Jump to content
Please support this forum by joining the SH Patreon ×
Sturgeon's House

What are we playing?


Recommended Posts

   Review of Metro-2.

   Metro-2 was developed by Orion Games and released by Buka in late september of 2005, it was Soviet themed FPS set in early 1950s and was telling fictional story about conspiracy by MGB and Beria to nuke Moscow and Stalin.

   In an interesting twist, this FPS have plenty of bits that you can see now in Metro 2033/LL series of FPS. Maybe because "Bad things happen in Subway system, but this is an FPS" isn't really that diverse theme, or because 4A Games were looking at Metro-2 as learning material -  IDK, but similarities at times are very close.

 

metro_2_cover.jpg

 

   Visuals

   On my system (and looks like on many not even most modern computers) this game doesn't work properly. Textures and light system are broken, with sometimes texutres being replaced by black void. In 2005 this game already had at times very dated visuals, but it generally was on more or less on par with games from 2003-2004 on technical level. Some levels lacked details, some of them (usually Moscow Subway stations) were made rather well, outside of random low-res textures. Parts of Metro-2 on surfface were mix bag, and one of last levels in Kremlin were looking like Google Earth made into FPS.

pic01.jpg

 

Spoiler

metro2_2.jpg

  Same moment in my game:

NjUhC5L.png

 

 

metro2_1.jpg

 

metro2_4.jpg

 

metro2_5.jpg

 

metro2_6.jpg

 

metro2_8.jpg

 

metro2_10.jpg

 

IG7rchD.jpg

 

metro2_11.jpg

 

metro-2_2.jpg

 

metro-2_3.jpg

 

SBEFqFp.png

 

VhbkZPq.png

 

9Jk6HGO.png

 

9QwCYY4.png

 

   Overall, even if technical capabilities probably were there, game looked dated by 2005 standarts. Today, even with understanding of Metro-2 being "old game", visuals still leave not very good taste (and i am not speaking about broken visual system, i played it in 2005 and watched a footage of properly working Metro-2 before review). Models of enemies were made at some places not well enough (faces especially, HL2 in 2004 had way better human faces which still holds even today), random low-res textures and low level of details in some parts of level leave a feeling of slapdash work.

 

Spoiler

bb5aopR.png

 

   Metro-2 also lack any serious attempts to create an atmosphere, as majority of levels are grey underground tunnels with rather low detalisation. Maybe they tried to represent low number of consumer goods in USSR through their level design?

Spoiler

U9CnrLR.png

 

   Few levels that had promise of creating atmosphere and immersion, but developers managed to undermine visuals with either gameplay or level layout itself. Sewer system level for example was promising, but key hunting and locked doors made it to feel very "game-like", with backtracking and enemies spawning in tunnels that you already cleared without even a hint from where they managed to get in, making obvious for a player that it was a triggered script. Another example was MGB: Tomb Raider section, where game suddenly decided to make a brake from endless shooting and added yet another Moscow sewer system map, where there are no enemies of proletariat to kill (for part of this level). It looked rather great in concept - dark tunnels with few light sources and only your torch helping you to see in the dark for majority of your path. Problem is that game designers made this level full of an easy but numerous jumping puzzles and unbelievable number of bandits. All this broke a mood and made me cringe at it (Moscow ancient tunnels are full of GULag prisoners!).

   This lack of art direction in eyes of some people can be compensated by Soviet-themed 1950s things in this game, but IMO modelling a telephone or a random placard from USSR and slapping them together isn't an "art direction". One example of their slapdash work - placard for welding safety tips that was located in MGB administration building for some reason. Or this:

Spoiler

OYj2QyH.jpg

   Door that is located somewhere in 1.7 floor.

 

zzjsQ9B.jpg

   Some of cutscenes were outsourced to local school.

 

   If only that was in game presentation, i would give it a "bad" mark in presentation, but there are few things that holds me from doing this.

1) Highly detailed bush at 2nd level.

Spoiler

pTRDH6H.png

 

2) Some of bullet holes were made as a bump/parallax texture, those things give you an illusion of 3d/deph of those damages on walls. Just like in FEAR!

Spoiler

HgCeK0K.png

 

3) Big amount of objects with physical models. They are not used for gameplay in any way, but they help to create a feeling of desctruction and some interactivity of this world beyond button pressing and murder.

Spoiler

wpYzc2T.png

 

U309c47.png

 

v6xQ18e.png

 

WzYWrIt.png

 

5QnAD1i.png

 

5GFLEQ7.png

   All this leaves us with mediocre presentation at best.

 

   Gameplay.

   Metro-2 continues to be "mediocre at best" in its gameplay. Because this is an FPS, let's start with weapons system. 

Spoiler

m4Tm0K5.jpg

 

   A lot of guns leaves awkward feeling after use, with exception of SKS and SVT when firing at heads of bad guys. AK and PPSh are really hard to control, even if you try to compensate with mouse their "general" recoil, you can't compensate a Parkinson's attacks of first person camera that start to shake like crazy. Pistols are bad in general, PTRS is unusable in close and medium ranges because of fragmentation from bullets, that explodes like 40 mm UBGL grenades (probably bullets were loaded with Komsomolets hate towards enemies of the State), RPG-2 can't be shot from the move and needs time to be shouldered after player stops to move. All gun models are huge and some of them even obscure your aim (like AK-47), main character holds them at awkward angle (like he is aiming at a point 0.5 meters away from his face or trying to aim at right corner of my monitor). Frequently, just after a shot, main character starts idle animation, that brings gun closer to the face like player's avatar decided to read something on it, and gun obscures almost a whole screen WHILE YOU ARE IN THE MIDDLE OF THE FIGHT!

Spoiler

xE9l93e.png

 

YZmp4rS.png

   Fragments start to fly towards us. One hit a floor about 10 meters in front of us and bounced from it.

 

MpNoRD9.png

   Was too close to this enemy when firing.

 

54KPca7.png

   I barely can see enemies that i am shooting at. Add here electrocuted first person camera just to understand ho hard is sometimes to even track enemies at medium ranges.

 

   And those problems on their own already make firing in this shooter to be not really fun activity, but wait! There is more!

   Taking cover in Metro-2 isn't best idea ever for several reasons. First is that you can't shoot over a cover because of strange way game register origin of you shots and how it tracks them (bullets in this game are not hitscan).

Spoiler

wxiY7Vb.png

   Take that, edge of a box just in front of me!

 

   Second reason is metal. All bullets with bounce from any metal surface in Metro-2 at any angle. This mean if you are trying to take cover and shoot at enemy (many weapons have burst fire as default), you can fire a burst right into yourself. Even some thin doors can kill you like this if you try to shoot through them, because they are made out of metal. Also, this mean that player need to take into account what is behind him - enemies can hit metal object behind a player and hit him in the back, even if player avatar body is in cover.

Spoiler

8Ro0Lma.png

 

kwvs75e.png

 

   And this is not all! Several guns have "zoom in" as their secondary attack, which is awkward on its own (some guns have semi-auto assigned as secondary attack, some don't have any kind of second firing mode, some weapons have zoom, and there is no indication which one have what kind of secondary attack), but during this zooming game doesn't scale weapon model properly.

Spoiler

hkdpzaJ.gif

   Shooting at long ranges with those rifles is also strange. Bullets at some distance start to fly above aiming circle, so in order to get a headshot, you need aim to the chest or even lower, and there is no way to change aiming circle/zero ir/etc. Great job!

 

   On top of that enemies feel bullet spongy. Some of them can eat 5-7 bullets in chest before dying.

Spoiler

rS7iHzG.png

 

pvb5Oyp.png

 

   The only good thing about gunplay is headshots with SVT and SKS rifles. It allows to single tap enemies, and thanks to ragdoll, hits feel powerfull.

   Altogether this makes Metro-2 gunplay and shooting mechanics to be rather bad on their own, unpolished, strange, awkward, sometimes disconnected from game design (like PTRS that you can't use for majoirty of levels as many of those a close range) and sometimes rage-inducing. For majority of this game i used SKS, SVT and PPSh, as they work well enough - rifles thanks to their headshot abilities, PPSh for close range, where big magazine partially compensate terrible recoil mechanics.

 

   Level design is Metro-2 is very mediocre. All places that Stock Charactorovich Communistov visits are linear and uninventive corridors with button pressing and vents climbing sections, totally as an allegory of a single party political system of USSR  and not because of other reasons. Some of them feels like they were taken from HL2, some are completely forgetable. Battles doesn't have interesting space orientation or layout - all enemies are on the same level shooting at you from standing in the middle of open position from a hip. You never get into situation when you fight bad guys pushing from 2 directions, you never even have stock "defend X!" objective! Almost the whole game player is just moving through corridor and shot bad guys, with very small exception of several Subway stations, where player can move though arena-like level. But developers managed to make them feel like corridor shooter - enemies wait behind pillars and jump one by one to fight you instead of something different.

 

Spoiler

29WEvTq.png

   Average level of Metro-2.

 

CKdZozy.png

   Average mission objective in Metro-2

 

   Map makers in few levels used unkillable enemies in order to block your way in certain places (usually in those arena-like Subway stations), which is terrible for immersion. All levels pacing is also very generic - i don't remember any level having emotional structure, like something as basic as "start - build up - climax - end". You move through level and kill 2-3 humans with guns that are standing around in this room and continue this until the end. Only few levels in the end of Metro-2 started to feel like game with some sort of direction, but last level managed to kill it, as it was yet another "walk around, kill people and press buttons/flip switches".

 

   Fighting with traitors is also uninteresting. Bad guys don't do anything cool, they don't have any mechanics attached to them other than "Shoot me! IF you will hit head, i will get way more damage!" During almost whole Metro-2 they are just standing around and wait when player will appear, and that is all.

Spoiler

1yd5aiw.png

   This is one time when enemies dispatched a squad against you. It was such a big deal for developers that they made this cutscene.

 

swmKXYd.png

   Oops, i killed them too quickly.

 

   So in short - awkward gunplay coupled with generic and boring level design, flavored with generic amount of generic and boring bullet sponges on 2 and few times on 4 legs.

 

   Plot and characters

   Main hero is boring and uniteresting, 2 females that help to Gleb are boring and uninteresting, plot is stupid and uninteresting. I don't remember who was main bad guy who took father of protagonist as a hostage. At least there are few cutscenes here and there! And it feels like when devs started to make Metro-2, they didn't knew how to make cutscenes, but closer to the end of the game there is a much nigher number of those. It feels like they started to make an actual game and not a demo right before Metro-2 singleplayer story end. Cutscene are cheap and at times also awkward.

Spoiler

vkzYqBJ.png

 

iYfG5oD.png

 

OrTTxCC.png

   

   Personally, story left a bad taste in my mouth. When main hero was fightng back against attacking forces of conspirators, i was Ok with this. When main hero started to break in their offices and kill everybody inside of administrative buildings, going from office to office and just breaching doors, throwing grenades and violently murdering people, i felt bad as Gleb lost this small feeling of hero that fights back against forces of evil and started to be a violent killer. Than game became weird when those "go in this building and kill guys" sections were becoming to be way too fucking long, for example in last mission you need to clear 5 floors of those rooms and kill everybody inside. Player and main hero in last missions also killed several WW2 veterans with disabilities (who were never used in other levels), whole MGB administration on top of a battalion worth of enemies in previous level, shaking out of protagonist positive qualities of a generic hero like forgiveness and "not starting firefights in a building full of non-combatants against people, and who can be arrested anyway".

   This... is uncomfortable for me, but not in "thought provoking way". I perceived those sections as a dream of anti-Soviet violent murderer, dreaming about walking into high ranking officers cabinets and blasting people in their faces. Not sure if it was just bad over-repetative level design or it was something else.

 

 

   AI and enemies

   Metro-2 have several breakthrough technologies in AI, like ability to stand still and shot from the hip, strafe to the right, throw greandes in very long animation and self-destruct. There are 3.5 types of bad guys - normal human with a knife, normal human with a gun, normal human with a gun that moves a little bit faster and a dog.

   So let's see their advanced capabilities, like:

1) Climbing stuff.

Spoiler

ZNXHGb6.png

 

JFV8I9q.png

 

JXX2n7s.png

 

2) Spotting player:

Spoiler

d2A8Cux.png

 

Chn0rGg.png

 

TRq6rcW.gif

 

Rm5DTAg.gif

 

3) Advanced pathfinding

Spoiler

tsPTqFR.png

 

ugTheqh.png

 

CRejcpK.gif

   Level designer also left his mark on AI.

 

4) Grouping together for convenient dying, attacking one by one in a line and similar:

Spoiler

TNNkEiS.png

 

RKBglAQ.png

 

0crfqhS.png

 

t4sA7El.png

 

5) SOME enemies know how to strafe right and use cover!

Spoiler

nfLgOT3.png

 

FtSl4YH.gif

 

6) Ability to be easily killed by grenades.

Spoiler

X6cRD8v.gif

"Hey, this is a grenade!"

"Should we move?"

"No! We are stronger than those communist bastards!"

 

7) Build-in Self-destructon system

Spoiler

VYwTboK.png

 

4iYB1tB.png

 

RtnRszf.gif

 

l5Ol2kl.png

 

jeTfCNb.gif

 

7b0Acvi.png

 

Q7GTg1r.png

 

wp3Jyfa.png

 

qOKvXym.png

 

HkH3dd6.png

 

   AI in Metro-2 is very advanced, FEAR and Far Cry should be affrain to put their own bad guys against those traitors of People's Socialist ideals!

 

   Bugs and glitches

   Because they are funny.

Spoiler

awLF99S.png

 

KuBZtXT.png

 

eBKxlqd.png

 

HIYRZQi.png

 

HjLAXnT.png

 

quIdwx3.jpg

 

ZIOmra3.png

 

ZpWqejZ.png

 

YrZOAQQ.gif

 

rACJL3w.gif

 

hLqs2if.gif

 

fP9cc01.png

 

JBixVcC.png

 

quNPFjc.gif

 

 

   Conclusion

   Metro-2 have number of sections that you can see in Metro-2033 and Last light games, like train chaise, Moscow catacombs, arena-like levels based on Moscow subway stations, main character moving through underground and several times through surface levels, both games end point was at/connected to D6 and so on. I am not sure if those connections were purely accidental, or somebody in 4A was doing homework, based on Metro-2.

   Metro-2 as it is can be called mediocre at best, with bad shooting/weapons mechanics, at times broken AI, boring enemy and level design, forgetable/bad plot and completely flat characters (not counting breasts of female 3d models). I don't recommend it to anybody, with exception of sarcastic Youtubers to make a videos of all stupid shit that happens in this game (not only bugs and glitches).

 

Link to comment
Share on other sites

   Played EndWar 2 days ago to have a break from Metro-2, had surprisingly long and very close game against Normal AI. Maybe because they were in defence, and it is sort of easier than attacking build up positions. As this battle was rather long, i will post pics in several spoilers, according to "stages" of this fight. 

 

   First part: Preparations.

Spoiler

oTmOI8M.png

   Still testing Normal AI as enemies and trying to look at Hardcore AI as a teammate. Siege gamemode was chosen as it is more "directed" type of battle because of 2 stages of it. Attackers have 10 minutes to capture A or murder all defenders while defenders don't have any support outside of their prepared positions and automatic defence turrets. After 10 minutes mark defenders get a big amount of reinforcements of regular Army and get all kinds of support attacks, airstrikes and so on. 

 

ZdSgJ7g.png

   Will try to support AI teammate by providing artillery support and defences against counterattacks. Rank of units depends on chosen Task Force (several types are avaliable)

 

CY136SS.jpg

   This map would have been better at night with more fire and smoke from battles in the background. Devs said that EndWar at some point had weather system, but they decided to cut it out. Sad.

 

GqZVWJX.jpg

   Command vehicle. I want to make a little in-depth review of units in EndWar, including their external design.

 

czzAq74.jpg

 

OnhrCIv.jpg

   That thing on roof, near rear of hull is UAV module.

 

dwVbC4A.jpg

 

Ncm0FtP.jpg

   Those triangles and hex-shaped things make this IFV look toy-like.

 

HbLyAaW.jpg

   Movement spotted. In EndWar recon can and should be done by all means player have. This time - just by using binoculars.

 

67ZANnm.jpg

   UAV is out to have a look at our foe.

