Better interface? Strongly disagree there. PzC1 might not have been perfect, but it still did a much better job of conveying information unobtrusively than the sequel.
They aren't, I checked. Aircraft in PzC were just as bad if not worse to visually identify in PzC than Pzc2. https://i.imgur.com/Xqs8xW5.jpg
The only way this is more discernible is maybe because people have been looking at them for the past 10 years, so there is a familiarity about it. But ...
Where as in PzC2 those units run behind supporting units, allowing the supporting units to get blasted by infantry and tank, then still get destroyed by over-run doing alot less damage to the enemy in the process...
Always nice to see a PzC beta veteran, even when he does not have a single positive thing to say about the new game. At least, I hope that this time around you won't feel that Kursk map is too small. :)
Hello! Yes I've been away from the forums for a long time - much less opportunity to chat as ...
I don't know about too close to the edge - but I would agree they seem unnecessarily spread out over the whole screen. At Sedan now, overall not sure about how I feel about the changes to game play but IMO they tried to do too much to the UI, tried to make it show too much info, and in the process ...
I no longer have a desk job so I can't afford to spend hours involved in forum discussion like I did the first time around.
I made a bunch of suggestions during PzC Beta and later (feel free to search my post history if you care) including "Reform Units": which was eventually adapted.
Not sure if Steam lets you edit the game files but I've combined east and west campaigns into a single campaign file and use a slightly larger core to do both simultaneously - one corps on the east, the other on the west, HQ reserves transferring between fronts as necessary, and occasionally ...
More precisely has the RP points gain been tailored to the new structure of the campaign (100+ linked scenarios)?
I would want to avoid the situation where Iam literary swimming in requisition halfway through the game. I was planning on playing on the default (challenging) difficulty.
My entire review can be summed up as 1 step forward, 1 or more steps back. PG had a huge impact on the computer wargaming scene because it was able to pack a surprising amount of historical *flavour* (as opposed to realism) into a slick and easy to learn interface and add a healthy dose of RPG on ...
I would assume the developers felt a) smaller scenarios are easier to design and test than larger ones and b) there was a sweet spot in scenario size that would appeal to the average casual gamer and the occasional maximum effort scenario like Prokhorovka was thrown in as a means of providing variety.
The solution for how to design a proper Soviet campaign, forcing the player to use massive amounts of inferior units, is actually quite simple. Small CORE, lots of AUX units.
I would disagree - the CORE force is what makes the PG series of games enjoyable.
In case anyone draws the wrong conclusion, I love Panzer Corps, it is a huge improvement on PG and finally replaced it as my absolute favorite game. I think Alex did an amazing job.
But I don't think he achieved perfection. And my biggest disappointment is that the game is stagnated as they ...
An interesting topic and one that raises the age old issue of casual Vs. hard core players, achieving a balance can be very difficult indeed.
Don't be misled into believing this is a debate between casual vs. hard core - some people like to present it that way because they don't understand what ...