First Impressions from a longtime pg player

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heinrich
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 89
Joined: Thu Aug 20, 2009 7:37 pm
Location: Mannheim/Germany

First Impressions from a longtime pg player

Post by heinrich »

Hello everybody! My name is Henning and this is my first attempt to give a useful feedback for pc to support the developer and to fulfill the responsibility i got with the beta invitation ;) first of all, thanks for this! After CEAW, this is my second game published by slitherine and a "must buy" for me. I completed the first scenario of the 1939 grand campaign (i think it´s supposed to be a grand campaign) and here are my impressions i´ve got so far.
One thing before i start. I´m aware of the fact, that the developers doesn´t want to create a pg "clone", and when i´m using the word clone, it´s absolutely not meant in any negative way.

The graphical set is well chosen and fits perfectly. I like the sharp "green and brownish" style of the game, because this is what i actually expect from a tactical ww2 game. Seen in a very subjective way though ;)

-so far, i haven´t seen any graphical problems, with exception of black hex tiles after the first round, after reloading the savegame and playing the first round again, the problem didn´t occured

The general game mechanics are straight designed and as a pg player, you shouldn´t encounter any serious problems nor any "hidden" features you don´t understand.

-after loading a saved game, the opened information slide bar disappears, this is a minor, maybe purposed "issue" that i would love to see changed, i don´t know if it´s possible to put the ui information in the save game but this would be nice
-the fact, that cou can´t load a game from the running game itself is not a big problem but should be changed

About the tactical rule set. The "move & fire" rule for the artillery should be changed, i like it but this makes the artillery way too flexible. This feels somehow unrealistic in a certain way. The option to move AFTER firing is ok and should stay. It´s tricky that you can fire when moved but only after an unmounted move, so i can see the idea behind the system

-side note: the idea of a railroad gun is superb but is not well balanced, it should be more expensive (around 600?) and the range should be changed to 5, beside this, every "move & fire or fire & move" rule should be removed for this powerful and special equipment

By now, i haven´t seen anything like a "blitzkrieg" option but i would love to see if a tank could move a second time after destroying the target in the same round, the movement bonus might be 50% of the first turn points or maybe just the remaing points which are not used on the first move in this turn.

This should be all for my first post.

p.s. no crashs or gamebreaking bugs so far. playing on win7 64bit, quadcore intel, 8gb ram, gtx260

edit: i´m sure someone mentioned that before, but some tooltips for "replacing units" icons are missing. The text shows a scripting like tooltip.
heinrich
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 89
Joined: Thu Aug 20, 2009 7:37 pm
Location: Mannheim/Germany

Post by heinrich »

Bugs:

-if an u-boat successfully escapes, there is no message
-the upgrading of several units costs the same as a new one, i don´t know if this is a design issue (the strategical upgrading of your core units) or if this is a bug
-some units lose their experience after upgrading (not replacing!), but if you overpower the unit first (through experience) and upgrade after that they keep their experience (not tanks but infantry)

edit:

-in the deployment phase it is possible to place railguns everywhere
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