 

asy0LEb.jpg

   Oh, those wonderful octagonal wheel arches

 

p95oXvB.jpg

 

0JwP1Vk.jpg

 

5Lx4Wvt.jpg

   I picked left flank, AI took right part of map. Will try to get to Yankee point and take it.

 

nnTmKWO.jpg

   I like and don't like idea that infantry need to enter buildings only from specific point. This mechanics should have been slightly reworked. Better protected structures should have 1 exit, while civilian houses should have several entry points.

 

TaHABgZ.jpg

   SPGs are closing to their firing positions. I am advancing slowly as enemy choppers are expected to appear nearby.

 

b7cdKyj.png

 

Part 2: Battle for American Kremlin begins.

Spoiler

Nu96iix.jpg

   Battle begins and we open up with SPGs. AI deployed plenty of tanks and infantry, but no long range firepower. I will try to make a breach in left flank in order to sneak in an infantry sqauds there.

 

ND5rMDj.jpg

 

wrvVbYl.jpg

   SPGs are moving around to pick better position.

 

j5qd4rs.jpg

   Infantry reached Yankee and taken blocking positions. Friendly AI wants to capture Y, so i leave it for AI.

 

3wbfm1N.jpg

   Zhukov SPGs are getting shelled

 

LFDnI4u.jpg

 

lyUZdgq.jpg

 

XVduo6D.jpg

 

xjPEVkM.png

   All automatic turrets were destroyed on left flank (thanks to SPGs, we probably can try to sneak in.

 

DlyJRXh.jpg

   AI already is trying to push into this breach in enemy lines.

 

VJCrx89.png

   Enemies have 2 lines of defence. First line is unit 6 and 3 of infantry squads, trying to hold on central bunkers. Artillery 4 and 5 is using them as shielding from raiders. Second line is located near uplink A itself - infantry unit 8 in a bunker, APCs under number 7 and what looks like tanks designated as enemy unit 1. AI committed a complimentary composition of units to hold on A.

 

5ocd6xC.jpg

   Let's try to get in enemy area. We will probably not get to A in time, but at least we can try to start a process of capturing it.

 

5tjkt8T.jpg

   Second comander of our forces lost IFVs and tries to retreat his gunship unit (he will get their price back and will be able to call another unit).

 

hCYMDjf.jpg

   AI picked tank platoon instead of gunships. Not a bad choice, we will need direct LOS firepower soon. I am suppressing middle part of hostiles forces line.

 

QbAEzuR.jpg

   My light infantry squad is out of battle. Combat engineers are in serious trouble, as Russians responded with artillery barrage of attackers and deployed APCs to deal with what is left of them.  

 

1xAcoC9.jpg

   Tanks were called instead of infantry unit 2, all my units, including Command vehicle, are participating in attack.

 

Iv5RDQC.jpg

   Almost done. But no time is left for us.

 

eBDrXdI.jpg

 

Part 3: Recover and getting back to the battle.

Spoiler

mam51Uu.jpg

   3 units out, but SPGs are ok after giant missile strike.

 

DNp04Mc.png

   Evac chopper is so big... fat Americans need a C-130 sized evac choppers to haul their fat bodies! Buhaha, that was a low-hanging fruit!

 

qzdLkHx.jpg

   SPGs took this position as barriers in front of them will block AFVs from getting in. If needed, those gun carriers can get behind building for cover. IFVs are getting deployed to defend what we have from waves of attack helicopters.

 

DDtF5GO.jpg

   Waves of Russians will be hit by kinetic rods.

 

Wjev6Q0.jpg

   There are still too many enemies to deal, and this group of Kamovs are getting a bit too close to my SPGs. Time to relocate.

 

H9shPQF.jpg

   Tanks arrived, Yankee was still not captured (AI aborted that in order to send his infantry to attack through a gap in enemy defenses), so infantry is being brought in to do that.

 

xWAxJHS.jpg

   MRLS attack from SPGs. 

 

CjWb2uX.jpg

   Those are literally hordes of Shpetsnaz gunships to deal with. 4 units of SGB helicopters means at least 16 of those things over our heads!

 

6cm50VX.jpg

   2 IFVs and combat engineers should be good enough to hold on our positions. AI commander also bringing in a platoon of IFVs for AA work.

 

rk2J6Xp.jpg

   Air attack failed, artillery is covered from the front by big ass building. Russians will try to assault us on ground, because those SPGs continue to be a big problem for them.

 

Part 4: Russian Shpetsnaz armored onslaught.

Spoiler

BmJwyxL.jpg

   First group of tanks was dispatched to hunt down SPGs. Enemies think that we have SPGs and few IFVs, but i brought tanks to the battle and combat engineers to help with AT work, and they were not spotted yet by our foe.

 

MYGnBrE.jpg

   IFVs of JSF are fast and can be used to harass enemies. 5 out of 6 of my units are firing at this tank platoon. 

 

pxhTtqa.jpg

   They are trying to run away, but it is too late. They will be toasted in no time!

 

lyF994p.jpg

 

t0H7uIW.jpg

 

YHvY31J.jpg

   Finishing last tank.

 

u8ABhHI.jpg

   More tanks are coming in. Note another platoon on the background. First armored attack was done by 2nd enemy AI commander (his units have desert camo).

 

KE0Jofy.jpg

 

qccodA1.jpg

   Another platoon is down. Attackers tried to fight with my tanks as a priority target, as IFVs were doing small amount of damage to them. We have complete fire superiority in this part of map and we can focus fire counter-attacking units before they can deal any serious damage to us. 

 

ggvRlA3.jpg

   2nd hostile AI is bringing more of his own armored forces to help to his partner.

 

MkGKNWT.jpg

   I hope they will not try to combine into a Voltron.

 

15A5WrR.jpg

   They were distracted for a moment by AI-commanded choppers. Just a bit more time for our artillery to soften them. And enemies brought 2 platoons of tanks at least.

 

WDk9xVE.jpg

   Now we need to move and not just retreat, if they will commit to attack. 

 

IWfFzt3.jpg

   Enemies decided to clear air before doing tank assault, we have few moments to breathe, while artillery continues to do their job.

 

1tCdqrG.jpg

 

cM3GsEc.jpg

   Now Russians are commited to this attack. We need to deal with each tank platoon separately if we want to get through this with minimal loses.

 

1cksFVX.jpg

   First tank platoon is getting hit by artillery and airstrikes, hard. Tanks are shelling them, while IFVs will work as distraction, if needed. We need to do as much damage as possible to exploit a tactical mistake by enemies - their tank assault timing was not coordinated well enough between those 2 MBT units, so one is in front of another.

 

1ftDmr3.jpg

   We managed to deal enough damage to make them less of a threat, as they lost 2 vehicles.

 

Kj3vCyS.jpg

   2nd tank unit is still OK and they are getting into the range. My tanks are in trouble, as enemies now have number superiority (6 of SGB tanks vs 4 of our MBTs). IFVs ordered to relocate, tanks will follow them.

 

6IUs4Gd.jpg

   Combat engineers were sneaked into middle section of this building, it will provide good ambush as a wing of this structure is obsuring LOS of Shpetsnaz tanks to their positions, until tanks will get too close. My MBTs are luring Russian tank platoon in a perfect place for ambush.

 

BIs0u52.jpg

   Shpetsnaz tanks just spotted combat engineers and are switching their attention to building. Our tanks now have a chance to get back into this fight.

 

kumndIC.jpg

   Ambush in process.

 

raamYnY.jpg

 

HOgGleh.jpg

   That was a direct hit!

 

g5Jqj0U.jpg

   Last tank of this defeated unit tries to get away.

 

kPUY1Em.png

 

W0LEtJz.jpg

   Evac chopper arrived to pick up crew of last vehicle.

 

hXl5GuA.png

   Not today, Shpetsnaz guys!

 

nBYf1U3.png

 

Part 5: Unexpected plot twist!

Spoiler

U8U2KSZ.jpg

   Russian flank is open, again. Let's advance! Combat engineers are entering part of building that is closest to defensive positions (or what is left of them) of SGB. They will provide AA and AT protection for attacking units and SPGs.

 

FGQXt2A.jpg

   This is fucking incredible picture. 

 

RRKUdG8.jpg

   My tanks should be able to deal with Russian regulat army AFVs, especially with artillery support.

 

aX45Znb.jpg

 

VNig2fL.jpg

   Shpetsnaz infantry hit by airstrikes.

 

0g0eaxB.png

   What the...? Damn, i forgot that enemy used his WMD a minute earlier than we did, thats why his WMD "recharged" earlier. And... i have only 1 unit left? And it is artillery?!

 

odcZTtz.jpg

   This means that any asshole that can get close to us will destroy my last unit, even those dudes could do this. I have no reinforcements left to call in... Those SPGs needs to be used with precision and care as they are my last forces on the ground.

 

p3jibyp.jpg

   Choppers are going to be my biggest fear now.

 

dwhgFH9.jpg

 

wfJc3Z0.jpg

   Yes! Now we can use our own WMD, and i managed to kill infantry squad and Russian Kamovs in 1 hit!

 

rJ4csgT.jpg

   Run away! Enemies also have no reserves left. This is going to be a tight victory... for one of us. Not sure who will win, enemies have opportunity to snatch a victory from us, if he use what is left on the field well enough.

 

HlDtdZd.jpg

   AI can use those guys as firesupport, for example.

 

qRAl36k.jpg

   Thats why i will try to soften them. My teammate have only 2 squads of infantry and 1 group of IFVs.

 

EAi8vT3.jpg

 

lSo1EMX.jpg

 

cdSPuGr.jpg

 

NA2jnmg.jpg

   Enemy infantry can be seen near point W, but because of Maskirovka, there is no HUD icon and i can't order to shell them directly. But i can use groundfire instead!

 

6UGdxql.jpg

   Using groundfire with EndWar camera design against targets at long ranges is hard and feels like commanding artillery battery personally.

 

tvINck0.jpg

   I think this should be a solid hit.

 

VpRF5Or.jpg

   Hahaha, those guys were last Shpetsnaz forces on the ground!

 

Part 6: Views of battlefield moments after.

Spoiler

WK8OJ3c.jpg

 

uPbHh71.png

 

NN9APaz.jpg

 

XXoTEqS.jpg

 

qJLy3cV.jpg

 

Observations about AI:

  • Have defensive command style, when needed/according to objective of gamemode/map
  • Can change it during game
  • AI can understand when and where enemy defenses are breached, can use it
  • If encounter resistance and loses units, can try to dispatch bigger number of units to break this resistance 
  • When AI picks targets against which it will use WMD, it takes into account proximity of units to each other
  • Defending team AI can coordinate with each other (if 2 AIs are actually used)
  • Defending AI can understands when enemies made a breakthrough and can send units to counter attack / contain forces that are moving through a breakthrough point
Link to comment
Share on other sites

@Scolopax

   My attempts to install You Are Empty were almost all failers - game didn't bothered to launch or get through intro video. I found one version that is able to launch a menu, but changing any video settings made it not work anymore. I will try to find a version that works (2 out of 3 failed, but very first one was able to load a menu with missing background). Also, i found a Metro-2 addon, if tomorrow YAE will not launch, Metro-2 expansion will become my next target for review.

 

   So instead of You Are Empty i continued my skirmish battles with AI in EndWar. 

 

   First phase: Before fight begins

Spoiler

kkraadw.png

   New map, more chances to kill more JSF Cowboys. Will observe AI behavior on top of that.

 

Dux8z2g.png

   Not sure where comrade AI will go, but we need to capture as much of uplinks as possible. I picked infantry-oriented Task force for this, especially because map have a lot of forests and about 40% of map is urban area.

 

QcVbyDZ.png

   Strange loadout of my AI comrade - command vehicle and choppers. Maybe he want to counter early expansion of our opponents.

 

RC1lBzm.png

 

ATdI8kP.jpg

   

CItTplt.jpg

   Capturing first position.

 

F384QtN.png

   While looking at helicopter that brought light infantry, i spotted enemies. They decided to to go for middle point directly, even before point near LZ. Interesting decision, it appears that AI is taking position not just based on their proximity to LZ/units.

 

TfqxmiL.png

   Riflemens are usable for this map, lots of forests and buildings [probably] full of American combat engineers. AI teammate Kamovs were dispatched to fight with enemies near Alpha point.

 

Y72U5xF.jpg

   Rocks can be used as a cover by soldiers.

 

nkmvnfF.png

   Mi-26/24 hybrid... contraption.

 

pAUC8wB.png

 

6keP5iN.png

 

LBkzsou.png

   Tanks will be needed for combat in central area.

 

2zielhj.gif

   Interesting thing that movement of tanks hulls (when they smash objects) was also well animated in a way that tries to imitate suspension work effect on vehicle hull movement. Although tracks are not animated (except driving forward/backwards) or physically simulated, which is a bit sad.

 

RZA1bTZ.jpg

   Pathfinding of AFVs sometimes tries to hug hill slopes, which is Ok from path distance POV, but looks strange.

 

Aj9bqrQ.jpg

   Shpetsnaz combat engineers approaching position A. Enemies after attack of our choppers decided to retreat and take B.

 

6tik8eF.jpg

   APCs are moving squad of light infantry to military base, near uplink Delta. Hotdog eaters captured Bravo, D proable will be a place where we will clash.

 

kXWgzeT.jpg

   Tanks are supporting combat engineers in the middle part of map.

 

mnsoJUj.jpg

   Infantry delivered, but enemies are already at Delta, very close to us. Note that W is still not taken by them, enemies are very aggressive and tries to deny territory for us.

 

Phase 2: Battle begins!

Spoiler

xg2sGjY.jpg

   JSF Gunships were tasked with killing light infantry, but my APCs are very good SPAAGs. Hostile unit under number 4 are American IFVs, which are about as powerful as my AFVs, and this is a problem.

 

q8giqlh.png

   Gunships are running away, but IFVs stepped in. Riflemens are going to help to APCs.

 

EhqPdKc.jpg

 

5QSPJwy.png

   When inside of structures infantry is a serious force.

 

YiNt1lO.png

   Tanks and combat engineers damaged another group of helicopters.

 

AJPIycx.jpg

   At long ranges tanks can shell gunships without receiving fire from their practice targets.

 

4SAflJ3.png

   Hostiles are waiting for us in military base.

 

Yhj5kpU.jpg

 

Yhj5kpU.jpg

   JSF tanks are supporting infantry near Delta. At least now i have SPG team to deal with Cowboy's armor. We need to take this point to avoid losing this battle.

 

aCqXBhs.jpg

   Tanks from middle area were tasked with flanking our foes near Delta point. A is in our hands, but opponents decided to go for both flanks, as you see on the map.

 

8n7gsVL.jpg

   Seeing that i left A without defences, JSF pushed MBT platoon there.

 

1Rx2VJz.jpg

 

Phase 3: After WMDs.

Spoiler

E27K1JX.jpg

   We are close to losing this battle, WMDs exchange is on the way.

 

Vivoo8A.jpg

   Enemies didn't managed to hit us well enough. But they brought a lot of artillery. Point D is in our hands, finally.

 

IgPj118.jpg

   JSF tries to push middle area, from which they can take A and attack both F and D.

 

6RJy3oZ.jpg

   2 groups of SPGs. Great. Just great. We are pushing to position B, light infantry is hacking it. Enemeis are concetrated in middle line between W and A (they managed to capture A).

 

sUPL6Cq.jpg

   Counterbattery fire. Also, AI brought in his own SPGs. We established parity of hacked server hubs with Americans. And those bastards now pushing with a lot of forces position B.

 

4uMVPQQ.jpg

   Gunships are best counter to artillery, if they are not protected by certain type of units.

 

JapFAHB.jpg

 

HqaPrBp.jpg

   One group of cannon carriers is killed, now helicopters will fight against attackers of B. Friendly AI is working on Alpha server hub.

 

LEdtc1n.jpg

   

ovPHv53.png

   Another exachange of WMDs ended very well for us!

