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OTC
Oct 20, 2012
Ah, Ground Control! One of my old favourites. I'm curious how the game handles nowdays in the later missions, I recall the game got a fair number of negative reviews because the mouse is custom coded or somesuch and responsivenes is linked to the framerate; on the hardware of the day when the unit count went up and the framerate went down it ranged from tedious to outright uncontrollable. Any such issues on modern systems?

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OTC
Oct 20, 2012
My suspicion is that introducing ballistic modelling (over, say, %-to-hit) while retaining abstract health bars on units is inherently unbalancing for high rate of fire specialist applications, and the rock-paper-scissors style targeting restrictions is the easiest way to resolve this. I've had my anti-air strafe an enemy infantry unit up a hill when the targeted air unit flew behind it, goodbye infantry. In Sword of the Stars (also with ballistic modelling), anti-missile systems only target incoming missiles but if you got in close and happened to strafe an enemy ship, massive damage resulted.

Strategic Sage, is there a reason to have the Jaeger unit on hold fire that I'm not seeing? Free fire is obviously undesireable, but if they're being shot at then they're already spotted and there's no problem shooting back? Admittedly I didn't play on hard so maybe they suck at shooting altogether here, but from what I recall they could at least take out a couple of light hoverdynes?

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