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zopzodeman

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About zopzodeman

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  1. zopzodeman

    One and a half years in beta

    way to go...good thing i never bought another bi game after cc...and with this kind of behaviour i never will be .. what was once a good games company has become just a total disappointment. sad that this much potential that was cc has just been wasted with another low quality,half-assed remake...despite massive suggestions for the better from various beta backers (including me).
  2. zopzodeman

    Steam discussion

    What do you want to say with uniformed? That im dumb? Or that i didnt get me informed enough in your eyes?Just because YOU defend BI doesnt mean everyone has to.
  3. zopzodeman

    Steam discussion

    State what ever you like , like i will say i dont want ANY game thats using any form of 3rd party client needed to play . BI just got added to those game companies i will never buy again from (like EA,UBISOFT and numerous others ...), as long as they use STEAM or any kind of client needed to play as the only option. If thats making me an obsolete kind of gamer/oldtimer...so be it... I can live with it. I dont NEED to buy games from such companies.There are other developers and game companies that will get my money, because they treat their customer as king.
  4. zopzodeman

    Steam discussion

    Typical Fanboy reply... i find this quite insulting. Just because YOU dont mind giving away personal information and use STEAM and other Platforms doesnt make Herbal_Influence someone from the past or one who rejects technology.
  5. zopzodeman

    ArmA 3 on Steamworks?

    So loosing money or things that belong rightfully to you is laughable? Maybe you have money you can afford to loose? can i give you my bank account number and you send me some of that money? Its people like you , that are responsible for the ever diminishing rights to consumers , did you ever think of that?
  6. zopzodeman

    ArmA 3 on Steamworks?

    And now imagine STEAM suddenly decides to have a monthly subscription fee for using it , lets say 10 Euro.... all people that couldnt afford it or dont want that, loose all their games they PAID for...
  7. zopzodeman

    ArmA 3 on Steamworks?

    100% Agreed... ANd other points: Anyone still remembering the "good old times", when you got more than a game in the box? 500+ page manual (Falcon4 anyone?),keymaps,printed maps and so on ....? Nowadays you dont EVEN get a box anymore... I see similarities to the music industry....there we are also getting less and less value for the money, up to the point where you dont even own a physical copy anymore. I would have had absolutely no problem in paying 80 bucks for a game that offers a good and readable PRINTED manual (maybe even with background stories?) Now why should i pay 40 or 50 bucks (full price) for nothing than a game without even a DVD and a box? I supported BI since OFP....I even bought that bug-ridden and incomplete (and not to say worser than the original) Carrier Command. Sorry BI, you lost me on this one. I wont buy ARMA3 from Steam.
  8. zopzodeman

    My Review and thoughts

    Still no answer for most of my points...i know pathfinding and enemy carrier ai gets a fix...but what about the rest? Quite a lot of this points were also mentioned waaaaay back in beta by me , but still no fixes were taken, the team rather liked to build that damn console port that hinders REAL games.
  9. zopzodeman

