"soldiers: Heroes Of Wwii" Or "gound Control Ii"?
Haze
O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
<div class="IPBDescription">Got to make a decision..</div> I'm heading to Best Buy in a couple of minutes to buy either two games..
<b>Soldiers: Heroes of WWII</b>
or
<b>Ground Control II</b>
Its a hard decision for me. I know I've played both the demos, and I enjoy both of them to their full extent. Ground Control II has its focus on tactics, great graphics, its something new instead of the normal "manage your base" RTS, and just some of the things in it wow you, like the effects of the artillery on things. Endless possibilities on how to play the game when you include your secondary functions. Different terrain provides different levels of defense, and some can only be traveled by infantry (thick forests..). This can lead you to flank around an enemy attack with a squad of infantry while a force in the front keeps the enemy himself busy. I mean its just so much damn fun and its large focus on tactics is what draws me in. The way you get units, instead of buildings that you train them from, are dropships. There are different areas to capture on a battlefield, a victory location, and a landing zone. Both supply you with AP (your resource to buy more units, thats all it is is AP, one value, not wood and gold and oil, and the more units you have, the less AP is generated, make sense? kind of like upkeep on Warcraft III if you've played that), and certain victory locations or landing zones might supply you with more AP, like in one mutliplayer map there is a viron shrine (alien dudes you can play) that gives you four hundred more AP generated than all the other victory locations. Landing zones are where you, of course, land your units that you buy with AP. You can upgrade your dropship, too, to have better sensors (Line of sight), weapons, armor, cargo (more spaces to put units to fly in), engines, and fuel. Fuel allows your dropship to stay on the map longer, so you can actually bring the beast of a ship to bear its guns on the enemy for a short time. <i>Kick arse.</i>
Soldiers is almost the same. Its a whole new RTS as well, where you dont control a base but instead control a small squad of soldiers to carry out the seemingly impossible (sometimes your a small squad within a large assault, its not always just you). Its extrodinary realism level and tactics are amazing, all weapons have a penetrate value (small arms fire cant kill tanks) and vehicles, instead of having health bars, actually can be hit places, like their engine, treds, main gun, etc.. Aside from all that, its physics engine is astounding. On the demo level, you have to use your small squad of soldiers to help defend a wounded commander from enemies, and get him out of there with a stolen vehicle. During the demo, a german nebalwarfer (think big, angry, short range rocket lancher.. devistates things) starts to assault your position. Its set up in a courtyard behind some buildings down the main road, and here is where the physics come in. You can actually take a tank, use HE rounds and blow the hell out of the building, destroying it and allowing you to now aim at the nebalwarfer. All the debree from buildings on a battlefield is useable as cover by your troops. Its amazing. The game also has direct control, where you can take control of a soldier and move him, aim with him, etc.. its just so much fun. You can capture vehicles, too (in this case a tank) Throw a moltov onto the engine so the inside of the tank starts burning, and the crew will evaucate the tank. Shoot the crew as they come out of the tank, then wait for the fire to die down. Take a repair kit to the tank and fix it up, then drive it against the enemy. Now, I know the repair kit isnt realistic, but its there for gameplay reasons, and makes it all the funner.
I think I'm leaning to Soldiers. Both have mutliplayer modes of Co-op, and competitive play. Argh, I'm just not sure, damnit, someone help me! Thats why I made this thread, actually. What do ya think I should choose?
<b>Soldiers:</b> <a href='http://www.codemasters.com/soldiers/' target='_blank'>www.codemasters.com/soldiers</a>
<b>Ground Control II:</b> <a href='http://www.groundcontrol2.com' target='_blank'>www.groundcontrol2.com</a>
<b>EDIT::</b> If a mod sees this, can you edit the topic title to say (the top line) "Soldiers: Heroes of WW2" or "Ground Control 2"? (leave the bottom line to stay the same)
Thanks!
