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Heck yeah, looking forward to this. I honestly have mixed feelings on Ground Control, I love the concept and enjoy the game... until about the halfway mark every time, then it just kind of peters out for me. So I look forward to this LP.
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# ¿ Mar 26, 2020 02:12 |
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# ¿ May 10, 2024 10:47 |
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Strategic Sage posted:Glad you popped back in for this one. I probably would've popped in faster if I'd recognized you had a name change.
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# ¿ Mar 27, 2020 20:45 |
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Personally I'm staying quiet about the things I didn't enjoy because, as mentioned, they're later-game things and I would rather not spoil stuff.
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# ¿ Mar 31, 2020 14:50 |
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Loxbourne posted:expect more than a few "augh" moments as you realise you just didn't bring the hard counter to an incoming enemy unit type. As far as I remember it, the game's at least pretty good about the "recommended" troop deployments for each mission fitting the opposition pretty well.
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# ¿ Apr 1, 2020 01:27 |
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Infantry squads remain great throughout the game because of how hard they can hit with their secondary tools, even if they're somewhat fragile.
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# ¿ Apr 2, 2020 13:37 |
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Dwight is a bit (a lot) of a stereotype, but he does the job pretty well in terms of serving a story purpose.
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# ¿ Apr 4, 2020 20:53 |
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Ah, yes, the introduction of artillery. When we get our own artillery, I suppose it's not really much of a spoiler that it will eventually happen, that's honestly more or less where I felt the game started taking a downwards slide.
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# ¿ Apr 7, 2020 19:24 |
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Man, I had remembered the early missions as being much longer.
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# ¿ Apr 11, 2020 21:34 |
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I like the design of the xenofacts, they look like old, weathered bone.
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# ¿ Apr 14, 2020 15:56 |
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I think this was the first mission that really kicked my rear end in Ground Control.
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# ¿ Apr 18, 2020 23:00 |
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A fighting retreat gets a lot nastier when rear attacks do extra damage. Is there a way to make units REVERSE to a destination or will they always turn around and drive forwards towards it?
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# ¿ Apr 21, 2020 19:09 |
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SIGSEGV posted:I really get the feeling the game could use a remake with a better interface. It almost screams that it wants to be remade in Wargame: Red Dragon. If nothing else, just firing arc/line indicators before unleashing a special weapon to ensure that your squad doesn't just slam all their limited-use ammo into a hillside right in front of them.
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# ¿ Apr 21, 2020 21:29 |
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So, ARTILLERY, yeah, I love them, but they also slow down the gameplay so much. In most missions where you have artillery it feels more about your patience than about your tactical acumen since any time you don't rush, you can pretty much obliterate the enemy from a distance. Rather than a standard unit, in my opinion, the game would have benefited from them being escortables which, when in a given position, would unpack and shell the hell out of a pre-determined area, while enemies come for them in waves that you have to push off. The other problem is fighting enemy bases because bases in GC1 are just... boxes. Outside of rare cases like the second mission where you're taking out the power for the turrets, most of the buildings don't have a function. There isn't power you can blow up for all stationary defenses, there aren't barracks housing enemy infantry you can blow up before the infantry deploys, or repair bays that support enemy vehicles, or landing pads that resupply their aerodynes, they're just decorative blow-it-up goals. Hell, even just some base buildings being high-explosive, like fuel silos/ammo dumps that would take out nearby buildings/troops if you popped them. Heck even if you could spare enemy ammo dumps to loot spare secondary-weapon ammo for your own troops, that would be a neat side effect, give the player a reason to take a side trip to a not-needed hostile base to repower their own troops. But yeah that's just my problems with GC1.
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# ¿ Apr 27, 2020 11:06 |
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I agree that patience is generally required already, but the artillery really exacerbates it, since in my memory the enemy on many maps doesn't really have a counter to: "the player brought sufficient AA and is meticulously shelling every pixel from maximum range with his biggest possible allotment of artillery." The hard and hard-ish time limits on some maps prevent it, but once artillery is introduced, practically every map that doesn't have one of those might as well just auto-win itself.
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# ¿ Apr 29, 2020 00:47 |
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# ¿ May 10, 2024 10:47 |
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I generally always dislike AA-only(or anti-sub only or anti-space only or whatever the case) units in strategy games, because usually they vaporize air units in seconds, while without them enemy air is almost impossible to deal with. So it becomes a very sort of unsatisfactory binary thing where either you predicted you'd need them and brought the right amount, and enemy air is irrelevant, or you didn't and either A) you've now got useless dead weight units or B) you didn't bring any and you need to restart. When Rock-Paper-Scissors hard counters get too nuanced it just makes the game unfun.
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# ¿ May 5, 2020 21:01 |