    My Review and thoughts

    Yes i think more polish is needed.... Would be nice to see a Developer respond to most of my points...
  10. Hi there ! After completing the campaign and some strategy games , heres my review and thoughts on CCGM: Campaign : - cheesy story - the FPS-part is one of the badest i seen in the last few years - the other action - mission are ok , except for the "flying" one , that was extremly frustrating (partly because of the bad control of the manta , but ill come to that later) - freedom in the campaign is ok , i can choose where to go and what to attack next - never encountered the enemy carrier in the campaign , stopped it by taking all his production islands and having "deadly"-defence islands after he attacked one he moved to the next island with strong defence and it couldnt take it as it never moved away from there and i didnt bother to go there but take the rest of the islands Rest of the game (in no particular order) : - some weapons and equipment seem totally worthless (to build and use) like: - tomahawk (one shot,very expensive, dumb-fire, i rather use a rocketpack that gets replenished), - torpedo (one shot, very expensive, dumb fire...in the future ? we have homing torpedos today!) , - hammerhead (expensive, only targets the command center...why cant i target it where i want?, small blast radius, in the original cc i could target it anywhere the scout flew) - howitzer ( nice range , ai drives most of the time in the firing range of the enemy,so its worthless, no clue how far im aiming...) , - bombs ( one shot, expensive) , - quad-gun for walrus (not able to aim down even a little,for aaa better use flak) , - shell and heat are too similar (heat slower refire , more damage) , - scanner is totally useles, why isnt this implemented on the chassis? rather make it a long range targeting pod or something... - shell for carrier (nice bang , but not really aimable without clues or a spotter) - quad-gun and flak for carrier look too similar in use (rather use flak , more bang but seems shorter range) - scout drone ( one use only, why cant this thing dock again?) - defence drones ( rather useles, most attackers get shredded either by quad-gun/flak or plasma/shell, original cc they where to be dummy targets for missiles!) - flares for carrier ( never seen them being used , are they automatic?) - fuel pack and fuel (why 2 times the same item, one larger and one smaller? original cc had 3 different fuels for carrier,manta and walrus!) - bad steering due to mouse acceleration not able to turn off , this leads to over-steering while trying to target - rebuilding a command center takes way too long , better hack it - fixed positions for buildings and defence on the islands ... in the original cc i was able to choose where the cc would be.... - i would like to be able to control islands own mantas and walrus´ - carrier control screen (3d) too limited in views (cockpit/bridgeview?) and not really zoomabale - slot 2 on walrus : what equipment goes there? (i remember being able to mount missiles/rockets and a gun in a beta?) - mantas not able to refuel/rearm at islands (tried it on various ones) , how about a landing pad? original cc had runways on friendly islands... - how to refuel walrus out of fuel? original cc had refuel pods... (ok i could use the hook to get it to a refuel station) - waypoint system is shit , from a strategy game i was expecting more options (move wp, attack wp,defend wp, HOOK WP!!!, wp-height for mantas....being able to move the wp) - radial menue too limited and bad to use - general unit ai is too bad (pathfinding for walrus, no retreating after heavy damage...no real assistance from the other units) , so you are better of controling all by yourself and just let the ai drive from and to the points - mantas are too slow (that dumb enemy carrier is as fast as a manta with armor mk2) and turn too slow and mouse acceleration is hindering precise targeting - radar range generally is too low and locking targets only happens to line of sight most of the time...missile are bvr (beyond-visiual-range)-weapons in my eyes....(give the enemy flares to counter this or something) - control range is too low , no long range com pod like in the original carrier command - instanced islands : i can only see whats going on in my location... - timewarp not chooseable leads to long waiting sometimes -enemy carrier most of the time runs away and dont uses his assets against me - building queue is shit...i wanted to be able to get 2 mantas,2 msisiles and then another 2 mantas....and not all 4 mantas at once - missiles should be generally not be replensihed, rather have to build the launcher and the missiles seperatly , so launcher gets reused and needs ammo build Rather long list i agree... :) Dont get me wrong , i like CCGM ...often i get that "lets take one more island"-feeling , graphics are nice and the weather system is looking good...but the list above would be nice if most gets implemented /fixed ...some things in the original cc where way better than in the sequel ... like different fuels, better build queues , targetable hammerhead, real supply (missiles magically get replenished?),long-range com pod....
  11. Hi , i also been playing this game for a while...and i must say the ai is the dumbest i ever seen in a game...not able to engage the enemy at range while moving , but when i order a attack it can engage at the double range? pathfindig is horrible , even Command and Conquer 1 did this better! There are so much issues with the ai i dont know where to start... WHAT HAVE YOU BEEN DOING SINCE BETA 2??? I sse absolutely no progress being made since then...
