The Best thing about PZC is it's just like PG!!! The Worst thing of PZC is it's just like PG!!!!!!!!!
First, I want to compliment SLI, I have bought several games(some I like, some not), AND they all have been vertually bug-free.
Next, a couple of questions for Lords(I guesss). 1). Any desert sernarios planned???? So far can't be Rommel(boo-hoo).
2). Can't seem to access individual unit's Stats. Manual says r-click on
unit on tactical map. Not working for me!! Also, when a unit gets, say +1 for
spotting, doesn't seem to be there next turn, can't see improvement.
3). Haven't detected any noticable results from mulitple units sapping off defense strength? Bug??
4). Why different cost for elite reinforcements, for same exact unit; one will cost 41 pts, another
will cost 82 for same Germ. 109E fighter. Does going from 11-to12 strength cost 2x's???
If so, really unfair.
The only thing I noticed after getting RC4, is less suppression for my artillery, AND more for the AI!!!! It use to take one artillery unit(in RC3)
now 2, at least to get decent suppresion.
Now back to BEST/WORSE. I have really tried to remember that this is "just a game". But you all have put forth a historical simulation. And I think
you have not hit the mark; mainly because the combat tactics(ie, lack of) is just lame. In my first impressions I talked about NO "zones of control"for player!! AND this bothers me. Can any one out there, tell me how the heck a submarine or Carrier at sea can prevent a unit on land from moving??? Either give it to player and AI, or get rid of it all together. I have lost more elite units, that take hours of play to build up, only to lose or almost lose the unit. It then having to spend most of senario recovering, because my units don't have ZOC!!! You see, I have both old PGs on another computer w/XP., and have played both in the last 3-4 mos. Here, is another anodote, you have copied the AI from PG in that the AI only attacks weak units, such as a tank vs infrantry!! Won't see AI tank vs tank, unless it's Sherman Firefly vs Pzkp IIa!! This is just a couple of things I'm citing, in that you have copied PG to the "T". I really thought, when you started advertising this game a few months ago, that maybe there would be some inovations, and new game play!!
Having now played through about 4 campaigns, reaching D-DAY twice, and not being able to do anything in late Russian senarios, because they have more tanks/anti-tanks, than you have ttl. units(yes I no, I could increase slots). However, I was only able to go to these late senarios, because I played on Leutenant level. Had enough credits to upgrade, and elite replacements. Playing on Colonal level, I was not able to even get through first Moscow senario, because all you could do is use regular replacs. and 20-25% of my units I could not give any reinforements at all. I saw someone else on this forum talking and showing how he was doing on highest level. So, I tried it. In Polish senario, by turn 4, I had lost 2 tanks. one infantry units and 4th inf unit was badly damaged from 1 Polish inf and 1 Polish calvary!!! Needless to say, that campaign ended right there. Another comment, on your maps. I have gone on Google and looked at areas of Low Countries and Barbarosa, and I be darned if I can find any river configuartions you have depicted in these senarios. On Barbarosa, I could only find one river between your starting point and Smosk on Google. Most of the other maps are very contrived and unrepresenitive of the areas.
Also You have maps and difficulty of maps wrong. Low Countries, and Barbarosa were very easy for the Germans, because of flanking movements. The real and concentration of allied troops should be on second maps; France and Kiev, respectfully. LC & BARB. are way to contrived. Also, you assumed that the Dutch, Bulgiums, French and Russians knew where & when "the Germans are coming, the Germans are coming" and had time to dig in and prepare. In SLI's MH Commander someone recognized this and kept French units from moving from Magnior Line until it was to late, was real. Also, Fighters, bombers, navels units, especially AI get way to many hit-pts against tanks in early senarios. Some fighters had no than infantry machine guns mounted. Couldn't damage tanks the way you show. Better would be, disabling, or hindering movement instead 3-4 hits!!., plus minor suppression.
My situation is different than maybe alot of people out there, because I have been able to keep playing the old PGs. So, your game, so far is just the same. I don't see paying $30-40-50 for a game I already have. Yes, the graphics are better. I hope this all doesn't seem like sour grapes or just griping. Like I said earlier, I thought there might be new inovations and game play, but so far SOS.
I hope I haven't been to harsh. Someone, somewhere, said we (testers)won't insult(maybe not exact word) you all, monitoring and working on this game. I sure people who haven't been able to be exposed to this genre, will be enthralled. I hope you do well with this, and I hope I can finish the Beta phase. It just doesn't seem, right now, unless drastic changes are done, this game is for me. Cheers.
Marshall Ney over and out.
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