<b>Soldiers: Heroes of WWII</b>
or
<b>Ground Control II</b>
Its a hard decision for me. I know I've played both the demos, and I enjoy both of them to their full extent. Ground Control II has its focus on tactics, great graphics, its something new instead of the normal "manage your base" RTS, and just some of the things in it wow you, like the effects of the artillery on things. Endless possibilities on how to play the game when you include your secondary functions. Different terrain provides different levels of defense, and some can only be traveled by infantry (thick forests..). This can lead you to flank around an enemy attack with a squad of infantry while a force in the front keeps the enemy himself busy. I mean its just so much damn fun and its large focus on tactics is what draws me in. The way you get units, instead of buildings that you train them from, are dropships. There are different areas to capture on a battlefield, a victory location, and a landing zone. Both supply you with AP (your resource to buy more units, thats all it is is AP, one value, not wood and gold and oil, and the more units you have, the less AP is generated, make sense? kind of like upkeep on Warcraft III if you've played that), and certain victory locations or landing zones might supply you with more AP, like in one mutliplayer map there is a viron shrine (alien dudes you can play) that gives you four hundred more AP generated than all the other victory locations. Landing zones are where you, of course, land your units that you buy with AP. You can upgrade your dropship, too, to have better sensors (Line of sight), weapons, armor, cargo (more spaces to put units to fly in), engines, and fuel. Fuel allows your dropship to stay on the map longer, so you can actually bring the beast of a ship to bear its guns on the enemy for a short time. <i>Kick arse.</i>
Soldiers is almost the same. Its a whole new RTS as well, where you dont control a base but instead control a small squad of soldiers to carry out the seemingly impossible (sometimes your a small squad within a large assault, its not always just you). Its extrodinary realism level and tactics are amazing, all weapons have a penetrate value (small arms fire cant kill tanks) and vehicles, instead of having health bars, actually can be hit places, like their engine, treds, main gun, etc.. Aside from all that, its physics engine is astounding. On the demo level, you have to use your small squad of soldiers to help defend a wounded commander from enemies, and get him out of there with a stolen vehicle. During the demo, a german nebalwarfer (think big, angry, short range rocket lancher.. devistates things) starts to assault your position. Its set up in a courtyard behind some buildings down the main road, and here is where the physics come in. You can actually take a tank, use HE rounds and blow the hell out of the building, destroying it and allowing you to now aim at the nebalwarfer. All the debree from buildings on a battlefield is useable as cover by your troops. Its amazing. The game also has direct control, where you can take control of a soldier and move him, aim with him, etc.. its just so much fun. You can capture vehicles, too (in this case a tank) Throw a moltov onto the engine so the inside of the tank starts burning, and the crew will evaucate the tank. Shoot the crew as they come out of the tank, then wait for the fire to die down. Take a repair kit to the tank and fix it up, then drive it against the enemy. Now, I know the repair kit isnt realistic, but its there for gameplay reasons, and makes it all the funner.
I think I'm leaning to Soldiers. Both have mutliplayer modes of Co-op, and competitive play. Argh, I'm just not sure, damnit, someone help me! Thats why I made this thread, actually. What do ya think I should choose?
<b>Soldiers:</b> <a href='http://www.codemasters.com/soldiers/' target='_blank'>www.codemasters.com/soldiers</a>
<b>Ground Control II:</b> <a href='http://www.groundcontrol2.com' target='_blank'>www.groundcontrol2.com</a>
<b>EDIT::</b> If a mod sees this, can you edit the topic title to say (the top line) "Soldiers: Heroes of WW2" or "Ground Control 2"? (leave the bottom line to stay the same)
Thanks!
Comments
Edit: dangit. One minute too late.
And I would have sat through an entire night and finished the thing, trust me. ^_^
Trust me, those turtles WILL be hard to crack.
Ah, and be careful of teamkillers as well (they exist in GC2!)
Most games of noobs turn into turtle fests, like mines. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> I'm not sure which units to use sometimes.. and when to get them so far into the game, etc... I'm also not familer with the AP generate rate, so I'm always a bit edgy when it comes to using a large sum of it.
