A few negative points
Posted: Sun Dec 27, 2015 7:23 pm
...don't get me wrong, I enjoy playing the OoB and I think it is a great game with a great potential, despite being somewhat difficult to mod (compared to Panzer Corps).
AI on player's own side - why ?
I am sure this has been mentioned before... the AI does never ever any good, in any game, unless it is prescripted, and one usually does not replay any scenario with too many scripts, etc. In singleplayer there is no other chance but to face the AI
one must live with that. But why the hell, and with this quite long "thinking" time the AI takes, do we have the AI troops on our own side ? "Fixed" (undermanned for example) units are ok, but why do I have to sit here and watch my 'stupid' computer playing my game for me ?
There are not many units under player's contol during the first missions anyway, and their movement-combat options are quite restricted compared to the Panzer Corps ; which is ok, it's a different game, I take it. The problem is that it may be difficult for the player to get back to these missions again and again, because with the lack of possibilities, the initial scenarios turn into the same long thing again, with mostly the same results, where you influence little and you spend your time watching the computer "thinking" and doing ridiculous things.
Like during the Pearl Harbor mission. Is it supposed to be fun, during most of the AI turns, to watch a unit of Kate bombers loaded with 1,760lb bombs, trying to hit a US supply truck which is sitting in the same hex all the time doing nothing, not even trying to get away... and attacking some fuel depot the other turn, especially when it's mostly -1 damage each turn ? "Let's try the trucks, BANZAI"... "ok, we did not hit them, let's go for the depot, BANZAI"... "did not work better, let's see if we can hit a truck this time, BANZAI"
(only the initial production version B5N1 had machine guns in the wings btw, none was present at the Pearl Harbor attack I think, so no straffing by the torpedo carrying Kates, please; straffing which would never do any serious damage with just two 7.7mm machine guns anyway, much less would they damage a fuel depot or a hangar, and I should not even mention a battleship... where Val does -2 or -3 damage with it's 250kg bombs, the Kate is able to do -1 with it's (non-existant) machineguns.
Unexpected combat (in)efficiency
With the Japanese you have the little submarine there, which is nice, yet it is soooo easy to sneak into the harbor... where you can do nothing. You get there, you fire your torpedo, you hit *hit, 0 damage. There is no naval attack for this toy. It is perfectly historical perhaps, but where's the fun in a game to have it ? I mean historical... they did not get a real chance to fire their torpedos. It would be fun if it was tricky to sneak in, and if you actually had some chance to hit an enemy ship... The attack animations are nice, but regardless the result, they show hit and explosion. So the little sumbarine hits the battleship with it's torpedo, the torpedo explodes, but the ship is not damaged at all. It's kind of pointless than to have this high level of art, as what it actually does is to confuse the player. And to waste his time once he already gets familiar with the beauty of the game art.
On the other hand the rear gunners of the bombers are very efficient. I would not expect a unit of Wildcats or Warhawks to loose any plane when they attack such ducks as the Vals or Kates. But it's mostly 3:1... So the fighters do not kill the unit of bombers in three turns, and they loose 3 points, which makes them even less efficient for any other attack. On the other hand, over Pearl Harbor, and over the Philipines, the A6M2 should rule the skies... they do not. It's 3:2 against the US fighters, perhaps because the Kido Butai veteran pilots are all green in this game ; they did not see the action over China. With a little help of the AA artillery, the US fighters are soon masters of the sky over Oahu, 1) because there is too many of them, 2) because the A6M2 with the inexperienced pilots of the Kido Butai are not good enough to even try to protect the bombers from them... they often choose to strafe a fuel depot instead of chasing the enemy planes, 3) because of the super-AA artillery... while a bomber which throws a bomb or a torpedo can't move anymore and has to stay over it's target to receive another volley of the AA artillery, the towed AA artillery units can move over several hexes and shoot at the planes in the same turn. It makes them very efficient ground fighters who travel at a speed 120-500 km/h compared to the planes they chase. A Val bomber arrives, throws a bomb on a battleship, and the AA fires. In the next turn, it throws another bomb, it can't move more than one hex away, the AA fires again. And another AA unit arrives from 2 or 3 hexes and attacks the bomber too. The result is that a squadron of dive bombers caused some -3 damage to the fixed and undermanned battleship, and is depleted by the light 37mm AA cannons.
Pearl Harbor btw
There is no strategy nor tactics in here, you can decide to go for a battleship or for a fuel depot, you can destroy the battleships, you can destroy the fuel depots, but it's about it; you can't even prevent the US fighters from taking off, because the damage your bombers or fighters can cause to the airfields in a few first turns is not important enough - as Japanese you are being urged to shoot down some Kingfishers taking off here or there over Oahu like if these were any threat to anything; as American you watch the hidden movements of your AI opponent who is trying to find anything it might throw a bomb at, and instead of attacking valuable targets it keeps loosing points by attacking one of the radar stations, the only one defended by AA. It rarely destroys the station, with 5 or 6 raids of -1 and -2 results... it's boring and it's very boring if you play the mission for the 5th time. The radars are great, but with the current game system, number of units and their stats it gets simply too long to take them out, and it has no real effect, it does not help you...
I have played the mission many times for both sides, and it gets annoying very fast, there is no real objective, except for the three battleships, and the mission is always the very same. It would be much more fun if you could position all your units before it starts. It would be more fun without the unnecessary parts which are not nice and have no meaning, like the AI Kate attacking the AI supply truck. Give the supply truck to the player, so that he can use it to transport pilots to an airfield, or something like that...
