine it isn't bad. Feels a little bit bland but I'm hoping that in future releases we'll see an improvement in graphics(which are acceptable) and hopefully multi-storey buildings. EDIT: They look much cleaner when I increased the resolution.
What I didn't like was how much was missing. Like I can't click on individual soldiers and issuing move and fire orders feels defective(EDIT: I was able to fix this by adjusting the settings/options including 'deselect on order'). I also don't see a command radius when I click the spacebar and can't tell the terrain cover by clicking on it.
My advice is that, if you don't like what you see or if the gameplay feels off, mess with the settings a bit. it worked for me. I think there may be some bugs but I was able to bypass them and improve the graphics/gameplay drastically.
I was already impressed and now I am much, much more impressed by this new engine.