 

Part 4: After more WMDs

Spoiler

VM235xa.png

 

q8sxoin.jpg

 

jVbylkJ.png

 

C6jBYsg.jpg

 

tsfzcG7.jpg

 

Id9QeID.png

 

   Observation about AI:

  • Able to choose points to capture based on tactics, not only proximity to units/LZ/already captured points
  • Able to change tactics during battle, depending on situation/position of hostile units
  • Can retreat from places with heavy resistance 
  • Can flank enemies, including from both left and right flanks
  • Commitment to attack with multiple units against position with heavy resistance, if it is really needed
  • Responsive on both tactical and "strategic" levels - can change direction of attacks and can choose selection/composition of units under it's command

 

   Random shit:

Spoiler

sHPpYIp.png

   MAZ commanded by AI launched a drone, using rocket boosters. I like rocket boosters, they should be attached to everything. Sneakers, spoons, books - everything is better with rocket boosters.

 

tBHTlHP.jpg

   Imagine this MAZ truck, but with MRLS launcher instead of UAV launcher. So it will be both artillery AND SPAAG. Those T-100s are based on Black Eagle, for sure.

 

FV418na.jpg

   Rear door for dwarfs and control panels for 3 meter tall giants near rear door. 

 

P1Du15u.jpg

 

vlGOEvO.jpg

 

GYMFa17.jpg

 

bcPf5my.jpg

 

1mEUfFm.jpg

 

   Recon in EndWar sometimes is like this:

odg3r8Y.jpg

 

 

 

Link to comment
Share on other sites

 

   You Are Empty install attempt number 4 is in the process.

20SSbIY.jpg

   Is this normal for a game installer claim that we will soon, very soon show Kuzkina mother to those decadent capitalists? I feel this is how game installers would work if Soviet Union still existed. 

:SovietskySoyuz:

@EnsignExpendable @Scolopax

 

   Meanwhile, i will post more about EndWar Skirmish mode! Found new map to play and to fuck around with AI. First time we lost, this is second attempt:

 

Chapter I: Let AI do it, i am busy with my tanks!

Spoiler

QWdkWLL.png

   I want to futher test AI and picked conquest game mode and picked only AFVs, no infantry to actually capture points (which is one of main objectives of this gamemode). Let's see how AI reacts. Will send my forces to middle part of map, in attempt to hold it and break any attacking forces. AI are set to maximum difficulty, BTW, and first attempt on this map ended up with defeat (we lost middle point and didn't managed to take it in time).

 

cdV4cQc.jpg

   Heh, not bad. AI picked infantry to balance my AFV-only loadout, even if it could take any other type of units (we didn't got to limit of specific unit type number).

 

lXBhlUC.jpg

   Our Shpetsnaz armor was tasked to get to positions not far from Fedya, AI colleague ordered his soldiers to split up and take 2 uplinks in the same time (Dima and Fedya).

 

F2CecAG.jpg

 

65xndYT.jpg

   APCs drivers are dicks.

 

T2svas5.jpg

   APC drivers are massive dicks.

 

liFrPvJ.jpg

   SPAAGs are in front so if Eurochoppers arrive, we will counter them without much of problems.

 

2dssIsQ.jpg

   Infantry is behind all of my armored vehicles.

 

hgqZ2FZ.jpg

   Map is pretty good for infantry, as part of roads are blocked for vehicles and there is a lot of cover for footmobiles.

 

Chapter II: Small and Big explosions exchange

Spoiler

p95MH0t.jpg

   First to attack are Eurocopters. How usual for them.

 

4Hbp5K9.png

 

iZ26GBo.jpg

   Euro wheeled death traps tried to sneak in their cannon meat, but tanks are on watch against cowardly attempts to sabotage Shpetsnaz victories!

 

XXeZd3i.jpg

 

jXna3lS.jpg

   Euros started to lose (we captured 2 points vs their 1) and they hit us by Space Laser.

 

ZYpyjYJ.jpg

   Our Big Ass Missile are as good as your Space Laser, Euroidiots!

 

Chapter III: Wrestle and Wrap up

Spoiler

FqlaKNn.jpg

   Our reinforcements are moving in to hold Fedya from dirty hands of our enemies.

 

2xb0hpc.jpg

   AI comrade also brought his heavy armor.

 

pOYgkkR.jpg

 

11AfpZ8.png

   Europeans switched to long range firepower. They are preparing for assault of Fedya uplink.

 

2MQwBXg.jpg

   2nd commander was in the middle of securing server hub Yanov, we need to help them. Kamovs are going to deal with artillery.

 

93HrcrN.jpg

 

RDoasAL.jpg

   More of Eurocopter spam. Tanks are retreating after receiving serious damage from European engineers and choppers on our right flank.

 

rHkDfXW.jpg

   They are too cocky. Our Kamovs will make them more cautious.

 

ghEFSf6.jpg

   Run to cover and sit there! My light infantry is trying to sneak in to Yanov server hub.

 

811bnAx.jpg

   Now we have a moment to support AI commander in his push of Yanov. My main forces are located near Fedya to defend it from flanking attack by infantry, while infantry squad is hacking Y.

 

s5HIztn.jpg

 

tZTqSN1.jpg

   We need to hold just for a few moments, Yanov is almost in our hands!

 

dHHOtqj.jpg

 

LQe4aGH.png

 

Epilogue: This never happened

Spoiler

206lEL2.png

   I would like to know how exactly AI make a decision what units to take into battle. It is not as simple as "if player have Y use any other unit type than Y".

 

ESyw7Ez.jpg

 

VlPXSlo.jpg

 

A9qxT5Y.jpg

 

EZSjrQZ.jpg

   Those APCs LOOK slick.

 

OLwj8jq.png

 

qEmxlin.jpg

 

ILhkU5u.jpg

 

OTydZR6.jpg

 

Link to comment
Share on other sites

A Soviet installer would be performed in a hall with 15 windows (all but one are closed) where you stand in line to hand your hard drive to an uninterested woman who will reluctantly give you a ticket so you can stand in line to the payment kiosk, then once you have paid return to the woman so she can install the software for you.

Link to comment
Share on other sites

   YAE still resist to my attempts to make it work. Will try to launch first version i got, it was able to launch starting menu at least.

 

   Meanwhile, had pretty cool session in skirmish battles, picked Siege gamemode in Moscow.

 

   Americans in Moscow!

Spoiler

NhtWIrp.png

   Siege is pretty good gamemode as it is allows for more play styles and have more "meat" to work with. Going for maximum difficulty AI to spice things up.  

 

wOgHeU0.png

   Selected a task force with good artillery and command tracked van. I would like to see how AI will try to assault them, although i would also like to win this battle and capture Moscow. Sobyanin was mayor for way too long! Will we attack Kremlin and sanction Medvedev personally! All units from number 1 to 6 are mine, while 6+ will be under friendly AI command.

 

hS5e7lg.jpg

   Moscow meets us with snow (of course!), cold air and giant banner over a road saying that oil price went up by 47.3%. Soviet-era residential buildings were looking at our forces with their empty windows and deserted streets around us were adding to general feel of place being left by locals. Only sparse cars, left in random places, acted as a reminder to American soldiers that this place just recently was alive.

 

59VmN90.png

   We have 10 minutes to take Kremlin before Russians will get reinforcements. They prepared for our operation - both nearest bridges have 4 robotic turrets guarding them, plus behind old red walls of Kremlin there were more of those things, waiting for air vehicle to appear in their optics. My colleague decided to breakthrough middle bridge defenses with majority of his forces, while sending group of IFVs on left flank.

 

WRkmwhT.png

   I will capture Lima, while SPGs were left in their position to shell automated turrets that Russians set everywhere on their side of the river. Command vehicle is using big brick building for cover.

 

GSZLGt6.jpg

   CV launching UAV copter to scout Shpetsnaz forces. They are very likely to be positioned under protection of Kremlin walls.

 

DuER7Lq.jpg

   Friendly forces are going to take Sierra, while riflemens are going to Lima, where my engineers are already (although they are not capturing it currently).

 

5ScSrdZ.jpg

   Artillery is working on scouted targets. One of them looks like decided to cover this group and now is watching their 6.

 

6nHugij.jpg

   Counterartillery work - most important during Siege. 

 

fbvubA6.png

   Started to capture Lima, 2nd commander's tanks are pushing right flank of Russians. My task forces are advancing on left flank, while artillery is suppressing Shpetsnaz AFVs in the middle part of Kremlin. Hardest fight probably will occur inside of those big walls.

 

qsofTdF.jpg

   Don't like to shell old churches, but our enemies picked this position.

 

GH9IiiA.jpg

   Second launch of UAV. Launching with some fireworks, haha.

 

YBWbRbo.jpg

   Again, Shpetsnaz Zhukov SPGs are located, we will try to hit them.

 

4pZlrjw.png

   Russians soldiers are going to break in one of those temples and use it as a shelter.

 

U8fnuwU.jpg

   We cleared all defences on left flank as much as we could, the moment has come to assault!

 

   Americans break into the Kremlin!

Spoiler

BVeGzEa.jpg

   2nd commander is trying to gauge footmobiles from this old church, but he will lose them.

 

MtQRazo.jpg

   Choppers were shot down, but we have a chance to take SPGs with airstrike. My engineers are loaded into IFVs, assault forces are ready for operation to get inside.

 

1NQ5cWy.jpg

   Haha! Now things will be way easier. Attack!

 

uzRLNl8.png

   Those leftovers of artillery (N7) are easy to smash like a bug. Commander tries to capture gates in the tower near Bravo. He distracted Russians well enough for me to use a moment.

 

SbVpxbk.jpg

   Tanks are going to deal with turrets, easily. Infantry needs to be inside by now, we are behind schedule.

 

RsxPs4U.jpg

   Engineers are going to secure tower to wait until tanks get inside. 

 

akrekPC.jpg

   Those barricades blocks AFVs from entering, 2nd commander brought helicopters and currently is firing at those things.

 

eqcsoAC.png

   I decided to push futher as time was running out, tanks could block a tight street from Alpha to Bravo and screen engineers while they were doing their job.

 

sx59NMK.jpg

   Those barricades are blocking entrance, yet again my colleague helps with firepower of his gunships.

 

xuYsqkK.png

   Tanks are going in, engineers taking Delta, gunships of 2nd commander are dealing with defenses and Shpetsnaz Ogre tanks are getting hit by our Airsupport, but we have no time left. We need to render inactive as much of Russian manpower as possible.

 

2KQK8xX.png

   Relocating CV and SPGs closer, so artillery support can reach deeper into our opponents territory, while CV will provide protection to them with UGVs.

  

y4ZWGbp.jpg

   Finishing last survivors of our assault seconds before this operation will become a shitshow, SGB will throw everything they have to take Moscow back.

 

   Cowboys are in serious troubles as Sheptsnaz hits back!

Spoiler

HPhFzeE.jpg

   HOLY SHIT... Shpetsnaz hit 2nd commander's forces really hard, knocking 5 units out of battle with 1 missle, and now waves of transport helicopters are tearing the air over us by hundreds of blades of their giant rotors.

 

JBpq1QT.png

   HOW MANY MORE OF THOSE THING YOU ARE GOING TO SEND HERE?

 

En6SVTG.png

   Jesus fucking Christ...

 

LbVxihB.jpg

   Scavengers are back to pick easy targets. Tanks are moving to Delta, under cover of engineer's missile launchers. We need to retreat anyway, those waves of angry Shpetsnaz guys are going to be here in just few moments!

 

30doptY.png

   Haha, Kinetic rods will definitely help us to fight back waves of Russians!

 

PboToJp.jpg

   Tanks are near Delta, we deployed UGVs to defend it on top of combat engineers, a platoon of tanks and 2 SPG batteries that are ready to fuck up all counter-attacking forces of Shpetsnaz Guards Brigade. JSF 2nd commander have only single unit under his leadeship, which means that only i left to deal with bulk of counter-attacking forces. But we know their tactics, and this fight in ruins of expensive palaces is not ended yet!

 

QprC2Da.jpg

   2nd commander is relocating his tank platoon closer to my forces. Another banner over his armor says "Oil is getting more expensive every day! Only stars are above us!" Those crazy Russians are so happy about Saudi Arabia being nuked.

 

aySyANn.jpg

   Shpetsnaz are still bringing in their forces! At least we have some time to bring our own guys to fight for this small piece of Moscow.

 

   Smoldering remains of the Kremlin is the only thing you will get!

Spoiler

mT060d6.jpg

   Russians started their assault! They are sending regular Army soldiers to soften our positions, then Shpetsnaz bastards will get into the fight and take all the credit for any success.

 

ymq2p4q.jpg

   Those guys are crazy, driving full speed right into bulk of our troops! 

 

nEn3cqh.jpg

   Tanks are trying to retreat to keep at least SOME distance from those crazy Russian soldiers. Sheptsnaz infantry occupied the building in the back of the streets and now they are waiting, probably waiting to report to command results of this small hellish close range slaughter. As i said, those assholes are just going to sit there until they feel we are weak enough for them to finish a job, bulk of which was done by those mad conscripts.

 

Z6eKmSQ.jpg

   Don't think i didn't spotted you, Shpetsnaz guys. We are sending a present to you, a rocket boosted one.

 

eWgBIeE.png

   

LsjgMA7.jpg

   Everything outside of this palace is going to be filled with fragmentation. Sorry for ruining all those nice and rich-looking facades of historical buildings, but you asked for those measures! Second group of conscripts on 4x4 lightly armored and badly armed cars just drove between our MBTs, but those guys don't know how quick their suicide will be now. 

 

Xhsqc8r.jpg

   3rd group of regular Army troops was badly damaged by our MRLS attack.

 

u0Nijqs.jpg

   Those mad Russians on scout cars are now firing rockets at back of our tanks, while UGVs from Delta are chasing them with their gatling guns and launchers.

 

AltFXZm.jpg

   Combat engineers are adding firepower to deal with counter-attackers. Those scouts will burn and die here in their badly protected wheeled death traps. Question is how Shpetsnaz will use this moment, as frontal assault through tight corridor from A to D was ruled out by my massive rocket barrage, that nearly totally wrecked 3rd Army unit. SGB fuckers would definitely utilize heroic death of regular soldiers in their advantage.

 

K1knaun.jpg

   Smoke from burning scout cars is still rises and here are those Special forces cowards, trying to squeeze 2 tanks platoons through Kremlin ruins to hit us from the back. One of them looks like Shpetnsaz T-100s, second platoon is regular Russian army T-90s.

 

QUTvOP2.jpg

   2nd SGB commander decided to hit us frontally anyway. We are going to be pushed from 2 directions, which will not end well for my troops. 2nd commander of JSF still have very small number of units to help me, his platoon of heavy armor just crossed left bridge and they will not get inside in time. This is bad, really bad.

 

SMNy8Ul.jpg

   All enemy forces are concentrated against 2 of my units inside of Kremlin walls, they are pushed from the front by 4 T-100s and 2 platoons of T-90s from the back. Sheptsnaz is using hammer and anvil tactics, trying to block retreat routes by parking T-90s in this spot, while T-100s are advancing to Delta. 2nd platoon of Ogre tanks, that was going to flank us is parked futher away in the middle part of Kremlin, watching T-90s. Those assholes are still using regular army as cannon meat!

 

eo85Zws.jpg

   Tanks are destroyed, and combat engineers don't have any way to get out of this murder alley. My last units inside of Kremlin are out of action, Russians manage to take back their precious leftovers of repository of their oppressors. At least we manage to seriously degrade their offensive capabilities.

 

t8o4pxS.png

   We still were able to hold on our positions near Delta, from which we can launch counter-counter attack. Although enemies still have plenty of forces to hit us hard.

 

   We will have as many battles for Kremlin as needed!

Spoiler

JxbZKMT.png

   My UAV is in, it will guide fury of our artillerymen. They will level all regular army units and kill all Shpetsnaz units they can reach!

 

oq6d1Mf.jpg

   Shpetsnaz forces become too aggressive and now tries to hunt us down near our LZ.

 

fCIPEWK.jpg

   We are breaking back into Kremlin with help of 2nd JSF commander tanks. IFVs are going to cut this air corridor from enemy territory to our LZ.

 

Rs1Hb1O.jpg

   CV is also committed to this push. Artillery helped to suppress tanks, now we have some space inside of establish foothold.

 

SfKU1jC.jpg

   We have a shooting gallery now, we trapped tose cocky Kamovs!

 

rbdk6RL.jpg

   2nd commander retreats his damaged gunship to change it for something else.

 

muGf4Af.png

   Shpetsnaz tanks, that were suppressed by artillery, are back! Now they don't have a meat shield of T-90s, as artillery cleared them.