...
My first impressions are good. Yet the game, in my opinion, is too much based on the ancient concept of the Panzer General (brought nearly to a perfection by the Panzer Corps) to ignore so much of what these games did and offered regarding the basic rules and ingame tactics. I mean: you try to be different, and you really are different (I like the supply system for instance), but some things should still be in use - like the attack-movement rules.
AI on player's own side - why ?
I am sure this has been mentioned before... the AI does never ever any good, in any game, unless it is prescripted, and one usually does not replay any scenario with too many scripts, etc. In singleplayer there is no other chance but to face the AI


There are not many units under player's contol during the first missions anyway, and their movement-combat options are quite restricted compared to the Panzer Corps ; which is ok, it's a different game, I take it. The problem is that it may be difficult for the player to get back to these missions again and again, because with the lack of possibilities, the initial scenarios turn into the same long thing again, with mostly the same results, where you influence little and you spend your time watching the computer "thinking" and doing ridiculous things.
Like during the Pearl Harbor mission. Is it supposed to be fun, during most of the AI turns, to watch a unit of Kate bombers loaded with 1,760lb bombs, trying to hit a US supply truck which is sitting in the same hex all the time doing nothing, not even trying to get away... and attacking some fuel depot the other turn, especially when it's mostly -1 damage each turn ? "Let's try the trucks, BANZAI"... "ok, we did not hit them, let's go for the depot, BANZAI"... "did not work better, let's see if we can hit a truck this time, BANZAI"

Unexpected combat (in)efficiency
With the Japanese you have the little submarine there, which is nice, yet it is soooo easy to sneak into the harbor... where you can do nothing. You get there, you fire your torpedo, you hit *hit, 0 damage. There is no naval attack for this toy. It is perfectly historical perhaps, but where's the fun in a game to have it ? I mean historical... they did not get a real chance to fire their torpedos. It would be fun if it was tricky to sneak in, and if you actually had some chance to hit an enemy ship... The attack animations are nice, but regardless the result, they show hit and explosion. So the little sumbarine hits the battleship with it's torpedo, the torpedo explodes, but the ship is not damaged at all. It's kind of pointless than to have this high level of art, as what it actually does is to confuse the player. And to waste his time once he already gets familiar with the beauty of the game art.
On the other hand the rear gunners of the bombers are very efficient. I would not expect a unit of Wildcats or Warhawks to loose any plane when they attack such ducks as the Vals or Kates. But it's mostly 3:1... So the fighters do not kill the unit of bombers in three turns, and they loose 3 points, which makes them even less efficient for any other attack. On the other hand, over Pearl Harbor, and over the Philipines, the A6M2 should rule the skies... they do not. It's 3:2 against the US fighters, perhaps because the Kido Butai veteran pilots are all green in this game ; they did not see the action over China. With a little help of the AA artillery, the US fighters are soon masters of the sky over Oahu, 1) because there is too many of them, 2) because the A6M2 with the inexperienced pilots of the Kido Butai are not good enough to even try to protect the bombers from them... they often choose to strafe a fuel depot instead of chasing the enemy planes, 3) because of the super-AA artillery... while a bomber which throws a bomb or a torpedo can't move anymore and has to stay over it's target to receive another volley of the AA artillery, the towed AA artillery units can move over several hexes and shoot at the planes in the same turn. It makes them very efficient ground fighters who travel at a speed 120-500 km/h compared to the planes they chase. A Val bomber arrives, throws a bomb on a battleship, and the AA fires. In the next turn, it throws another bomb, it can't move more than one hex away, the AA fires again. And another AA unit arrives from 2 or 3 hexes and attacks the bomber too. The result is that a squadron of dive bombers caused some -3 damage to the fixed and undermanned battleship, and is depleted by the light 37mm AA cannons.
Pearl Harbor btw
There is no strategy nor tactics in here, you can decide to go for a battleship or for a fuel depot, you can destroy the battleships, you can destroy the fuel depots, but it's about it; you can't even prevent the US fighters from taking off, because the damage your bombers or fighters can cause to the airfields in a few first turns is not important enough - as Japanese you are being urged to shoot down some Kingfishers taking off here or there over Oahu like if these were any threat to anything; as American you watch the hidden movements of your AI opponent who is trying to find anything it might throw a bomb at, and instead of attacking valuable targets it keeps loosing points by attacking one of the radar stations, the only one defended by AA. It rarely destroys the station, with 5 or 6 raids of -1 and -2 results... it's boring and it's very boring if you play the mission for the 5th time. The radars are great, but with the current game system, number of units and their stats it gets simply too long to take them out, and it has no real effect, it does not help you...
I have played the mission many times for both sides, and it gets annoying very fast, there is no real objective, except for the three battleships, and the mission is always the very same. It would be much more fun if you could position all your units before it starts. It would be more fun without the unnecessary parts which are not nice and have no meaning, like the AI Kate attacking the AI supply truck. Give the supply truck to the player, so that he can use it to transport pilots to an airfield, or something like that...
...
My first impressions are good. Yet the game, in my opinion, is too much based on the ancient concept of the Panzer General (brought nearly to a perfection by the Panzer Corps) to ignore so much of what these games did and offered regarding the basic rules and ingame tactics. I mean: you try to be different, and you really are different (I like the supply system for instance), but some things should still be in use - like the attack-movement rules.