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Author Topic: Wargame European Escelation  (Read 29594 times)

hemmingjay

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Re: Wargame European Escelation
« Reply #15 on: February 23, 2012, 10:15:34 am »

ThtblovesDF wrote a thorough description of his experience in the multiplayer portion of the game right now. It should be noted that he is describing what he experienced in the early stages of the game. I have to say that the matches at the end of beta were much more intense because everyone had been playing for a while and built up their own unique strategy. Now with the influx of so many new payers, things are simple again and can be just as ThtblovesDF described. As these players build up some skill the game will evolve again. The same thing is true about any bugs, which I don't think I have seen yet.

To answer the earlier question, I believe SP has 21-24 missions, each lasting between 20 mins and an hour.
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lordcooper

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Re: Wargame European Escelation
« Reply #16 on: February 24, 2012, 05:10:24 am »

May have to pick this up at some point then.  I really hope a decent mod scene develops around this game.
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ThtblovesDF

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Re: Wargame European Escelation
« Reply #17 on: February 24, 2012, 10:24:37 am »

Mods could save  it, aye...
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BuriBuriZaemon

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Re: Wargame European Escelation
« Reply #18 on: February 24, 2012, 06:48:14 pm »

I know this is recently released, but any info on DLCs? Cause I wanna wait til the price drops before buying.
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Silent_Thunder

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Re: Wargame European Escelation
« Reply #19 on: February 25, 2012, 10:52:48 pm »

Have to say the difficulty really spikes between the first campaign and the second.  I'm on the first mission, and can't seem to get to the surrounded Soviet forces before the Mutineers break through. Dunno, might just be too used to NATO tactics, since the also unlocked 3rd campaign wasn't as hard.

umiman

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Re: Wargame European Escelation
« Reply #20 on: February 25, 2012, 11:10:27 pm »

Tell me about it. I'm on the 4th Soviet mission. I don't know what kind of monster could do the bonus objective for this.

Don't lose more than 10 units... in a hamburger hill style battle. Yeeaaaaaaah.... that's going to happen. I already lost all my super heavy tanks and best units in all the previous missions getting all the crazy bonus objectives (That 30 minute timelimit one was brutal, lost all my t-80s doing it... and I lost all my hinds and t-80bs doing the 10 minute limit one). I don't think I'll be able to do this one without completely restarting the entire campaign from scratch.

SeaBee

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Re: Wargame European Escelation
« Reply #21 on: February 25, 2012, 11:32:06 pm »

Comp stomp is coming (multiplayer vs AI).
Quote
Hi all,

We are implementing the ability to play multiplayer againt AI.
We didn't know prior to Open Beta that this feature was so important for the community.
A big part of the Eugen Team is working to implement this feature as fast as we can.

We will have the ability to play multiplayer againt AI before 1 month.
We are doing our best to implement this as fast as possible.

We will keep you informed.
Source

I'm just happy to see more gameplay options. Hopefully there will be a lot of cool setup options for this.
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warhammer651

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Re: Wargame European Escelation
« Reply #22 on: February 26, 2012, 03:41:30 pm »

Silent Thunder and i just finished a game. minor defeat for me, with a hilarious moment where i accidentally captured all of his supply trucks, stalling his offensive, and proceeded to plunder them faster than a pirate on meth amphetamines.

The ensuing desperation attack was narrowly defeated by using all the helicopters I owned
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umiman

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Re: Wargame European Escelation
« Reply #23 on: February 27, 2012, 03:43:58 am »

Played a couple of games with Nilocy, two with and two against.

It's very entertaining. The amount of strategy and tactics is quite ludicrious. It has the same feel as SupCom, but with limits. How to say... it's as if RTS were written like a sonnet. With strict rules, but within the boundaries of these rules there is endless freedom to express yourself.

This is in contrast with C&C or Supcom or Ruse where while the strategic ability is also quite limitless, because there are no boundaries or limits (or extremely large limits) for everyone, it really doesn't matter in the end as it all comes down to spam.

Whereas here you have very limited unit numbers, resources, supply, fuel, ammunition, intel and time. Everyone also has these same constraints. So just like a sonnet, not everyone can work with being so inhibited. But those who embrace it can see incredible tactical potential. Especially when it comes to deck building, which is basically a tacticians' dream since now you know the rules... the game provides you with every single possible selection of unit you could want within the boundaries of those rules. Don't like this specific APC because you want a tank gun on it? Change it for one! Don't like this specific tank because it's frontal armour is 10% less than you prefer, get one tank that has 10% more! Now you get to create your dream team and unleash it in a very compelling and well-designed multiplayer game.

Hell, I just spent half an hour looking over two marginally different APCs simply because I couldn't decide if I wanted the one that moved at 75km/h and a range of 1500km but just an MG or the one with autocannons, a little armour, 4 anti-tank missiles but moved at half speed + half range at twice the cost. This is AFTER spending about an hour narrowing it down to these two from dozens of choices.

Evil Marahadja

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Re: Wargame European Escelation
« Reply #24 on: February 27, 2012, 06:59:57 am »

Sad to say, I cant play it. The specs are to damn high for my computer. :(
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warhammer651

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Re: Wargame European Escelation
« Reply #25 on: February 27, 2012, 08:47:36 pm »

Played another game against silent on Hell's highwat, managed to nail one of his command vehicles early on, trading a single recon gazelle for it.

Then both of us tried to take the hill at echo and the ensuing massacre of tanks, infantry, and helicopters caused a draw by about 20 points.
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Goron

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Re: Wargame European Escelation
« Reply #26 on: February 27, 2012, 10:03:48 pm »

just bought it. Downloading now.
Couldn't put it off any longer.
I generally dislike RTS games, but this one appears to not be your normal boring RTS... All the videos/text I've seen indicate it should fit into my enjoyment spectrum, but who knows... I'll find out soon enough.
I'm excited either way.