 

bgo25It.png

   All JSF forces are concentrated near Delta point. Artillery is helping to fuck up Sheptsnaz units. They lost all cannon meat near D, so we can resume our attack and start to get futher. At this point Shpetsnaz lost tank platoon, MBTs under number 4 are few steps away from metal scrapyard, they lost all their gunships. They don't have artillery, so only forces left here are infantry, maybe APCs and Russian Army personnel.

 

m82NOTO.jpg

   Almost all Shpetsnaz forces retreated to Alpha uplink, probably they are affraid of our artillery. At least they have regular army forces there.

 

hMGe7Ct.jpg

   Tanks and IFVs were sended to probe central part of Russian defenses of Kremlin, 2nd leader of JSF troops placed combat engineers at Delta, so we are again back in our positions. Artiller continue to provide us with good fire support, enemy still didn't managed to get their location right, or they don't have anything to hit us. 

 

hAd80gk.jpg

   We are going to finish SGB combat engineers that were blocking our way to Alpha. My colleague managed to recover from loses, so we can get into serious battle with what left of Sheptsnaz forces.

 

PfbdZ6T.png

 

h0ne3To.jpg

   Just few units left to kill. Because i managed to save my most important troops, we managed to get back into this fight and now enemies are in really bad situation.

 

aNZ8L29.jpg

   At this point we are almost won this battle, our troops are clearing area from pockets of resistance near main entrance and near Alpha. An team of Shpetsnaz soldiers in the end of death alley are going to eat an airstrike.

 

xKapCKc.jpg

   Last unit of Shpetsnaz is defeated by gunrun and cannon shells. Russians are going crazy and launching another missile to try to negate our victory.

 

mWOD7mh.png

 

   Views of Kremlin after battles

Spoiler

Mxjhntf.png

 

6yMjqqd.png

 

E8Uuv9k.jpg

 

ci8RtuC.jpg

 

SCv0dCf.jpg

 

SYNtPYG.jpg

 

uJOKXjR.jpg

 

   Views of Moscow

Spoiler

87O8QBA.jpg

   "Gas +36.9%. Vigilantly guard won peace!"

 

vPWf2Hp.jpg

   "Gas around the clock! We will succeed"

 

QTfc7Jm.jpg

 

6coLrwk.jpg

 

4e0Mw3v.jpg

 

g8d5WkL.jpg

 

bhyitmG.jpg

 

9vwzhJX.jpg

 

dEQS7PT.jpg

 

vrZO8ru.jpg

 

GZ5xinB.jpg

 

mwO2b4u.jpg

 

x02yXxQ.jpg

 

bsyg8FP.jpg

 

6cEwhEa.jpg

 

CfIhWXw.png

 

fr8hbsp.jpg

 

   Thoughts and some additional observations about AI.

   That was a very cool game. Some parts of it were almost like it was a directed single player campaign, like massive assault of enemies during their counter attack on Delta. Positioning of CV behind building, same methods used for SPGs allowed to keep them alive for whole battle. UAV use was probably a key to maximize artillery effect on this game session. IDK why many reviewers were saying that "you don't need it anyway". 

   I like how this battle had several "stages" - first was penetration of defence lines, with main  gameplay being centered around choosing where to commit attack, trying to stay out of opponents LOS while clearing roboturrets, counter-artillery fight and maneuvers over relatively big territory, establishing foothold.

   Second stage was assault on Kremlin, with main gameplay being direct combat, CQB, positioning and maneuvering of units in tight spaces.

   3rd was based on damage control - trying to survive long enough to get reinforcements, keep key units alive and move them between concealments during gunship spam attack, re-establishing troops composition and positions.

   4th stage devolved into war for attrition with what was left in our and in opponents hands as we both no longer had reserves IIRC. 

 

   AI showed few cool things that i never saw in any other RTS, especially for a friendly AI. When my tanks approached first gates of Kremlin fortress, there were barricades, blocking our way in (for AFVs). Friendly AI diverted and than ordered his gunships to shoot at those barricades.

Spoiler

akrekPC.jpg

 

    Decided to test if it was just a coincidence, so moved tanks to next blocked entrance, and AI did this again.

Spoiler

eqcsoAC.png

 

sx59NMK.jpg

 

xuYsqkK.png

   Don't remember anythig like this in other RTS i played, ever.

 

   Few more observations:

  • It appears AI can take into account actions of regular army units and use them. Not totally sure if it is a case, but this session gave me this impressions. At least they probably understand when enemy unit is under fire and hurt by friendly unit, so they can take advantage of low HP of hostile squads.
  • Again, flanking. This time it was done on a tactical level - with that massive tank assault that killed all my units inside of Kremlin.
  • Friendly AI changed point of attack when lost some units, enemy AI changed tactics several times from defensive, to counter attack, then to harassing and then back to purely defencive.
  • Almost no defending units left area behind walls of Kemlin, except 2nd last unit of engineers that tried to get to forests and Kamovs. AI probably have some sort of understanding of space/territory of map.
  • Units probably have individual tactical roles that they can change if needed. Like infantry squad that was moving to Delta and jumped into a building when scout cars started to drive to Delta. Instead of running to next building and pushing forward, they were waiting, maybe working as observers and guiding tanks units against defenders of Delta point.
  • Enemy artillery was rather actively moving around, making them harder to catch.
  • Friendly AI firesupport against scenery objects.
Link to comment
Share on other sites

   Managed to launch You Are Empty, after 4 attempts.

2fn2U3y.png

 

Spoiler

dD81l0u.png

 

VhqhS7o.png

 

yq7ZUHT.png

 

mdIEamO.png

 

ENHNiOv.png

 

2fn2U3y.png

 

CW5l3Kt.png

 

0CBu5ie.png

 

eYhHELv.png

 

Wsk61qu.png

 

oTici2Z.png

   It is buggy (when hit screen became fully grey) and FPS sometimes goes below 15. Game feels like slower paced Painkiller with lower number of enemies, although i didn't managed to get to end of 1st level. WIll try to get futher, if YAE will work.

 

   On the other hand, i continue to play around with skirmish battles in EndWar. I suspect that not much is left for me to squeeze out of this RTS, although it did delivered more than 10+ hours of pretty good playtime.

   Picked Raid gamemode, defender side, 2vs2 format.

 

   Establish defensive positions of Xavier's institute.

Spoiler

PhkAp0X.png

   Enemies can get to Alpha and Delta directly, Bravo is located in protected area. We are fighting against Euroweaklings, they will probably spam choppers to hit Bravo, thats why we need IFVs. 

 

0BNFHj1.jpg

   AI commander choices of units is not bad - infantry is not really needed in this type of game mode. Choppers will be usable to deflect some attacks, while IFVs can work as AA and anti-light infantry force. Both of those units are fairly mobile, too.

 

3hjF94X.png

   

5wFHW2c.jpg

   AI commander have upgraded IFVs with missile launchers. My engineers are moving to uplink Zulu.

 

lCtrATk.jpg

   Exoskeletons, Javelins and 3 barrel gatling gun. JSF engineers are Space Marines of EndWar.

 

OW1OlBl.jpg

   Very [tactical voice on] tactical [tactical voice off] gear.

 

aLiMrGV.jpg

   Upload Freedom.exe!

 

yuvEqR5.jpg

 

   Battle begins!

Spoiler

P8FNbuB.jpg

   AI-lead gunships already smashed some Euroweaklings.

 

PySbRM4.jpg

    Minute later - AI lost gunships and now tries to hold attackers by driving his IFVs right into EuroLZ. That guy is nuts. Meanwhile, i'm relocating my IFVs to counter that group of Eurocopters, as they prepare to attack X-Institute.

 

GMHxAvl.jpg

   Tail rotors? We don't need them! 

 

c884GNR.jpg

   

PLYvT0E.jpg

   Europeans lost their gunships, while JSF 2nd commander retreats his IFVs after dealing plenty of headache to raiders. We already took Zulu and now my engineers are going for Whiskey point, Eurosnails didn't even started to capture Foxtrot.

 

IXHe99V.jpg

   UGVs deployed to defend Z.

 

fYDfKoG.jpg

   Euroweaklings delivering more of their forces to this battle, 2nd attack will be way more powerful, as my buddy lost his only unit.

 

   Euroweaklings are trying to do this "assault" thing!

Spoiler

0D0C8AG.jpg

   Another group of Eurochoppers arrived to eat some lead from IFVs. JSF AI commander delivered his armor to deal with ground units that are pushing Yankee and structure A.

 

DH10dr8.jpg

   Choppers arrived to slow down raiders, while 2nd platoon of MBTs are deploying.

 

djZ63IT.jpg

   Gunships are getting out of range of AA fire (Euroengineers got into a building). They are trying to carve a corridor for their tanks.

 

fodmrtm.jpg

   Eurotanks went a bit too far from protection of their engineers and now are under crossfire of helicopters and tank unit 8.

 

m3Ms70h.jpg

 

lRwNc5Q.jpg

   Even more helicopters arrive to get shot down by IFVs. Hordes of Euroweaklings are attacking building D, we need to save at least 3 out of 5 structures.

 

DVwQbao.jpg

   Schwarzkopf MBTs are engaging Euro infantry. Our enemies looks like decided to go for target B directly, leaving D behind.

 

VRqshGg.jpg

   EuroAPCs are trying to attack from our left flank IFVs are getting into cover to let heavy armor to sort things out.

 

mK7wAbo.jpg

   AI attacked our flank with tanks, APCs, combat engineers and light infantry. That would have been a serious forces... if it wasn't Euroweaklings. APCs were killed in less than 20 seconds, our combat engineers are holding raiders so they can't run away from my tanks. Also, EMP used to disable tanks.

 

8vhqAkp.jpg

   Antitank job is for SPGs and choppers.

 

DnUOHgk.jpg

   Combat engineers can't hold for too long against 3 squads.

 

ugrWmba.jpg

   Heavy infantry defeated, but Euroweaklings will lose their tank platoon.

 

yCAyQ71.jpg

   Now it is time for dealing with squishy Euroweaklings.

 

h1g4wlB.jpg

   2nd squad of cannon meat is better served dead!

 

z2Kt6nG.jpg

   They decided to run into forest, but tanks and IFVs are chasing them.

 

JI58C9V.jpg

   That is desperate attempt to get to any cover. IFVs need to move to allow tanks place to use their main guns.

 

chYF8i5.jpg

 

e0a3tPW.jpg

   Meanwhile Euroweaklings managed to blew up weakest structure - gaint oil tanks. Now their cannon meat on 2 legs is sitting in this tower trying to see where they can run to get out of this!

 

pFN82LB.png

 

jzqoSHC.jpg

   They are done.

 

oK8j8sv.jpg

   So no spotted enemies. Probably they have few left, we need to find them. 

 

   Find those cowards!

Spoiler

v5WQFDw.jpg

   I see you!

 

Ihy6F6g.jpg

 

ff5oQSD.jpg

   Just moments after we opened fire, Euroweaklings started to run back to nearest building.

 

gjCvqoz.jpg

   They jumped into a building where they can deploy their AA launchers. Thats why i ordered vehicles to make a new LOS to their position.

 

ONjlPWm.jpg

 

R5nlPsh.jpg

   Time is  quickly running out, Euroweaklings!

 

kf3QVVl.jpg

   When they thought that we are gone, they exited a building to run to nearest target. Too bad for them, tanks are going to shell their asses.

 

N89zHJR.jpg

 

LHxIpgH.jpg

   Schwarzkopf tanks have some sort of ATGM jammer that deflects missiles.

 

eeSBtkL.jpg

   After fire exchange they are done. And those guys was last units of Euroweaklings on the ground. Airstrike was called on their position, just to further insult those Euroweaklings.

 

VkT7zZ0.jpg

 

8QcxU9h.jpg

 

ekyumZQ.jpg

 

Bo1zb61.png

 

 

Link to comment
Share on other sites

   It appears that this version allows only 1 launch. After that game don't load at all. Re-installed it, restarted singleplayer. Next time i need to find savefiles and use them after re-re-installation of You Are Buggy.

 

Rest of 1st level

Spoiler

bGYE4W1.png

   Health packs in this game are pure alcohol.

 

Z4pavLu.png

 

UwbKgnY.png

   Looks like normal old part of St.Petersburg, only with 100% communist banners.

 

B66GPxh.png

   Even with crappy graphics option that game chosen (and because i can't restart it - we are stuck with them) there are some not bad light map/shadow mapping going on.

 

8SFlvjy.png

 

b4MebfJ.png

 

wY4L1n7.png

 

H8G54WO.png

 

ThVUGQo.png

   That is so familiar for me.

 

Q5Nvex9.png

 

2nd level

Spoiler

DIWRp61.png

 

sisIwsq.png

 

OSr7Fp7.png

   No details were modelled inside of this car. At least it have working suspension!

 

dW0VCTf.png

   Not bad level of modelled details of enviroment.

 

P9NZV6M.png

 

g2G82zr.png

 

3rd stage

Spoiler

d74Pdzi.png

 

qFE8n49.png

 

bgGHAuR.png

 

gbIk7oz.png

 

YejK7cs.png

 

ZdIET9G.png

 

BCtPSvJ.png

 

jBCIoWT.png

 

AGWyWu1.png

 

UmvnHYv.png

 

X9QEdPt.png

 

2Yvg6bC.png

 

I9FxD9C.png

 

Kc2fv54.png

 

hf0k00N.png

 

vB0GJbs.png

 

2uV72lF.png

 

plwRCOp.png

 

NFC2K7u.png

 

QakXKqn.png

 

Level 4

Spoiler

Bbn5fgk.png

 

XlZ7kOy.png

 

tWiN6qn.png

 

Ntz5BHS.png

   Reflections!

 

yO1BcHN.png

   We are playing a Spirit of Communism.

 

hZGxgme.png

   This is usual picture here (in St.Petersburg), at least in places where trees were "shortened"

 

22VnylB.png

   WTF is this giant thing with a star on top of it?

 

fmUfina.png

   Those angry grandpas have a very comedic barks (at least for Russians) of stereotypical (for us) Russain angry grandpa.

 

rHpirM8.png

 

CdJd9mP.png

   It appears that Metro-2 AI cover algorithms were used here as well.

 

FQLZ6Hc.png

 

sBAiBoO.png

 

eFoxUWc.png

 

1jc7MhW.png

 

T5PZxb4.png

 

gXOJA8P.png

 

rPmZOwJ.png

 

FtpCfXZ.png

   It is like i am back to my old old work.  

 

vpiAfC0.png

   Looks EXACTLY like it was back in a day when we were isntalling security cameras on one of ex-Kolkhoz buildings.

 

wd9UMk8.png

   Seriously, is that a re-creation of my summer working time when i was a student?

 

8hHUL0O.png

 

IxF0prD.png

 

KchoybP.png

 

RVXkKIT.png

 

ikpxC6q.png

 

8CivluR.png

   Very realistic, actually.

 

Number 5. Levels are rather short in YAE.

Spoiler

Ew6m6EY.png

 

LptRs2M.png

   You can't fool me!

 

TjoUFOG.png

 

Sd0vlNL.png

 

BOoTmYR.png

 

xtms396.png

 

WOmeI6p.png

 

RfF2cNo.png

 

5MgNH9K.png

 

XKW4cPT.png

   Friendly NPC!

 

SELPQ3a.gif

   During his speech this strange animation was going on. In the middle of telling some bullshit he became cockeyed and weird. I would like to see more bad games doing this sort of hilarious shit with NPC objective marker spewing.

 

iy2IeMR.png

 

tdLzhVA.png

 

vd0F1hK.png

   Rats are also crazy in this part of USSR.

 

sWdNeQ1.png

 

RPkejEj.png

 

6GC3mY8.png

 

CPXrs3X.png

 

QFeFDMz.png

   Dogs are on drugs

 

shaKFwY.png

 

vqpFuhs.png

 

nPNcFSm.png

 

xyplqIQ.png

 

Early moments of level 6

Spoiler

RQLSFqK.png

   Curscenes are weird in YAE

 

nAcMbKj.png

 

sEQAxsL.png

 

GAWEorV.png

 

j1atsiX.png

 

Jni7Ihf.png

 

AD5wo13.png

 

H0AhK88.png

 

Link to comment
Share on other sites

   YAE (as expected at this point) didn't bothered to launch, so it was deleted. Reinstalling it (savefiles were copy-pasted in different place, so there will be no need to re-play 2 hours of it, i hope) should allow to launch it (1 time use install, lol). 