  12. I find the lack of new information or an updated beta really dissapointing...after so many good suggestions by the community its a shame we dont hear anything... on a second note : i played this beta-release quite some time now and i am absolutely not sure if i want this game anymore...i find the lack of tactical options (especially in commanding my assets,mantas not able to take of while the carrier is moving,no long range com-pod,instanced islands...) more and more annoying, seems to me this game way to dumbed down in regards to the original (thanks to the console-port?)...
  13. So after investing whole easter sunday in playing and testing heres my second impressions plus suggestions post : - graphics are really nice , dynamic weather really looks believable , trees sway , windows get ice flowers when in blizzard , the moderate island really make you want to get out of a walrus or manta and have a leisure day at the beach or a nice lake. - sound effects are ok , music is really realy nice and epical (want to be able to hear music all times) - gameplay feels good and is fun , although the ai is of not much use in fighting/conquering because casualities are to high then and are hard to replace with the current speed of resource gathering and building , so i mostly fly a lonely fully upgraded manta out (gatling/laser,missiles, armor mk2 and ammo box) and take the "gunship"-approach ,slowly and cautiosly killing defences,manta hangars and walrus bunkers before sending in walrusses to hack command hq , science building(not of much use right now) and either hacking or killing the command center. I tried it with 4 walrusses to take an island (one quadgun/flak,two heat/shell and one with a repair laser) , but was to eager and so lost them after conquering half the island.Some Island are easy to take (the flat ones ,moderate) and others are really hard (winter islands with huge mountains) because you see the defences quite late and ai walrus have a hard time firing uphill.I also run across some foot soldiers/bots (not really sure,they were taken out fast by ai).Island defence is quite able to fend off attacks,especially mantas and walrusses get replaced fast there . Battling the enemy carrier can be hard,because it is able to deploy and use all assets simultaniously,but manageable if you get one manta low and fast (manual control) to it and manage to damage the outer engines and its turrets (it will turn around and flee) before he deploys its units and fires with guns. Here are my suggestions : - we need a third persons view thats further away than the current,often walrus blocks sight, and the HUD should also be visible in 3rd persons view - radar ranges on all craft are way to short,when you see something on radar you already are close to be attacked,so please make the radar atleast twice the range (or implement a switchable radar wit 2-3 ranges) - view distances are too short, in bad weather its ok to see only a few meters.also targets are recognized by the firing computer way too late. - weapon ranges and especially auto-aiming weapons are to short,enemies will often fire at you from farther than that. Locking missiles is taking too long and are way to short,missiles should be longer ranged weapons than guns, although this would be a problem for the defenders,as i never saw them use missiles? we probably nedd automatic flares and such if they will fire missiles (or be able to outrun them?like in the old cc) - reinforcements of enemy mantas and walrusses is to fast, i kill 9 mantas to get air superiority and before my second flight plus walrusses get in ,there are already 3 more mantas flying . same for enemy walrusses.so its always the best idea to get the manta hangars and the walrus bunkers at start of conquerung the island.its probably hard to balance.maybe each island only gets one hangar for mantas and walrusses,but have them patrol the island ? some seem to do so. - waypoint planning needs definately more options for the waypoints themself (height (manta),speed,defend waypoint,attack waypoint, hauling a walrus for mantas...),formations.... - resupply for walrus on enemy island is possible at the corresponding stations, mantas need to get back to the ship? probably we need a landing pad to refuel/repair? i saw some helipads ,is this planned? - we need a refuel-pod for the walrus to refuel mantas and walrusses out of fuel,we already got a repair-"beam". - fuel for mantas and walrus seem to be infinite on the carrier,will there be seperate fuel for them? - scanner-item for the assets looks a little unneeded , it should be implemented in the electronics of the assets or maybe should be to able the increase locking range with it? - afterburner/turbo should be available all times,but use up more fuel (at the moment it feels too much like a need for speed NOS) - we definately need a "bridge"-view when steering the carrier and a second view for the guns also, guns should be able to aim downward , right now they are limited to horizont and upward. - bomb for the manta needs a "bombsight", a pipper like a jet uses to estimate impact point, maybe even a camera following the bomb/missile in a second window? - carrier should be able to hold a full replacement complement of mantas/walrus... - would be nice if we could see the resource barque dock, maybe even