
April 27th, 2013, 02:07 AM
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General
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
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Re: Version 7 Patch
I am now 3 battles in on the new patch & my observations so far using the CD versionespace prefix = "o" ns = "urn:schemas-microsoft-com ffice ffice" />>>
>> 1) Formation IDs on at the start is a welcome touch, my preference would be for smoke to be on also but its a minor point.>>
>> 2) and not enough time to judge really but the new pricing structure seems better overall>>
>> 3) New backgrounds are excellent, far clearer than before.>>
>> 4) Turning off wrecks has proven to be a handy option already to see who owns the victory flag underneath>>
>> 5) Extra terrain info takes a bit of getting used to but I am getting the hang of it now. You can get a better idea of the terrain layout.>>
>> 6) New victory hex spaced cluster, I love this & would prefer this setting 70% of the time. On an 80x80 map covers a nice area you have to hold. In most cases it makes far more sense to you dont just take the objective you take the area round it.>>
>> 7) Victory hex timed objectives is great playing at 27 for the moment. With it on they become far more important & time becomes a factor. I will probably set it off or low for meetings & high for other engagements.There may however be score issues with it though must admit to not sitting down & reading how it works properly. I just got a decisive victory defending in what was a very good battle but a large part of my score was I think due to hanging onto most of the victory hexes & then counter attacking to reclaim the lost ones.>>
While there MAY be the odd issue with scoring I feel the changes including (6) have made a vast improvement, nice lateral thinking the clock is ticking speed matters.
>> 8) Vehicle movement, I have been fighting in Tunisia so not to many woods but the new movement rates seem far superior & as a bonus probably help the AI by slowing them down. Certainly WWII infantry can tag along pretty much with them.>>
Paying one more MP when buttoned, what a great idea this can get you in trouble. Also means arty strikes can break up a formation, the new suppression routines are an improvement to though took a bit of getting used to seeing more main gun shots available than secondary weapons.>>
>> 9) Using infantry also needs more thought being able to take cover & the changes to assaulting mean you need to plan a bit. In fact due to the new RPG changes infantry are not quite the king of the battlefield they once were. Another nice little balancing act that requires praise>>
>> 10) Jury is out on CM arty changes as I have not used it enough, I am hoping we have not weakened it too much as the threat of it does require different tactics.>>
>> 11) Bombard screen adjustments are great with the delay in access.>>
>> 12) Artillery buying has become more complicated, what do you want to use it for? Longer call times mean you use it differently. Assaulting pound a position then move to a gold spot do not use for close support as you might lose control of it & walking it is slow. Yet another nice touch & I must admit to falling foul of arty overload when defending by 47 points as my arty % was 18.>>
>> Im sure there is more but overall the changes are quite dramatic & more thought is required to do well, in fact the changes might have had a bigger impact than you would expect. Either that or the AI has been improved, cohesion seems better & there has been some very good use of smoke along with a few clever flanking attempts.>>
So from me thats a big thumbs up apart from maybe a slight issue with scoring which frankly does not bother me overly as I know how well (or badly) I played.>>
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John
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