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Hornet108

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About Hornet108

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  1. Hornet108

    So what happens now?

    Cmonnn, he gets banned and I dont even get a look in? Goes to show just how farking terrible a moderator you are. Go On! Ban another person! Pretty soon you lot of pathetic unprofessional wankers will be down to banning each other anyway LOL
  2. Hornet108

    So what happens now?

    lulz, the games dead. Could of been great, crappy publisher decisions put one knife in, overzealous-moderation to pamper the ego's of the moderators and try and stamp out all hope of the community (which they pretty much killed) resurrecting this title. Game sucks, cool premiss, most things well executed, lacks polish, and is feature incomplete. Fail. Move on, do not buy another BI game.
  3. Hornet108

    Hard Facts of Life

    You guys are all dreaming. They are not going to fix the AI. They are going to hack together some band-aid fix that will somewhat improve it by addressing all the corner cases (somewhat) and maybe hard-coding some specific examples but they will never address the rotting foundations that is the core of their AI code. They would have to re-write it from the ground up and commercially that is just not going to happen. CCGM is, pun intended, dead in the water. Move on, or go back to hostile waters.
  4. This game is unfinished, broken rubbish that was pushed out the door for all the wrong reasons. It needed another months development time of pure bug-fixes.
  5. Heres what I think needs FIXING, not adding new features: Unit AI Its been said, it will continue to be said, the pathfinding is horrible. Unplayable. Broken. Also, Manta's often cant attack because they get too close and cant point their weapons at the target. Have them move around alot more. Island Defender AI Send the enemy out to attack me on the higher defence rated islands. Then, when I start to cap points, send the enemy to retake them. It will make the game much, much more dynamic, much much less repetitive and much much more fun. It will mean I will need to think twice before attacking hardcore defended islands, I might actually, you know, be in trouble. Carrier AI - Like the island defender AI, make the enemy AI actually do something. Make me wonder what its up to, make it come to attack me, make me scared of it. Have it actually deploy its units. Have it abandon them if it thinks its in danger of dying and they aren't worth the risk of saving. Make it a challenge. As you can see, there is a common theme to whats broken in this game. AI. Or the lack of the I part. If the game is going to be fun, it needs to be a challenge. Sooner or later, you need to be able to loose. As it is, if I loose all my units, I can go and chase the enemy carrier around until they get replenished and I have no real serious loss. Its not actually possible to loose this game, its a question of how long it takes to win and if you feel like giving the game that much time. As it is, I don't. I have done all the capture the island scenarios, they were interesting, now they are not. If the enemy was proactive, it would make each island a mini RTS of its own, and add to the fact that the enemy carrier would be out and about, or possibly coming to defend its own islands, it would make the game 100x more engaging. What would I add? Difficulty levels - this might be in the game, I am at work and I don't know, but if the game is going to become a much more hostile place to live (if you follow my suggestions), then you need to add difficulty levels. All these need to do is add modifiers, one way or another, to friendly and enemy unit health and damage. Easy enough. Manta Hook Command - the ability for me to order my mantas with hooks to pick up my walrus's. The useful of this would be over 9000. If you do all of that, you will have a awesome title on your hands. As it is, you have a turd.
  6. That list sums it up pretty well. All it needs ontop of that is the ability to order your mantas to use their hooks properly, rather then having to do it manually.
  7. I've never seen the enemy carrier deploy a walrus or manta at all. It seems broken to me.
  8. I expect the enemy carrier to become aggressive and maybe I become the one that has to play hide and he has to seek, from time to time? "Run away always despite overwhelming advantage in firepower" is not a way to win a war. Also, I would of liked to see some sort of coordinated AI or higher level function to the island defenders. "Sit around in small groups and don't react at all to enemy behaviour unless directly confronted" is equally poor tactics.
  9. Im in the same boat as the OP, the enemy carrier just got loose to very little fanfare, I chased it around one of my islands for a while and nothing happened, im sick of the repetitive nature of the capture the island missions and I'm bored of the game. The sh**house path finding didn't help. There's no challenge, loosing is unimaginable (literally, I don't think its possible to loose, its just a question of how long it takes to win) Not going to go back to it, BI got my money, well done to them. Another 2 - 3 months of development and this would of been awesome. Fail.
  10. Hmm yeah. I guess like everything else they just ran out of time to finish building AI into the game, unfortunately it feels dead and wooden without a real enemy however :(
  11. So I have had some fun, and some frustration, playing this game for the past few days. Not really annoyed at that, pretty typical for a BI game. But I have a question: Does the enemy ever actually attack your carrier itself? I am playing through the campaign, and I took on the "Fulcrum" island before I was supposed to, and had alot of fun fighting off the endless waves of fighters that actually came out from the enemy island to attack me, rather then just hanging around in small groups waiting to be picked off. I'm sure it was scripted to make it impossible to win that mission until the right time (I have since finished it) but my question is, is there any more to this game then just cruising around tediously capturing islands and fighting the very reactive, very boring enemy? Does the enemy ever bring the fight to me? If I rock up at an enemy island, will they ever get motivated, band together and attack? Can we perhaps mod this functionality into the game? (Seems unlikely, I don't know if the developers have exposed the AI of the enemy at all, its probably hard-coded, perhaps some sort of LUA-script setup, I dont know?) I have chased the enemy carrier around for a while, I even managed to corner it once and get a pretty cool battle, but whenever I rock up to an island under attack, there is no attack, no enemy units on the island and half the time no enemy carrier at all. If this is the case, its impossible for me to loose this game, I just have to hoover up all the enemy resource islands and eventually he will run out of fuel (assuming he can run out of fuel?) - hopefully not in the middle of nowhere however as that could make finding him very tedious. I was really hoping for a more strategic game, something where I could actually loose, a challenge if you will, as this games mechanics (having played hostile waters) are quite alot of fun, just under-utilized! Sorry for the rant. And hello!
  12. How very annoying and disappointing. That really holds this game back. There I was thinking it was a FPRTS when it really isnt. What then is the point of the base outside of reinforcing your own squad?
  13. Hi everyone Im playing the first high-command mission where I get 4 squads plus the razor team. Now i have created the base and thats fine, and I can add units etc to my own squad, but how do I assign units I have created to other squads? I have taken some losses so far taking some of the towns and wish to reinforce myself. For the life of me, I havent been able to get it to work ingame, I thought if I selected my units then went communications->give unit it would allow me to transfer, but no. Or alternatively, is there a way to create new squads? Thanks Hornet.
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