 

   While YAE is creating problems with playing it, decided to re-play Siege of Moscow in EW, but now picked defenders side, 2vs2 format (as usual). Will do several more of skirmish battles to test few last things, after wich will try to put a review of EW, tactics guide, unit description/overview and so on.

 

   Americans invaders to assault our Glorious Kremlin!

Spoiler

Mc21QK5.png

   AI set to hardcore, let's see how they will assault us and how friendly AI will defend Kremlin. My task force is artillery-centered (yet again, should allow some time to look around). 

 

BGchfuL.jpg

   Mixed loadout of AI is not a bad pick for this battle. 

 

I5sFlpU.jpg

   I forgot that during Siege battle all attackers are always "spotted" for defenders, making my CV less useable. Probably by locals with help of their mobile phones. 

 

9WLoMpo.jpg

  This allows to start shelling of enemies in first minute of the game. Parked my SPGs in the middle of churches, like AI in previous battle on this map, haha.

 

Tm97hcw.png

   JSF spreading their troops, aiming 2 groups on flanks and 1 group is positioned in the middle.

 

YVO8fkP.jpg

   UAV isn't usefull for defenders in Siege mode, except if it was upgraded enough to be armed. Luanching it for the sake of looking at process.

 

qaMdOXr.jpg

   Rocket booster separates from UAV.

 

kPTzSKp.jpg

   2nd  American SPG team spotted.

 

kVL1KVp.jpg

   Cowboys gunships are trying to attack middle section of our defenses, near SPGs. But they are countered by AI-lead engineers and tanks.

 

ULve6Vz.png

   Overal situation. A big force is accumulating at our left flank near bridge. 2 artillery detachments in the rear of enemy territory, one unit on the right flank.

 

Y7GCqmg.jpg

   Counter-counter artillery fire. My combat engineers are relocating closer to Dima, to defend one of entry points. I'm expecting after invading forces will be done with L uplink, they will try to get Kremlin tower entrance near Dima.

 

p110cMd.jpg

 

AbFwqRv.jpg

 

0E12JOW.jpg

   Light damage, MAZ trucks are big and armored. Like Bears. Combat bears. WIth rocket launchers and MGs.

 

3odZ31X.png

   JSF gun carriers are now retreating after eating a deep plate of HE.

 

   Cowboys are rushing to Kremlin walls!

Spoiler

NpixQ1o.jpg

   On our left flank Americans started their assault. Zhukovs will deal with their armor.

 

minqRey.jpg

   Right entrance to internal part of old fortress is guarded by AI commander's tanks.

 

7FeWMVw.png

   AI have a problem with units spreading too much because of speed differences.

 

bUBW2VE.jpg

 

YtksKi4.png

   American engineers are rushing through the gates, where AI-commanded Shpetsnaz engineers are on guard, covered by automatic turret. JSF tanks are defeated, evac choppers can be see over their unit.

 

wGuLZ1I.jpg

   Counter-Counter-Counter artillery barrage.

 

JZFiKto.jpg

 

p5K3Sms.png

   "We were ordered to change positions...."

 

sR58ZNR.png

   "..so let's stand like we are posing for something!"

 

I9EiKth.jpg

 

Wsc63bF.jpg

   AI tanks were shelled by a group of Imperialist choppers, they are retreating under cover of my combat engineers

 

YK4QMKH.jpg

 

cYCr2Yc.jpg

 

1dwcoPD.jpg

 

jUbYQZR.jpg

   Counter-Counter-Counter-Counter artillery shelling

 

TrBz8dn.jpg

 

yOg8YFZ.jpg

 

HSQw37u.png

   And another JSF SPG platoon is trying to get away from our fury!

 

   Surrounded but not defeated!

Spoiler

9aZlOtj.jpg

   Enemies are pushing from both flanks now, engineers arrived to position D, where they can stop attackers from breaking in through the gates of guard tower.

 

vNYuiaS.jpg

 

hNJOwnJ.jpg

   American soldiers are trying to advance, but we will shell them with our artillery.

 

LjeYBKD.jpg

   Another group is trying to get through our left flank. They managed to sneak in number of Joes into one of guard towers.

 

kDVwQvO.jpg

   At this point my SPGs were shelling other SPGs for vast majority of this battle.

 

ioaFuDZ.jpg

 

3CECcox.png

 

XJiFpgM.jpg

 

   Too late, invaders!

Spoiler

1rDrvYE.png

   Reinforcements are arriving. Death is near, Americans!

 

3BA4y5r.png

   Not many units left for attackers, anyway.

 

bcDIDrs.png

 

tvCApKR.jpg

   Finally have time to shell American CV and its babydrones.

 

OGDAMi1.jpg

 

ohj1FuB.jpg

 

cwjPY0E.jpg

 

mLFjCjz.png

   Ally helicopters are harassing enemies

 

i4DUjfa.jpg

 

VwahPPY.jpg

 

5UaIGKx.jpg

 

l1BE1BE.jpg

 

QfggnWP.jpg

 

   Time to put dead Americans in bodybags and wrap up this operation.

Spoiler

qpcxy9l.jpg

   Another attack by gunships. I noticed that AI retreat his units when they are down to "red" level of HP.

 

6BnC8ZZ.jpg

 

kaXd8ib.jpg

 

XERvV3j.jpg

 

TEbl5X7.jpg

 

UuL6s8l.jpg

   Cowboys are being shelled by my artillery. THey are going to jump into neareast building.

 

fLiWAdw.jpg

 

eh3cVmV.png

 

LSt8M6Y.jpg

   Shpetsnaz AI commander went all the way to other side of the river to hunt down one of last units of JSF on the battlefield.

 

eUjWRnD.jpg

   Another squad of their soldiers got destroyed. 

 

ncmTmjV.jpg

 

FYqj1vr.jpg

 

oeoNUWu.jpg

   Defeated unit, waiting for evac.

 

NHIUyVP.jpg

 

KpFCze4.png

 

   Views of Moscow after this battle.

Spoiler

h5H42Vg.jpg

 

Q5WmHFs.jpg

 

UsBeYRS.jpg

 

ytsc6O1.jpg

 

GJLdDZm.jpg

 

vhb69HW.jpg

 

mA6mZKF.jpg

 

espYOnS.jpg

 

PzWETGR.jpg

 

bvM6NGp.jpg

   Well-placed minefield (by AI-lead engineers).

 

5WbqR3e.jpg

 

1NYrxOV.jpg

   Russa = Bear, Sheptsnaz, Kremlin towers.

 

3Zhm3HE.jpg

 

xxNgDOn.jpg

 

czjOkys.jpg

 

O8ImAgB.jpg

 

 

   Watching replay, this battle was a counter-battery galore:

Spoiler

d69Ki13.jpg

 

z6agL3b.gif

 

LwT1QeI.jpg

 

2eiQsAM.jpg

 

61p44ik.jpg

 

y4YDJzp.jpg

 

I1YTRoW.gif

 

7HxNBgm.gif

 

4F0mkDP.gif

 

W61KN5G.gif

 

MEdaDGQ.gif

 

   Rest, first stage of game session:

Spoiler

jr0JVyr.jpg

   Enemies started their attack by shelling defensive installations.

 

YdofjYg.jpg

 

Ku4orYp.jpg

   American CV stands and wait.

 

JueqILG.jpg

   

587Vuca.jpg

 

9pOrJFR.png

 

eY8mFqb.jpg

   Hostile AI is waiting for something. 

 

esGZMK9.jpg

 

TjWecwF.jpg

   AI start their attack

 

SV6uRYW.jpg

 

VG4hPVg.jpg

 

cA0ce9g.png

 

7cFpEob.jpg

 

M0a2yoc.jpg

 

   JSF assault:

Spoiler

pnxtHFL.jpg

 

TvQqzgv.jpg

 

MQMw1fy.jpg

   4 shots in the same time against damaged tanks looks very cool in dynamics.

 

CM4K41J.jpg

 

lpdqc4p.jpg

 

gbugbsm.jpg

 

kza3xRl.jpg

 

BSsO6Qr.jpg

   Shpetsnaz engineers > Americans invaders!

 

LXk1E9g.jpg

 

L4iRoRm.jpg

 

tapoKX2.jpg

 

CmpWvlz.jpg

 

awVqPQp.jpg

 

HiCS1Df.jpg

 

IE1gfB7.jpg

 

EE2cH41.jpg

 

y7abiT8.jpg

 

SLeQ6z8.png

 

yFpsz55.png

 

12QLZv7.jpg

 

   Wrap up:

Spoiler

FbEyAUl.jpg

 

dYvgmZa.jpg

   AI-commanded engineers left a minefield here. I am interested if those a semi-scripted (placed on pre-designated areas)

 

DTYA7t8.jpg

 

8hzGP2q.jpg

 

VGgYO7a.jpg

 

hD5MeCT.jpg

 

yNWu50U.jpg

 

JuSw0Kf.png

 

z8xqXkP.jpg

 

vnFjzzG.jpg

 

VL5kWFn.png

   This thing in motion is gigantic. As big as some buldings here.

 

KxJcRdU.jpg

   Clock tower have pieces missing after firefight with Cowboys.

 

qILAd9o.jpg

 

QmIM58S.jpg

 

51p2QcE.jpg

 

fbNp3lb.jpg

 

PRcn7on.jpg

 

UATKALh.jpg

 

KGVOji0.jpg

   Friendly AI drops infantry to defend entrance.

 

N2WsLG0.jpg

 

bQ09jeK.jpg

   It looks like a Victory Day parade suddenly was ordered to change direction.

 

WVkCfjW.jpg

 

9HINOtg.jpg

 

4VblqpV.jpg

   AI teammate is sending his troops to other side of the river.

 

LOP7jpF.jpg

 

HnxH07D.jpg

 

zDpm6nE.jpg

 

PuuV6CL.gif

   AI of infantry unit allows it to change positions and advance closer to trargets.

 

5hLTwJR.jpg

 

Pp0mqba.jpg

 

   Suspension works! [Partially]

8ScSFkc.jpg

 

IhYP9BH.jpg

   Reminds me how suspension worked in one of WoT versions.

 

   Giant helicopter

Spoiler

s60naXW.jpg

 

uKq8aPr.jpg

 

9jIw53O.jpg

 

y1FZ1eP.jpg

 

R1pmsmw.jpg

 

   Observations:

  • Attacking AI was heavy on artillery. Knows how far he can move SPGs to get out of my artillery range (at times), was trying to use counter-battery against my cannons, prioritise SPGs and/or other units based on situation.
  • AI tried to retreat SPGs after they started to take damage, although was sometimes too slow for this. Also, it appears that decision about changing positions of SPGs is not tied directly to HP level of a unit (AI moved different units at different moments of receiving fire/taking damage from my artillery)
  • Attacking AI was able to assemble units for attack on one of flanks, it took some time to do for him and was waiting for a moment to attack.
  • Enemy AI had main attack on one side and secondary attack on other flank (with small forces).
  • Defending AI placed minefields, used APCs to bring engineers, that got out and garrisoned a building near entry point.
  • APCs, after dropping engineers, left to harass attackers (with help of gunships), defender AI used his fast moving units to counter-attack while leaving slow-moving infantry to defend entry points.
Link to comment
Share on other sites

   You Are Empty worked for some time until it failed to load one of next levels. Time to reinstall it. Each spoiler - new level.

 

Spoiler

anDouzm.png

 

0HgJgna.png

 

EMPYJ1v.png

 

xkKNJIW.png

 

HJzJSbc.png

 

ca0DX6A.png

 

g0AGBI9.png

 

X1z3Dsl.png

 

5hf341X.png

 

Spoiler

5Ggdaeh.png

 

1SPGjnU.png

 

20Rqfbe.png

 

LbxU7Vr.png

 

5GYm6Gg.png

 

pFDIHVf.png

 

ItLtosL.png

 

Spoiler

6yknsLX.png

 

98I7osp.png

 

qFCnadB.png

 

R1A9foq.png

 

ZvTIaFN.png

 

RHTBEUr.png

 

AfpXXPZ.png

 

XCfH7J6.png

   "Poor acid into a water, not water in acid."

 

oQGShNg.png

 

cxVIy5E.png

 

yBGK9vG.png

 

z3RsLDe.png

 

2kIqTnb.png

   "Glory to KPSS!" after fight became "Glory to ..SS!"

 

Kgxvhul.png

 

c4RcK5r.png

 

tD268eu.png

 

izO4Jyc.png

 

6WgfZJk.png

 

6O3gwGk.png

 

GTQJ9ze.png

 

Mete5S4.png

 

unNGnVN.png

 

lm9DTe8.png

 

FHDHn0p.png

 

OSgv4sF.png

 

wsXQtme.png

 

REQdU0L.png

 

lIoV43g.png

 

lfOwn1R.png

 

OtD8nBY.png

 

QrpCqAo.png

 

jQxjOte.png

   I got this joke.

 

Spoiler

BJ38BfS.png

 

wmrA3SP.png

 

TnYDzsy.png

 

zSvrjVU.png

 

D3ieHdf.png

 

RdeXad4.png

 

CQylCd8.png

 

OFXngGB.png

 

5ndu1CR.png

 

QalPin9.png

   Very similar place is located near my university.

 

ymp382E.png

 

1bQC1xm.png

 

qBJHqsf.png

 

bZT4bOs.png

 

r27EvCE.png

 

K54X2Nw.png

 

LEvcifW.png

 

77cnpPt.png

   Looks exactly like backyards of some parts of St.Petersburg.

 

UHA1ZNR.png

 

sFqJcy9.png

 

oxVQqvB.png

   Umm.. ok. Enemy is jumping from a car, my avatar is holding his pistol by magic powers. Everything is fine, usual day in USSR.

 

7OlCIVC.png

 

VPZXlrj.png

 

FCBExZP.png

 

W4hNM3H.png

 

Spoiler

wEDDUXx.png

 

5RgO4iZ.png

 

Szk0vdL.png

 

EamoWZh.png

 

VKggfT1.png

 

sEZSxwv.png

 

6SfB9fv.png

 

1iTttiW.png

 

MQ0hbE4.png

 

VDpAHJ8.png

 

7D73KYf.png

 

JKnjSOs.png

 

ZocUMuH.png

 

6gSUIbI.png

 

V35gkpG.png

 

O6z6C7r.png

 

CnplG0D.png

 

QGbJ9qW.png

 

4FSoi1E.png

 

3O96iAF.png

   "Who gets the national income? In USSR - to workers"

GEfA0lQ.png

 

11CUHvB.png

 

95o1TdV.png

 

ZA0Hbqx.png

   Soviet SFs.

 

vD0m646.png

 

IfCkCMJ.png

   I think iron sights on that thing are not ok.

 

tdWHJUD.png

 

KtxwtwN.png

 

Spoiler

43amUtX.png

 

m3jXvXg.png

 

vCMujdu.png

 

OuBTRDg.png

 

5PIpkAG.png

 

COJo32S.png

 

sTdwofs.png

 

U4XB8c5.png

   Metro-2, is that you?

 

rPzn7lN.png

   Is this some kind of communist thing to die while pretending to sit/stand?

 

OAUD1CK.png

 

VkliFV5.png

 

TtQqJnP.png

 

Spoiler

Yha7wET.png

 

DEM3Xrm.png

 

B8M85LU.png

 

IGYtHQt.png

   Player don't need reminder that Soviet special services were oppressive, don't need to make bad guys float above floors and look down at protagonist.

 

eMGOMne.png

 

ART9d5b.png

   Beria?

 

XFhJxOW.png

 

DkTdQWY.png

 

QsOKVhX.png

   "We made best movie ever! It is showing Communist utopia, but all people that saw it became crazy! It is too good for human brain, that is wired to live animal-like lifes! Take it and watch it in neareast cinema!"

yAkRnoZ.png

   "Now i am going to pretend that i killed myself!"

 

1xgbXSO.png

   "Pew! Guards, this anti-Soviet element killed me!"