The single player is pretty good, as well as the mutliplayer, but if you ever get ground control, download the mutliplayer patch -before- you start single player, or else your game will be erased, which is a major downfall. I myself, was at the third or fifth mission. Nothing hard to get to, just tedious. The interface isnt bad at all, its like all the other RTSes out there, and the camera control is simple (if you've got a middle mouse wheel). Other than that the only pains are selecting units in buildings.
<!--QuoteBegin-Grillkohle+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grillkohle)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You can also camp the LZ, especially with Viron. Just get 10 - 15 Fighter Helidynes and station them in the dropship arrival sector (behind the LZ). When the DS comes in, shoot it down. Game over.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I can garentee that if the enemy gets 10 - 15 Fighter Helidynes just to camp your dropship, you've A: Not put enough pressure on the enemy. If he can spare that much AP and not have to stick it in the main battle, it was over a looong time ago. B: Got a nub opponent. Even without your dropship, charge in and take every last VL you can get your grubby hands on, because if hes spent that much AP on just helidynes to shoot down your DS, then you've got enough to create a pretty fierce roll-across-the-map army. He wont have much AP to reinforce his units when your prancing all over his VLs just because of that waste on Helidynes, and any anti air you've got will take them down in a heart beat. Game over is right, bud. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
<!--QuoteBegin-TychoCelchuuu+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TychoCelchuuu)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I don't actually own GC2, but if they are turtling can't you just use artillery or something? I mean, that's what Ground Control is famous for.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I dont know if thats what you can say its "famous" for, but yes, tons of people turtle, and it only takes a few questions on the forums and a few experiments, and you'll be able to absolutly crush your opponents turtle. Is he sitting artillery at one spot with all his units and not moving? As soon as you see that turtle building up, skip around the map and start to take over VLs and LZs as fast as possible, limit his AP. Now that hes got a large force concentrated at one point, it will be extreamly vunerable to a skilled attack just because its tedious and difficult to move such a large force and keep its defenses and weak points up. Also, his large force means high maintenence factor, he will generate AP like a.. well, a turtle! Use your high income AP advantage, and overwhelm him with units and tactics. I garentee, he wont last long under your assault.
The key to GC2 is speed, I believe. Any skilled player (not myself) can take down a turtle with ease. Make sure you know the constant state of the battlefield, having sensors placed up, hidden snipers in forest that are being used as scouts, anything. Intelligence and speed is key, and that is why turtles dont succeed. If you see his turtle building up at an early stage, send three or four fast units to start around the map and capture VLs, while your large force sparingly assaults his LZ.
Meh, I feel like a guru. All GC2 takes is common sense, really! Thats what tactics are! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I can't play GC2. The UI and controls drive me batty, esp. the infantry garrisoning stuff. I haven't had to do that much micro since StarCraft, and quite frankly I don't miss it. I guess I'm just spoiled. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
And micro is pretty much the games entire focus. Tactics. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Thankfully you can overload said shields with same missiles and artillery barrages <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Then just roll a few ravagers and watch the fireworks.
It has a good story line and missions in my opinion.
I like the whole midified drop ship method of calling in more troops etc.
And micro is pretty much the games entire focus. Tactics. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
No micro is not tactics. If anything micro distracts you from tactics. You shouldn't have to make up for your soldiers being stupid by babysitting them.
I know how it's done, but the problem is that you can only garrison about 4 guys at a time. The rest will be stupid and just hang around outside the building. What would be intelligent is if you could garrison a large squad by having themselves distribute toward a direction like so:
<^^^^>
<_____>
If you told 8 soldiers to garrison toward the north. And it's also a nightmare trying to select soldiers while they're garrisoned.
Is there some secret to selecting wounded units? I haven't found it.
And the ancient small selection groups thing drives me nuts.
TBH, the second NSA mssion gets harder if you install the patch. The imps call down striders.
And trust me, it's not good (to be whipped by said striders)