see the enemies undock from port (that building on the pier?) and be able to kill it while in range. - resource gathering and building equipment takes too long in the beta,dont know what the full game it will be? - we absolutely,definately NEED a option to get out of a walrus or manta and go on on foot, maybe even a "apc"-module for the walrus to bring in some footsoldiers/bots and bunkers should be enterable and usable. - defence drones should be flying in other positions,or even be selectable which formation (like in the original) - the description for the hammerhead missile says it will be automatically targetting the enemy hq? i do NOT like this one bit! i want to be able to choose where it hits! - repairs on the carrier should not be using carrier fuel,but use "repair packs" or something - enemy flak/AA is deadly to unarmored mantas,maybe turn it down a little? - equipment cost is way too high for most parts, a full fit for a manta (gatling,missiles,armor mk2 , ammo box) cost over TEN times as much as a new manta , i suggest mantas and walrus should be the costliest parts, so you take care of them. - automatic turrets should be able to fire even if i am steering the carrier or one of its guns - ai pathfinding could be better especially in narrow environment and around the carrier when docking - manta feels a little heavy controlling,not what i suspected from a VTOL with turning... but its learnable - landing animation/flying seems awkward sometimes,maybe let the manta fly in higher and come down vertically? thats it for now... I had real fun with the beta , if improvements get in its definately going to be a real hit !
  14. After playing for a few hours here are my impressions so far : Graphics look nice , although i dont like the viewdistance in bad weather conditions,even in fine weather its short . Radar Range on the Carrier seems to short and is not switchable. Automated turrets dont fire if i am in manoeuvre mode on the carrier ? Same for gunnery-view for the other guns that i currently dont control ? I have to switch to a vehicle to use the auto-turrets on the carrier ? Vehicle behaviour is ok,but controlling a manta can be hard sometimes (feels like turning a jumbojet) . I absolutely dont like the afterburner/turbo feature as it is implemented, using it should burn way more fuel and be available at all times,feels like silly NFS NOS at the moment. Walrus cant turn on the spot,although its a six-wheeler,but i can live with that . HUD should also be visible in third-person-view. Commanding the vehicles from mapview is just point and click , pathfinding sometimes totally bad.We need a list for the map-symbols somwhere.What i would like to have is the ability to move waypoints that are not the last one in chain, once i set more than one . Units often react to slow to enemys . I want to be able to plan ahead like in the old CC waypoint system with numerated points for each vehicle and also speed/height setting . Is it possible to give a manta the guard order or the lift order for a walrus? I didnt find it? All in all waypoint/map-command are way too simplified at the moment! Equipping is easy.I didnt find if multiple weapons were possible on mantas? 4 slots at them .One weapon,one ? ,one Ammo/utility and one for armor/hook ? Same for Walrus. Enough different weapons to play around with,although some seem hard to use like the plasma (slow projectile and slow refire) and grenade-launcher (no way of telling an estimate impactpoint) and the Cannon has an awkward firing arc,machineguns do autotarget somewhat,gatling does not? Resource system looks nice, but i absolutely dont like production/resource-gathering times.Seems to take forever to get enough resources to get MantaArmor II or other high-resource intense Equipment (why is the MA II almost 10 times costlier than a manta itself?) , (even after capturing all but 2 islands) and then loose it with the rest of the equipment and the manta in a few seconds , be it through pilot error or enemies. Resource barge is never visible it just magically gets to you on mapview and instantly delivers its goods , even the old CC did a better job with the resource drone docking at the back . Also i dont like that only one equipment can be produced at once , was different in original CC ,where all things where produced in row and to the amount set (1manta,1walrus,1 missile,repeat) . Carrier should be able to store 4 replacement mantas and walrus´. And i dont understand why Mantas are numbered from 2 to 5 and walrus 6 to 9 , it should be Manta 1 to 4 and also Walrus 1 to 4. I like the ideas for the shield and shield-generators and the firewalls for the command center . Resume: Nice looks,some good ideas , but more improvements to the control/feel of the manta , waypoint system , pathfindingAI and balancing the resource-system to the fast paced action on some engagements needed.
  15. zopzodeman

    Carrier Command: Gaea Mission

    Would be nice to have more infos on game content...so i will just drop my questions here Will there be more than one type of aircraft as opposed to the original CC? Same for amphibious vehicles? Will you be able to get out of the vehicle and commence infantry-style warfare? What about the weapons of the carrier..will there still cruise missiles be available? Will the resource-system of the original cc be present in the new one? well thats it for the moment ... would be nice of one of the devs could answer
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