 

Spoiler

CwtnwwK.png

 

Jmrlo6f.png

   That is one big and oppressive lamp post. Forgot to tell that several previous levels were called "Totalitarianism"

 

UVgtdKj.png

   YAE, what are you doing?

 

4pdemQn.png

   Game? Are yo... damn, it crashed.

 

Link to comment
Share on other sites

   You Are Empty was almost completed, but last 2 levels didn't wanted to load (which are like 20 min of gameplay). Last levels are like end section of HL2 inside of CIty 17 tower of Evil Aliens. Finally deleted it completely and will review it in near future.

 

   Some of levels:

Spoiler

H2OT8P6.png

 

ZKA10Xl.png

 

oXL2ohB.png

 

Bhgr7eI.png

   There are some secret areas in YAE, although not as eleborate as some secrets in Painkiller.

 

8iq8LZA.png

   Small number of short scripted scenes are not a bad way to keep atmosphere. YAE also have not bad ambient soundtracks

 

uiX0xgd.png

 

lxOIIaj.png

 

teUNdGG.png

 

liaBjzc.png

   Propaganda dirigible

 

ud48yq0.png

   That looks similar to 2nd building of my university.

 

h2RTJuD.png

   Lenin's speeches were coming out of it almost whole level.

 

ykM76te.png

 

RJ7oIS4.png

 

tdzsxgM.png

   Giants rats are annoying enemies.

 

Spoiler

SxlPD5Y.png

   Chapaev!

 

2WfxWxV.png

 

oZw0Drn.png

   Metro-2 Comrade Ragodollov is working here as well

 

6vJywvU.png

 

Hqb6G3g.png

 

QbPZ08C.png

 

WowehmT.png

   "Educating a generation utterly devoted to the cause of communism!"

 

JGWIIDH.png

 

sAyrMJJ.png

 

yHooEkB.png

 

9XPoOsO.png

 

Caqfh3M.png

 

HO5D5IJ.png

 

2V7gAmE.png

 

t3YCdx2.png

 

1Jb6Zu7.png

 

PkjbhFx.png

 

EhhEzr2.png

 

Spoiler

Zv9PMpJ.png

 

eV8rtSN.png

 

UthEzDU.png

 

bBhcN2G.png

 

fyUJGlW.png

 

aGH6vsd.png

 

s20oKph.png

   Nazi communist skeletor soldier.

 

zIZHXJC.png

 

otq7wG2.png

   He is very angry about headshot

 

BfeLmzB.png

 

9wdyCvC.png

 

PkvVyfC.png

   Door is stuck!

 

yjLT5zm.png

 

eCi8FRh.png

 

szr6iuT.png

   Rear window is floating in the air, hehe.

 

4eliUQa.png

 

72fowUr.png

 

Spoiler

6hRXP2R.png

 

ez5km3C.png

 

nNXa5Ir.png

 

V2MAwaS.png

 

25LVbag.png

 

pN05nw6.png

 

tej8mFa.png

 

tDVoaGq.png

 

yFHuBUh.png

 

ipkKkDc.png

 

4qGfcPB.png

 

moNrtvT.png

 

Xwzee4J.png

 

vxz8HKR.png

 

MA3jbOs.png

 

C7Mg5s3.png

 

Spoiler

qv55jwW.png

 

U0P8W9Q.png

 

6sPlKd6.png

 

MieKYtI.png

 

NwPzJdj.png

 

LDUJQyY.png

 

Spoiler

C92al2Q.png

 

dli1HhU.png

   Theatre... a lot of shooters that i played have theatre levels.

 

CD9vh2K.png

 

LY5l7OO.png

 

jT9Yf4m.png

 

zelZI6y.png

 

9i8HukM.png

 

wdvtGz0.png

 

3Bch1DJ.png

 

Cy9PYvT.png

 

tupja86.png

 

Bu88dF8.png

 

DJUMxsw.png

 

GO5OK0K.png

 

cibkNFl.png

 

VkwYrIY.png

 

tdMmDrT.png

 

zAFgVgc.png

 

DMXSM02.png

 

3Vf1G4B.png

 

y1SJZQT.png

 

7jskCe6.png

 

7IsxJLp.png

 

qjen2Dz.png

 

W5n7Dir.png

 

WGtLQxw.png

 

Spoiler

scrRIol.png

 

i2PvOxt.png

 

YaDTSUZ.png

 

30J8yN4.png

 

rJYYsOb.png

 

YIE0J4j.png

 

8dLbsZz.png

 

EZ9B9Tl.png

 

DpcYkOC.png

 

TbIStUy.png

 

qOLtM2F.png

 

cGRTabx.png

 

10XhMpb.png

 

hOmxTU2.png

 

Spoiler

qeYSJKB.png

 

wxnjC7e.png

 

oQvtf1y.png

 

iLFqRuv.png

 

kamTynM.png

 

AhFnIX3.png

 

i8HuZLo.png

 

RTaEnhR.png

 

bQbI0XU.png

 

vCokjWV.png

 

daShCde.png

 

KlAWGeV.png

 

xaarEyu.png

 

wphWesq.png

 

phtyuxr.png

 

HKbPg1f.png

 

Spoiler

TKBQWC3.png

 

4PVCMu0.png

 

BMAmkVq.png

 

p4IodiI.png

 

KMuE8Aq.png

 

P2cC3GK.png

 

CodfoSg.png

 

JEMGGJ5.png

 

6u50RbF.png

 

Link to comment
Share on other sites

   EW, Siege mode, Paris and as usual - 2vs2, AI enemies and teammate. This time we are playing as Euroweaklings and our task is to take back Paris from American tourists, who flooded our beloved city on their oversized SUVs while holding AR-15s in both hands and firing randomly everywhere. 

 

   Première partie

Spoiler

mynCLzJ.png

   As usual, i am here for relaxing and observing AI (this time - Expert difficulty level), thats why artillery-centered task force was choosen. Don't have much of a plan, will try to adapt to situation. 

 

DKaWsWL.png

   If you were following my singleplayer playthrough, than this map is familiar. All 5 bridges are blocked for AFVs to cross by barricades.

 

7nzz7dw.jpg

   Euroweaklings CV. I know what vehicle insipred them to create this thing.

 

m0MHhl7.png

   Funny how only Russia use infantry to defend Command vehicle. It looks like this drone don't have suspension and first wheel is clipping through hull bottom. Those Euroweaklings are used to have roads everywhere, it seems.

 

pQxSpLy.jpg

 

mQbdslu.jpg

   European wheeled deathtraps. Is grey part on the front tip of the hull made of some sort of rubber? For safety reasons of pedestrians? 

 

an6gvlR.jpg

   AI already started to clear defensive structures.

 

r1wFW4v.png

   European recon drone. Not sure if that thing can lift with those huge missiles.

 

cnr3QuX.png

   A lot of American tourists are located in the middle section of their side of the river, enjoying view and firing their machine guns in every direction.

 

uH4wKHd.jpg

   Flanking attempt by AI commander using APCs loaded with infantry.

 

mO4CyEM.jpg

   Yeah, looks like AI is trying to breach barricades on left bridge to get to Zulu.

 

KCVc306.jpg

 

Teil zwei

Spoiler

9z0CqaJ.png

   We are opening with some major fireworks!

 

mBa4xp2.jpg

 

LrcyxaS.png

   This does look as a scene from Mecha animea, with all those "missiles" flying through the air as in many of those Mecha fights.

 

b91E784.jpg

   AI on left flank managed to get though bridge, but lost his APCs. He also is pushing infantry squad to right flank.

 

AR6ERRg.jpg

   And another infantry unit is advancing through the middle bridge.

 

J3ovpN5.jpg

   Those SPGs are don't have long range of Americans, it feels. We are supporting AI soldiers unit, that tries to get through central part of this map.

 

7UasOWI.jpg

   On right flank my infantry and APCs are softening defenses in preparation to cross to American-controlled side.

 

bAMjKmK.jpg

 

682OzTO.jpg

   AI now is clearing the way for his own units (last time i saw this behavior he tried to clear a path for my tanks)

 

MZtXIfI.jpg

 

DpZElX7.jpg

   Not much time left, i am planning to hold this line (although we are playing as Euroweaklings, so "hold" will probably mean their quick death).

 

vwjxWsb.jpg

   20 seconds eft before Americans will bring all what they have against us. Meanwhile, on the background, our foe gunships got laser'd by jets.

 

Parte terza

Spoiler

8W2NGaY.jpg

   This shirtshorm just started! You can see how many of US Army manpower is flooding this whole place!

 

JLzC72R.jpg

   Euroweaklings are overrun by Americans!

 

iOEMGXN.jpg

   Both squads were defeated, as expected from Euroweaklings.

 

1Lbdhfs.jpg

   CV is out, both my infantry units are defeated, only wheeled death traps and rage trucks are left to hold US attack. AI commander have only 1 infantry unit on the ground.

 

UKFtdf5.jpg

   1 group of gunships left this battle after losing 2 helicopters, not bad.

 

2YGoAed.jpg

   Americans are attacking through left bridge, using 2 platoons of IFVs. My APCs are not fast enough to get out in time.

 

tupN0IK.png

   SPGs are in LOS of those IFVs. AI teammate brought 2 squads of engineers (good choice), but they are far from my forces. Time to run, like a real Euroweakling!

 

EKZ2URH.jpg

 

v0M8rWk.jpg

   Combat drones that were defending Foxtrot are working as a distraction so my SPGs can get out. Tanks were called in to fight this horde of IFVs.

 

OY0Jflc.jpg

   This is a lot of Americans that counter-attacked us, and they managed to bring us to the edge.

 

Part quatre

Spoiler

7tq95uS.jpg

   We need to soften ths horde of Americans somehow.

 

PCgbt1n.jpg

 

Q7c7zO3.jpg

 

OziDaxa.jpg

 

lHaRHm1.jpg

   Fuck you, i am using Giant Space Laser to combat those hordes!

 

JIxS9mn.jpg

   Gunships decided to pre-detonate.

 

czbO4Jp.jpg

   WTF? And this is European Super weapon? WMD of Europeans means something like Wankery of Mass Distraction.

 

XWBfOVS.jpg

 

uODYP3h.png

 

CVKcSIx.jpg

   Tanks were defeated by gunships, APCs were too slow to get to the battlefield. Now they are in and try to counter air units.

 

0E0jKpU.jpg

   I lost 1 group of SPGs and only 2 units are left. No reserves left to call in.

 

wKWZIJT.jpg

 

jG3mFGN.jpg

 

SRUCV3B.jpg

 

GZWIriw.jpg

 

ItiatmD.jpg

   We managed to clear central area from all JSF units (this group of gunships is retreating after receiving heavy damage). Red triangles on the map near D is US Regular army, artillery will work on them soon.

 

Cuid a cúig

Spoiler

HDpEfp2.jpg

   Those idiots came back for more.

 

s0qqUkE.jpg

   Now we can attack regulars.

 

BDygJUj.jpg

   And because we are euroweaklings, we need to deal with American cannon meat without getting into direct fight!

 

tSVXn5p.jpg

   AI made a mistake and went through a road which was in range of US Army tanks.

 

TeduOAH.jpg

 

mdzHAyb.jpg

 

DKqAv28.png

 

rHsS5Vg.png   Only 2 European units left on this battlefield and lots lots lots of US Army personnel with guns, vehicles and tanks + unknown number of JSF troops. Great. We need a good tactics to combat all this. First of all - never park units near each other, it will probably trigger WMD strike, or airstrike that will kill or cripple both units. Second - never get into direct fighting. We are weaklings and we need to keep distance from those powerful and dangerous Americans!

 

xCpn86G.jpg

   2 JSF infantry squads behind regulards. Those units will eat several airstrikes and groundfire and will be done soon.

 

kRJr9K4.jpg

 

A19KwY0.jpg

   Low range of those SPGs force me to get uncomfortably close to enemy forces. Wheeled deathtraps are used as spotters.

 

QuOJusY.jpg

   Nice tinted smoke. If you not botheredto make smoke painting machine, but mounted a better gun, we wouldn't need to bring those SPGs too close to frontlines.

 

U7wI4BJ.jpg

   Nice place to park your truck - on top of destroyed cars.

 

36L32BM.jpg

 

7vHMKMy.jpg

   Damn, i was too close to enemies and they called an airstrike on wheeled death traps. Because they were made from wooden sticks wrapped in aluminium tinfoil, they all blew up from a single airstrike. 2 JSF infantry units spotted earlier are defeated, but game still continues - this mean that there is more of them alive.

 

Survive. Adapt. Win.

Spoiler

R656W0h.jpg

   HahAHAHAha.... we have only 1 unit left. ONLY 1! Never had such situation. Now i need to be super extra careful. Blue paintjob doesn't help with staying undetected.

 

LIFNMSG.jpg

   Didn't saw any JSF airunits, so we are probably safe from gunships. But ground forces can still fuck us hard, that why we need to relocate to place from which they assaulted our positions - a bridge on left flank.

 

MH7nuq5.jpg

 

cVNxxFw.png

 

bdsvZIN.png

   Units that we groundfired. Using binoculars is now the only way to spot targets without getting into direct LOS. Also, this moment was rather tense and i forgot to make screenshots.

 

IWbNAhp.jpg

   Groundfiring a drone between Z and A uplinks. We need to stay in such positions, from which we can brake LOS, but we have a great open view on area in front of us, so i can see anybody moving to us and give orders before SPGs will get spotted.

 

QbjBlaP.jpg

   I am on edge, we are pushing on enemy territory on 4 unarmored trucks. 

 

VTiUzeA.jpg

   Camera is now spinning 360 to spot even a glimpse of any counter attack of QRF.

 

6LhlMas.png

   Before moving to new positions i check them with long range optics as much as possible. Even that train.

 

yYymiWd.png

   For a moment i thought it was Iskander flying towards artillery, but a moment later my memory reminded me that we are playing against forces who use Kinetic Rods from SPAAAACE instead of giant missiles. And yes, i am so paranoid now that even background "immersion" stuff make me tremble. Also, if you look at minimap you can see that we are moving on the endge of this map, to keep distance from probable place of enemy locations.

 

wdWoN3i.jpg

   Z seems to be clear. Because camera is tied to units in EW, i need to move units to get different LOS/look at things obsctructed by buildings.

 

YauoNbf.jpg

 

Ezu9RVp.jpg

   Still watching in all directions and observe all places where there are some objects on the ground to see if there is a light infantry squad waiting behind cover.

 

wVgTyI0.jpg

   Our uplinks are still uncaptured, Americans probably have only AFVs left. This is kind of bad, SPGs are rather slow. Some forces were spotted ahead, ground fire will help to clear them out without getting into LOS.

 

kPzfKlD.jpg

 

evxevT3.jpg

 

pd7vWbe.jpg

   JSF infantry now have no support, they should be an easy target. My assumption was incorrect, Americans have infantry, but it was left to protect uplink A.

 

n7vFbi9.jpg

 

s1uuNtJ.png

  Hahaha, that was 1 last unit they had!

 

g0BHQuu.png

   Euroweaklings won because of their trickery!

 

wtuu7fI.jpg

 

kLFxIOv.jpg

 

tTbF9GS.jpg

 

jI3zNSj.png

   Yes, it took 40 minutes to win this battle. Maybe 15 minutes alone was just slow push by single unit of SPGs.

 

   Observations about AI:

  • Was able to conduct serious counterattack using flanking, sneaking big group of forces into central part of map
  • Expert AI is not as dedicated as it could be, which is why i managed to save 1 SPG unit - attention of IFVs were taken by infantry and later by tanks. AI could ignore those and take out SPGs. 
  • It seems that AI generally use infantry in defence more often than any other unit type.
  • Breaking scenery objects to get in again was observed during this battle. Not sure how it is made, but it works.
  • AI sometimes doesn't take into account firing range of some units, or specifically ignore those.
  • It also appears that AI can't use long range "optics" that player can use to spot enemies that are "spotted" by units.
  • I suspect that during Skirmish battles game randomly picks different AI "personalities", as during this battle hostile AI didn't used their WMD, but used airstrikes and Force Recon (which are kind of rare in my experience).
  • Enemies also pushed into combat units with very low HP (red HP bar), which usually they order to retreat and get points for it to pick different unit or  conduct special attack
  • Forgot to mention that friendly AI is using same pool of resources as you do, so AI appears to use exactly same type and amount of resources as a player. It also means that during 2vs2 skirmish player can "steal" resources and call more units or special attacks, and AI can do the same with you.
Link to comment
Share on other sites

   Started to play Eastern Front: Unknown War FPS for a review. Probably need a chart of CIS/Russia-made shooters to review/already done. This FPS is from rather... interesting bunch of people who worked on another FPS title i will cover for sure, but later. For now EF:UW looks like Generic Shooter with low budget and bad voice acting. Or like Wolfenstein, but made with duct tape and sticks, smeared with "boring".