Nilocy

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Re: Wargame European Escelation
« Reply #27 on: February 27, 2012, 10:11:19 pm »

I'm slowly developing a decent force that's all about speed. The major features (this is NATO only mind you) is, Leopard 2 top speed of 70km/h (for a tank thats amazingly strong), SAS troops, flakpanzers (need to upgrade these to SAMs or something) compliment nicely with each other, bunch of panzer grenadiers, and for rapid response AT, Deltaforce with a chinook. These are all supplied by like, 2 FOBs and a looooad of chinooks.

Gotta test it out, but hopefully I should be running rings around my opponents... I hope : P
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Simmura McCrea

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Re: Wargame European Escelation
« Reply #28 on: February 28, 2012, 02:59:53 am »

I crumbled and bought this. I'll finish installing and play it after class.
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umiman

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Re: Wargame European Escelation
« Reply #29 on: February 28, 2012, 04:22:37 am »

My personal army decks usually follow this pattern:
Logistic:
- unarmoured command, just there for numbers.
- armoured command, what gets sent out first and does not die to roving rocket-pod equipped scout helicopters or artillery.
- the biggest supply helo, because when I order a helo in the first place is because I need lots of supply fast. So this fits the bill better. Especially the Soviet one with 5000L of supply...
- the most cost-efficient truck, because when I order supply trucks, time isn't really an issue. More concerned about cost vs amount of supply + speed.

Recon:
- Scout heli with a gun to hunt anyone dumb enough to send out unarmoured recon or command vehicles early game without an escort. Soviets get one with an autocannon that's perfect for this job whereas NATO relies on a rocket pod. So for NATO I would send out two other helis to help the hunting.
- Scout heli for actual scouting. Must have exceptional optics.
- Unarmed ground recon with exceptional optics.
- Armed and armoured ground recon to keep pace with offensive operations. Preferably with an autocannon to stun enemy tanks and shoot down helis.

Tank:
- Spammable tank for emergencies. E.g: Leopard 1s & T-55. Also used to defend my flanks and stall sneaky players.
- Super heavy tank for mobile turret duty. E.g: MBT-70 & T-80. Nothing gets through without sacrificing 200 resources worth of crap to kill it. I once saw a single MBT-70 singlehandedly kill 4 Hinds by itself and lived. A ground tank. Killed 4 flying tank killers.
- Super accurate medium tank for everything else. E.g: AMX-308 & T-62. Mostly to support the super heavy.
    -I also use the Soviet flamethrower tanks since they have a kilometer long range and are perfect for clearing out forests. NATO don't have these sadly.

Infantry:
- Heliborne SAM scout troops. Generally speaking, I have enough ground based recon so this is geared more for behind-enemy-lines type operations. They fly in with the other heliborne troops.
- Heliborne riflemen. Soviets have an advantage here as theirs are leagues better. Soviets generally have better infantry for some reason. Again, these are for behind-enemy-lines operations. With these and the SAM scouts, that's a super secure strongpoint camping the enemy's resupply lines or reinforcement point. I like to send these out early in the game somewhere far away and forget about them until the time comes.
- Cheapest ATGM infantry. Dealing with tanks seems to be really luck based and I am generally more interested in my defensive line stalling an advance than actually killing them. So numbers is more useful than quality here. They're there to piss people off long enough for my response to come and clean house.
- Best AA infantry. They're basically SAMs. My response to helis is the exact opposite of tanks. I prefer to obliterate them instantly and without the enemy having any chance to react or retreat.
- Cheap regular infantry. Soviets get the BMP-1s with their infantry which is freaking amazing for the price of 20 total. Considering BMPs all come with TOW missiles and main cannons... it's a bit ridiculous. NATO troops tend to be faster.

Support:
- Long ranged flak tank that fires big rounds. I learned that the ones that fire a lot of small rounds tend to be quite useless when the helis attack since it takes them forever to kill anything.
- Self-propelled arty. Cheap, good, strong, armoured, have machineguns to defend against helis, can aim their cannons at tanks in a pinch, etc. etc. Dunno why anyone would use anything else.
- SAM with the longest range. I figure that's the most important quality of a SAM anyway and I can always buy experienced units to make up for the lack of accuracy. Soviets get one with nearly 5km range.
     - Mortars for NATO. Great units. Amazing for almost everything. Very accurate, very devastating, doesn't run out of supplies in 30 seconds.
     - Cheap rocket arty for Soviets. To clear out entrenched enemies hiding in forests / towns. Drive them to about 2km range and unleash hell. Kills everything.

Vehicle:
- Honestly, the only thing I think worth getting here are the ATGMs. Even then I just get the cheapest, smallest ones and buy them in game at max veterancy so they never miss.

Helicopters:
- Spammable, all-purpose helicopters. E.g: Cobras, Gazelles & Hinds. I use the East German variant of Hinds simply because they are cheaper and better for some reason. These things can do everything and respond to every situation. I also don't cry when they die since they're so cheap.
- Super helicopters. E.g: Apaches & Havocs. Just there if ever I have way too much money and nothing to get.
- Flying MLRS. E.g: Mi-8 & Hog. For forest / town clearing purposes. Also tend to be extremely cheap so I can throw them away if needed. A useful trait if you know an enemy is hiding his command vehicle in a certain forest. The Heavy Hog has a grenade launcher that's basically a perma-stun.
Very, very useful against tank rushes.
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