 

Spoiler

ODmuDqn.png

 

8weM9bk.png

 

Le5Qxvs.png

 

eZ76Eqo.png

 

YDtgqBF.png

   Main Hero - Brainwashed Kraut with all harizma surgically removed from him before game starts.

 

3LDX2Yw.png

 

TJCujIz.png

 

8UJTNxP.png

 

J1INaLq.png

 

WrXA6U8.png

   Frequent sutscenes...

 

BOK0v0j.png

 

Wll7vQn.jpg

 

zxfCYXa.png

 

b7wKnzO.png

 

WWYKmhS.jpg

   And how i'm gone kill somebody if main character 3D model is aimig somewhere to the left from center of the screen? Is this game related to Metro-2?

 

rEdHFf0.png

 

51Qwzqn.jpg

   Bullet physics is strange - gun is aimed to the left, bullets flying to the aiming circle.

 

pyUJHEh.png

 

BTDztw7.png

 

zOOE2eh.png

   Graphics! And for some reason his left hand is visible when holding pistol.

 

sOylJqG.png

 

AWjg0AI.png

 

0BVuTiL.png

   Vents. Boring long vents.

 

D6yw6j9.png

   This thing doesn't shoot me and it have custom made 3D model, so i suspect that this is friendly NPC.

 

QlxQ47w.png

   

XcMZDLg.png

   Engage superpowers!

 

jUhHVq3.png

   This shield stops bullets and you can walk to enemies and insert those bullets back into their bodies. You also can send them back if shield is charged enough. 3 headshots are needed to extend sheild time.

 

7jjfwQu.png

   AI doing its own thing

 

uqpxutS.png

   And this gun is also not aimed properly... main character is not capable operating weapons without using superpowers to guide bullets into aiming circle.

 

ukfHRqB.png

   Damn, i stepped into another cutscene.

 

oEo45dD.png

 

Qq9rAz2.png

   After dying enemies start to eject all things from their 3d models like pouches and other gear,

 

lxyEAyH.png

   Special Nazi Forces.

 

ug0LQl7.png

 

6TG9Z59.png

 

hS34RK6.png 

   Game was making impression of more polished experience than Metro-2, until this point, lol.

 

Link to comment
Share on other sites

   Eastern Front: Unknown War completed (2.5 days, ~5 hours in total). Less than mediocre experience, repetitive, uninspired, full of cliches, badly animated, bad level design, very linear and scripted. It also have too many explosions on top of being ugly (bad/terrible art design).

Spoiler

uUswR2B.png

 

AKtfs40.png

   Cannon fodder.

 

gAiPpZI.png

   Explosions!

 

KLny8zn.png

   Matrix powers.

 

AA29F58.png

 

9NtjA08.png

 

u8QjsXd.png

   After dead bodies despawn, only piles of gear and blood are left, for some reason.

 

trD89fr.png

   Big empty halls is usual for EF.

 

npl7aQ6.png

 

YDtWy5n.png

   Using some texture work devs managed to make an illusion of embossed surface, for its time this tech wasn't widespread enough.

 

MKGhL12.png

   Ramming container into a brick wall also create explosions

 

GXNV26N.png

   3 headshots -> increased Neo bullet stopping powers.

 

NOldXL3.png

   Nazis left exploding barrels everywhere.

 

Pfl3H7S.png

   3 melee kills - higher max health. And this is all combos you can make, just 2 in this whole game.

 

UCLqGQy.png

 

2afvGw9.png

 

FyAdyrO.png

   Strange that this thing didn't exploded (i was making this screeshots expecting it to actually blew up).

 

4RAtGzr.png

   Jerky animations of those copy-pasted "German Resistance" fighters speaks about level of quality of this FPS.

 

SklmHE1.png

 

TF8G3t5.png

 

8nzRw7R.png

   Ugly texture work and boring color pallet

 

E1JdaNp.png

 

Vt3XFod.png

   Level testing? Why you will do this?

 

B3r3C2c.png

 

kk5Kxi9.png

Bloor = cutscene.

 

3msPr2t.png

   Game is about stopping Germans from creating Uberzoldatens, but we are busy with destroying Tiger tank production. Probably because it is a German [wehraboo mode on] Uberwaffe [wehraboo mode off]

 

2NJvK50.png

 

Spoiler

g5sb5LI.png

 

Tn5oa5T.png

"-Hmm, this building is too far from fence section. Should we move it?

-No, this is too much work, just slap another fence section.

-But it will clip right through here and..

-SLAP THIS SHIT TOGETHER AS CHEAPLY AND QUICKLY AS POSSIBLE, WE NEED TO SELL IT ASAP!" 

 

gOVMJ8S.png

 

bmrqVtb.png

 

dXjDWfp.png

 

g95us20.png

 

v11frnn.png

 

4SO4u1F.png

 

58bAHp5.png

 

hZ2MQeP.png

 

vVZR7MM.png

 

y8os7W6.png

 

z85iXTy.png

 

YPAc5sn.png

 

4ujoTi6.png

 

SasuocE.png

 

4rJeXzR.png

 

jKC9FoL.png

 

yYoyPxs.png

 

j2Tirdf.png

 

AYXKceZ.png

 

XSRjl2C.png

 

Mm2Jevf.png

 

G2HG3oC.png

 

IvB3rc2.png

 

lfY4vk1.png

   After turning off bullet shield, all "accumulated" projectiles will fly to where you aim.

 

mavzlPn.png

   This almost looks good, thanks to different light sources.

 

rsUnDCA.png

 

lxNPOKz.png

   This part of tunnel level looks rather bad and flat, thanks to bad choice of light.

 

jOy3AZx.png

 

HASH886.png

 

Spoiler

G5L9wI7.png

 

GXavwDC.png

 

A2Hd72D.png

   Stealth section out of nowhere

 

ha0sVUC.png

    Damn, i stepped into explosions, my cover was blown.

 

3CfcHQT.png

 

8qwtPhw.png

   It is simply ugly.

 

joI3HmX.png

   It exploded.

 

ysS6ZK4.png

   Turret section!

 

20Gjrva.png

   Despite what this screenshot suggests, AI in EF:UW isn't that bad (usually).

 

mPm18L9.png

   It exploded.

 

Z2V7k4Y.png

   It exploded.

 

LeTwXSn.png

   I think something exploded nearby.

 

wURBK8H.png

 

pI3JXXe.png

   Turret sections...

 

TNSrxQj.png

   And explosions! At least those turrets can be left unused by player, but he will have harder time fighting waves of Nazi almost-brain dead cannon fodder.

 

kJBk9tB.png

 

2RkZgtN.png

 

DhtBRJi.png

 

hoi6okw.png

   "I don't care if it looks wrong, put it together even faster!"

 

qMo011h.png

 

Spoiler

L1CToxN.png

   Submarine crew didn't noticed many explosions, which allowed to sneak in as a German engineer.

 

PpjtdO2.jpg

 

9KPMUMm.png

   "Testing doors? Why do you need to do that?"

 

6tCM09v.png

   Just add sparks and this will feel like a Star Trek episode

 

fX14o1B.png

 

JfNnBHR.png

 

oVUfUO2.png

   Time to play other game.

 

jnRWcKe.png

 

qJx3gpk.png

 

YBlelNJ.png

 

oeY1t9T.png

   Back to unskippable long turret sections.

 

5FtsqmH.png

 

5NvUmVN.png

 

aizH5MU.png

 

1MV2Vod.png

 

Spoiler

9spmbBP.png

   U.G.L.Y.

 

Zu0uhyq.png

   Love_Interest_3D_custom_model

 

ysTD3ag.jpg

 

cdPpNfe.png

 

b84hLcK.png

   I think something exploded.

 

tgRVSrU.png

"Should we do algorithm that puts empty cases more realistic?

-No! This cost too much! Just make them stop falling when they hit a geometry and don't bother to make them change their position after collision!"

 

t66M3Sg.png

 

8wTF1Dm.png

   If you bump into things, they will be broken

 

Sr1uysP.png

 

VMKuaBG.png

   I don't think that tiles are breaking in such pattern.

 

sfpnkVx.png

   Man, those empty cases make me angry.

 

PRzHAcQ.png

   This is probably the only thing devs actually cared about, that's why it looks kind of cool.

 

yiqEBR9.png

 

BYSM8zH.png

   Something exploded, as usual.

 

Us8Alnt.png

   Turret section... and those damn carefully arranged empty cases. Maybe because this MG is German?

 

u5ijTSB.jpg

   Germans were here. Everybody knows that Germans leave piles of Nazi-era gear after them, even German tourists in Israel do that.

 

CE9kuyY.jpg

 

3o86x6O.png

It exploded.

 

4BhFmtF.png

   Somebody use telekinesis to attack our [insert main character personality here].

 

QwqRNNp.png

   Heh, i thought that we need to do something different from point and click.

 

jQOggOI.png

   Enemies were not introduced, no build up. no indirect enviromental story telling, nothing was done to prepare player to those guys. Great job!

 

ya3nL94.jpg

 

BVdYvct.png

   It exploded

 

Xov1Zag.png

 

rrToC8R.png

 

kBCWx0z.png

 

etYbfx8.png

   Guy was fried with power of Elektrizität - another 3rd Reich invention.

 

KEtOgJQ.png

 

rfbOr6o.png

 

P2GqKQn.png

   I saw this guy being killed in 3rd mission (i also put 5 bullets into his head on top of that).

 

B9kiTRW.png

 

Spoiler

G5X561T.png

 

GeQaC56.png

   Lvstr.exe

 

0UgO6Dq.png

   Really ugly level.

 

LN7mmpG.png

   And people complain about TIger suspension service - just blow up it and all rollers will be free.

 

FtmPTTL.png

   Especially if they are not attached to the hull!

 

El0Zs4v.png

 

qHGeO9n.png

 

axxSBgp.png

 

UzQoJFY.png

   We are opening doors with explosive now.

 

eWs4Ltm.png

 

B8hScew.png

 

Spoiler

S7DyuQM.png

   After Venom:CO vents in all other games are unacceptable if they don't have squads of bad guys quickly crawling through them and if those vents are not made as a level-wide network.

 

wlQKbEa.png

 

wGW12jV.png

   Those crazy Nazis have explosives even in canteens.

 

yoby7Fp.png

   Elevators and rogdoll don't like each other.

 

F2Za6Cw.png

 

cuXnYXX.png

 

IBTeH5f.png

   Probably the only place where i used flamethrower.

 

Nz7Af2a.png

   New type of enemies, and again no presentation/build up/story/anything connceted to those guys.

 

bRdgeoj.png

 

Spoiler

nJq6f5t.png

 

kXvcK4M.png

   "Grrr, i am villian of this game! I'm gona kill your loveinterest_1 !"

 

mGqMPLp.png

 

MaAA84p.png

   Those are just scripts, in combat they are sort of bad.

 

lDGzvjS.png

 

Bhzr5dl.png

 

Ggc0WQn.png

   Those bad guys could be fun, in the other game.

 

QEjxWlZ.png

 

7dhn6BB.png

 

5esKDL3.png

 

xBBZdtH.png

 

vMZeXRj.png

 

mxeWqt0.png

 

Tq1aW4j.png

 

Spoiler

RCKyOW2.png

 

jJXkmmJ.png

 

aNKNjpE.png

   If this shooter was more about that, it would have been better.

 

qfcltZH.png

 

4adEH3s.png

   This device bring people back to life. You know how our main custom 3D model will use it. 

 

p5VMTly.png

 

ssDN8ZB.png

 

OHraXFl.png

 

H96QOvE.png

   "Why this switch looks so much like a handgrenade?"

 

C46yjHg.png

 

AnOSUkC.png

   "Boss fight is on the schedule" type of gates.

 

R26RsrQ.png

 

WOm7nFB.png

 

ie8utmW.png

 

aRr3Fn5.png

   Well, at least this bad guy have introduction.

 

F066g3a.png

 

ZSCcFMB.png

   I thought that when he have this blue ball crap, main_hero_modell_1 should do something, but no, you just need to shoot at this guy for 15 minutes.

 

JUyqXDX.png

 

VLBsIZu.png

 

0x4iOYW.png

   Like a movie! Very cinematic! Especially those black stripes!

 

Link to comment
Share on other sites

   Testing last bits of AI abilities in Raid mode. Conquest and Assault are not worth of much testing, as majority of my campaign was spent in those game modes, plus they are less "organised" than Siege and Raid.

 

   2vs2 (tradition at this point), Kopenhagengrad, Euroweaklings in defence, Shpetsnaz attacks. 15 minutes time limit, attackers need to destroy 3 out of 5 structures. 

 

   Preparations.

Spoiler

mWogxFM.png

   Enemies have only 2 entrances to our side of map, where all targets are located. Those 2 roads are far from each other, between them - big walls.

 

MVc1Ofo.jpg

   Early game harassment from Kamovs.

 

dHywxqc.jpg

   Both Shpetsnaz commanders brought their gunships.

 

qhYEn6N.jpg

 

jTrBUKH.jpg

 

   Shpetsnaz onslaught!

Spoiler

2GkVaei.jpg

   T-100s platoon is advancing to left entrance. Russians are also spotted on the righ entryway.

 

HdfjFhR.jpg

   We just managed to put mines and now engineers are jumping to closest building. 

 

L8LD20B.jpg

   A lot of enemies spotted on the right.

 

RhyTv9X.jpg

   Green camo - 1st Shpetsnaz leader, desert camo - units of 2nd commander.

 

HKnbX6k.jpg

   2nd SGB captain decided to use MAZ in this assault and push tanks closer to building F.

 

JPPmYyM.jpg

   Right entrance is a shitshow - a big ass group of Shpetsnaz forces are trying to break in, and on top of that - all at once!

 

k8Z33NO.jpg

   Both SGB commanders units participate in this assault. It appears that this attack is their main direction of push, while on the left we see only secondary/distraction fight.

 

cqI7DE3.jpg

   Hehehe. MAZ was damaged (but thanks to huge HP pool it still operational and have a lot of HP left to chew through), but infantry support for CV is easily killed by mines.

 

clO6llU.jpg

   Ogres suffered casualties and now try to retreat.

 

Oq6B7Qt.jpg

 

OKrN17A.jpg

   Attack on the left, that was eating some of our forces attention and firepower allowed to right flank attack to establish some presence in our part of map.

 

9Gd6AZV.jpg

   MAZ managed to get to S, but it have low firepower so we will deal with it later. Right flank attack failed, thanks to concetrated number of units and defensive UGVs of buildings D and F.

 

YApXfqg.jpg

   Those are CV "bodyguards".

 

   Cleaning remains.

Spoiler

sOmVN3Y.jpg

   Infantry tries to retreat, but the only way out of those guard towers is on our side.

 

R5XGXJ8.jpg

 

grXFsJ1.jpg

 

kVmxQbG.png

 

ZFbX1yt.png

   No evac for today!

 

Ov2S9EN.jpg

   Shpetsnaz engineers are trying to exploit a fact that big number of forces are on the right, so they are moving to the left.

 

1MqNxUe.jpg

   Hehehehe, come closer.

 

HuLlFpF.jpg

 

NKwS0ok.jpg

   They are trapped here!

 

txof0SM.jpg

 

iYs7iZF.jpg

   And now we can counter-attack.

 

DctLudC.jpg

 

6NwrGW8.jpg

   Their last unit.

 

Additional battle to confirm my thoughts about AI.

Spoiler

PUbCtcF.png

   Several entry ways, most of them are blocked for AFVs.

 

VS2D95C.jpg

 

RRXgnAg.jpg

   AI relocating tanks from entry that can be crossed by AFVs to somewhere else, while infantry forces are moving in opposite direction. That would be a strange behavior, if it was guided only by pathfinding/what is closer. Also, only unit he could spot here was transports, which are easy target for tanks, so it is probably not just AI understanding of simple balance of EW.  

 

GhOGJj4.jpg

   Light infantry attacks this entrance, with support of airstrikes.

 

TGTUAZn.jpg

   Light infantry in buildings =~ to APCs.

 

0Znj6Sb.jpg

   At first i thought that tanks were probably diverted against APCs, but looking at where this unit is going, i suspect they are trailing CV.

 

IvDjxF0.jpg

   Main attack was on the left flank.

 

S8nvQVh.jpg

 

FTbhXf8.jpg

   On the right flank light infantry managed to push out engineers (riflemens are hard counter to engineers).

 

4TEggFp.jpg

 

Hn4BYoh.jpg

   Infantry secured entrance, AFVs are pushing from other way.

 

DUtr8s7.jpg

 

zLcPH1K.jpg

   EW was spammed to keep MAZ disabled. Interesting to see that AI put so much effort to kill Command vehicle.

 

h1gxA8C.jpg

 

UUFxiqP.jpg

 

Ew7hGWr.jpg

   My and 2nd AI commander gunships sorted this shitshow out.

 

o8LaOTN.jpg

 

S7OX8Tg.jpg

   After AFVs were defeated, attackers re-directed infantry from closest structure to fuel tanks (i think they have lower HPs, but i am not sure about reasons of this decision).

 

Observations:

  • I suspected that AI understand "entry points" but now there are more interesting things about it, after summirzing what was observed about behavior of opponents. Developers probably used some sort SWAT 3-like system when some pre-designated areas of maps are connected between each other with chokenodes, representing possible way to get inside of certain places. Zones are probably generally devided as "our part of map" and "enemy part of map", which allows for AI to do some behaviors that are needed for certain game modes.
  • At "our" part of map AI move units freely and can relocate them if he wants to or leave standing around and waiting for a right moment. I also think that hostile units inside of "our" part of map are subject of agressive attacks (or at least AI have it in priority), and this behavior allows to execute defensive playstyle/tactics for AI, stage counter-attacks and try to stop advances by opponent(s). Without this system several gamemodes like Raid and Siege would not be interesting to play, as AI-commanded units could be easily "lured" from their positions, or AI would just spread them out, outside of easily defensible parts of map (like Kremlin or military bases on pictures above).
  • Chokenodes allow to developers to programm AI to execute coordinated assaults, distraction attacks, prepare assault "teams" according to what was spotted inside, guide "attention" of forces and places of defence. I think it maybe done in such way - if X/Y/Z type of units are spotted in a zone, connected directly to chokenode, AI can try to pre-designate units Z/X/Y to counter them and "assemble" assault team to deal with defenders. For defenders, chokenodes/entry points allow to programm "guard" behavior, AI-lead engineers to place useful minefields, designate area where most/all units are best to be positioned. 
  • In Raid game mode opponents are agressive, moment of attack can be different. As far as i saw their attack is more or less coordinated effort, even in 2vs2 set up, and not just simple "AI 1 attacks through entry X, AI 2 attacks through entry Y", as i saw mixed forces doing attacks through same entrance.

 

   And i forgot to post this:

lG494pY.gif

 

Link to comment
Share on other sites

   Instead of polluting this thread with pics, decided to make Imgur albums. Installed addon to EF:UW, AFAIK it was called Ubersoldier 2 for Western markets. Released in 2005.

 

First level: https://imgur.com/a/aq0oRFt

Second: https://imgur.com/a/vH2Nn8z

Third: https://imgur.com/a/azGXHMV

 

   Accumulating some material about EW AI abilities.

   AI can assemble units into groups, and those groups are moving with one speed/coordinated. Note positions of gunship squad relative to infantry unit and remember that helicopter are way faster than a soldier.

Spoiler

sgIwfMQ.gif

 

   In Conquest mode main goal is to capture points around the map. AI assembles a teams of units to do this job - infantry to capture uplink, IFVs to carry them, gunships for firesupport.

Spoiler

dSCMR90.jpg

 

HPVegYB.jpg

 

   Still not sure how AI is able to fight scenery objects that obstruct his way, but it does this. Probably some sort of semi-scripted/"smart terrain/object" type of deal.

Spoiler

cyLOwHx.jpg

 

   AI can retreat his units in event of spotting certain type of units. Here AI-commanded APCs were advancing against our troops until he saw 2 teams of combat engineers moving to their positions.

Spoiler

pE9Jf3z.jpg

 

wvMSEnW.jpg

 

   AI also understand when enemies are distracted. This team of wheeled death traps was pushing central area.

Spoiler

A4Cqcpm.jpg

 

ATSVLIp.jpg

   My platoon of T-100s was moving to counter this attack by Euroweaklings.

 

hybNA2X.png

   2nd AI leader of our faction diverted his gunships to attack tanks, while those APCs were firing at some infantry.

 

s5IP9rZ.jpg

 

7ddx5ca.jpg

   Tanks started to engage APCs.

 

iOHyrJo.png

   Gunships left tanks without finishing them and started to attack APCs (which are hard coutner to gunships).

 

   Earlier:

PasMt7S.png

   This group of Kamovs was firing at APCs when they were busy with our own APCs/SPAAGs.

 

PY95HB8.jpg

 

   AI puts mines on roads, sometimes near entry points, sometimes - just in the middle of highway. I guess same pathfinding algorithms that were used for units was used here to detect where to put mines.

Spoiler

4a7qHLA.jpg

 

SyYEZhW.jpg

 

   At entry point:

dYvgmZa.jpg

 

0Xzm4zD.jpg

 

Link to comment
Share on other sites

   Ubersoldier 2:

   EW Paris, Siege gamemode (didn't posted it eariler, but this game session was fun). Russia as a defender, US - attacker, 2vs2 as usual.

 

   American attack:

Spoiler

A8eGiop.png

   We need to defend point A, until 10 minute mark we will not have any kind of support or ability to call reinforcements, after 10 minutes mark - we will have serious support. 

 

9ezzd9W.jpg

   AI went with balanced composition of troops. I picked lots of artillery, because lazy and want to see what enemies will do about that.

 

IGd3ynM.jpg

   Gunships scouted this area, as i understood later.

 

7nN42S7.jpg

 

vLpnaOD.jpg

 

VkNVQXU.jpg

   AI left SPAAGs to guard area near LZ/SPGs.

 

BCZVkUP.jpg

   If you look on the minimap, it becomes obvious that enemies are assembling troops for attack.

 

dJEpqeL.jpg

   JSF infantry charging through the middle bridge.

 

09PRDKp.jpg

   Those engineers are getting to close to my SPGs. Artillery tries to kill unit of riflemens, so my own light infantry will have easier time dealing with combat engineers.

 

ahSIZtU.jpg

   And now we see AFVs are pushing to our right flank. Middle area attack was either distraction, or for scouting.

 

XYa4E0w.jpg

   And this is how enemies decided to deal with SPGs - infantry managed to spot them and Americans used airsupport to drop bomb on us.

 

LOBwLHb.jpg

   My Shpetsnaz operatives are on the way to kill JSF engineers.

 

YaYn2za.jpg

 

8D3bkbM.jpg

   Americans are pushing almost all of their forces on our right flank.

 

WIc1sq3.jpg

   Only 1 team of engineers tried to get though middle section this time.

 

c7xKWxI.jpg

   Our opponents managed to breach through barricades on the bridge and now they pouring their forces into our part of city.

 

wuXTNTW.jpg

   Attackers separated their forces into 2 groups. One is moving towards A, another one probably is aimed at W. SPGs are working on those attackers.

 

iRsXL9D.jpg

 

RLXn2GX.jpg

   Those gunships tried to hunt down those tanks, damaged during airstrike on my SPGs. Number of enemy untis that managed to get through is decreasing, thanks to just several artillery vehicles that survived airstrike.

 

4Gl64Rg.jpg

   This team of enemy MBTs is getting way to close to A.

 

xagFe5K.jpg

   In order to avoid capture of A my forces were ordered to hunt down infantry, as vehicles can't hack computers inside of Alpha uplink. Only JSF tanks left to deal with.

 

VBaWajQ.jpg

   AI sended his own badly damaged pair of Ogres to fight American Schwarzkopf MBTs. Those are last US troops on our side of the river.

 

   Counter attack of Shpetsnaz forces! Paris will be ours!

Spoiler

jKnhGoP.png

   Called for 2 platoon of T-100s, badly damaged Zhukov SPGs are retreating to free slots for something else.

 

I8rPUKr.jpg

   Americans also repleneshing their forces.

 

y0NWb9G.jpg

   And they already started to send gunships to poke our defenses, while sending yet another squad of infantry to the center area.

 

4a7qHLA.jpg

   AI commander prepared minefields on road that lead to A. It will be usefull if we need to retreat.

 

tj4cmPc.jpg

 

eY3sWkQ.jpg

   They are fucked.

 

kuCYMHK.jpg

   Those guys are also fucked.

 

OWRPaPn.jpg

   SGB tanks will now assault Americans from our left flank and crush their re-established forces. 2 plattons of Ogres and 1 unit of SPAAGs will be used for that.

 

y6uLqTD.jpg

   But first, we need to clear the way for AFVs.

 

FNHmsZO.jpg

 

IMLn8T6.jpg

 

wto9wZL.jpg

   Good opportunity to get rid of hostile choppers.

 

PwdtEpI.jpg

   Now we are on the way to defeat those Americans imperialists! SIngle SPG was called to soften those idiots before being crushed by tracks of Sheptsnaz tanks!

 

qjaAZOe.jpg

 

EmaHihp.jpg

   We will begin with anybody on foots and then will get to enemy tanks.

 

v6lpKbT.jpg

 

vraCLeb.jpg

   Cowboys called 2nd platoon of tanks, this will not be good for one of my MBT teams, but i have 3 platoons of tanks anyway!

 

NtAGKKP.jpg

   1 armor unit defeated after killing 2 units of JSF forces, my forces are regrouping for next firefight. AI commander sended his own tanks to support my assault.

 

8CeRyTO.jpg

   Let's take those guys out while they are suppressed by SPGs.

 

Ds147rz.jpg

 

i64cyMk.jpg

 

   End:

Spoiler

jzywC3X.jpg

 

4PZTbgf.jpg

 

sYDQULH.jpg

 

IZi39a9.jpg

 

   Observations:

  • Enemy AI again used attacks through 2 entry points, one with infantry, second with AFVs + infantry. Also, a place of one of those attack was probably scouted/cleared by gunship unit.
  • After breaching to our side of the map AI re-routed his units, creating 2 groups that were moving in different directions (probably to avoid situation when defenders can easily concetrate all their forces against single group of attackers and shell/splash damage them all with artillery)
  • Not sure about 2nd commander sending a single tank platoon in the end - if it was part of "harass them" behavior, or he was giving me a helping hand. I suspect that it could be both.
  • AI in Endwar have some recognizable patterns, but specific execution, unit composition, etc of those behavior is different. Maybe they used some sort of fuzzy logic.
Link to comment
Share on other sites

   Ubersoldier 2 is almost done, and it was unistalled when plot reached last boss fight. It was very tedious and badly designed, so i didn't bother to finish it. In fact, this was maybe the worse bossfights i saw in FPS.

 

Berlin level: https://imgur.com/a/kK7eZuT

Tibet: https://imgur.com/a/V0KghDv

Last level: https://imgur.com/a/2xmtDcM

Link to comment
Share on other sites

   Review of Metro-2 addon - The Stalin Subway: Red Veil (2006).

1384112500_36191_3930.jpg

 

   Developers of original Metro-2 released an addon to their highly acclaimed best shooter of 2005, 2015 and 2115 - Metro-2. Main hero of this Russian made FPS is a girl and we deal again with same events as in original game. Addon is around 3 hours long, so let's look if they fixed things that were wrong in Metro-2 (which is like... everything).

 

AhAqRb8.png

   "Hello. Oh, we sold it? How many? One? Make an addon for it, quickly!"

 

Spoiler

ZWwRSPN.png

   "I heard it was you who bought our Metro-2 shooter. I have an offer you can't refuse, boy"

 

   Visuals

   This time texture bothered to actually work, so game doesn't look broken. But.. it is ugly. Not because of technical side of this FPS, but simply enviroments, color pellet - everything looks ugly and wrong in a context of a game story. Mix of brown and grey, or grey and grey reminds me Timeshift, but Timeshift at least had interesting looking retro-sci-fi.. things in it, that made a not too bad picture on a screen.

zL4ciC8.jpg

Spoiler

TYnBVpt.jpg

 

ST2hZkL.jpg

 

S514b3l.jpg

 

hF7ZVak.jpg

 

noSkiwz.jpg

 

OGdFJjK.jpg

 

jPbQADV.jpg

 

Tcam3U6.jpg

 

BPawnuV.jpg

 

md0R4xs.jpg

 

gJPFS8X.jpg

 

Koxpr3F.jpg

 

cJdfyfY.jpg

 

arGjnZv.png

 

5lEwNCf.jpg

 

rovILvU.png

   At least fake 3d damages decals are still here.

 

   Metro-2: Death of the Leader take place in 1950s, but for some reason all buildings in this game are pre-abandoned and pre-damaged/in state of decay... even if they look like they were build in 1950s! Whole visual side of this project leave a bad taste. No levels or enviroments in this game were visually interesting, maybe outside of small section on Red Square and inside of one Subway station. All other levels are boring, ugly, bland, with very linear layout and no imagination put into constructing this linear experience. Developers also forgot to fill them with as much physical simulated object as was in original, which only increased a feel of enviroments being very..  static, i guess. Game managed to not improve its presentation but become even worse than original Metro-2.

 

   Gameplay

   Best thing i can say about gameplay in The Stalin Subway: Red Veil is that it exists. As a FPS this game sucks even more than original. Gunplay was not improved, but it became worse as now number of weapons player can carry is smaller than in Metro-2, where you could take all weapons in this game with yourself (oldschool style). This limits selection of weapons you can use in firefights or swich between. On top of that firing a weapon is still as awkward as in main game - terrible uncontrollable recoil, all metal surfaces bouncing bullets back at any angle (which mean hitting metal plate located perpendicular to a weapon will bounce bullet back into a player and damage/kill him). And problems are not over - scenery objects still like to pull nearby flying bullets (like in previous game), giant weapons models that obscure vision and aiming circle, strange aiming with rifles is still here (bullets are flying above aiming circle). Last thing they fucked up - they change something in comrade Ragdollov, so headshots don't feel powerful (they were probably single good thingabout gunplay in a main game)...

Spoiler

XohyJQz.jpg

 

hWdxK0z.png

 

pHDDcIP.png

   This weapon have optical sight, even if it is not modelled.

 

qL6spew.png

   Zoom still brakes skybox.

 

Mto2D6E.jpg

   Moment before being killed by my own bullets.

 

   Level design is as terrible as gunplay. All places you visit not only look ugly, but play badly, with no good pacing or interesting situation to play through. Enemy spawns are obvious, level makers like very much to trap player from front and rear in a corridor. They use this "ambush" group of scripted spawns like million times, which is fucking awful. Levels are also unintuitive, i stumbled on exit points several times while trying to find ammo/health instead of finishing mission.

   Objectives of each "mission" is "go from area A to place B", with exception of 1 terrible glitchy but quick turret section on a scripted car, 2 atrocious escort NPC mission and 1 very small but still bad sniper section within escort mission. For majority of Metro-2 addon you are moving inside of linear level while being ambushed each few meters with enemies spawning everywhere, sometimes in front of you.

Spoiler

76jQvQ7.jpg

 

fa4LjMf.png

 

0b3LTKT.png

 

Z0RvFLc.png

   Truck wheels are now chasing us, instead of a truck full of local AI idiots.

 

aOjm1Ai.png

   After reloading game, trucks and soldiers decided to not participate in this terrible scripted turret section/car chase section.

 

U3H2R4J.jpg

 

hdNqWCn.png

 

un0fTaD.png

 

   Escort missions were especially bad. In first one you need to escort NPC that is wounded and have no weapons. He moves very slowly and you can't run far away from him, because devs made a script when if you are futher than 'X" meters, they spawn a soldier somewhere on a level that will have AI of Fire and forget missile and will run directly to NPC and kill him in few bursts. This script was so consistent that i started to use it to farm health packs. On top of waiting NPC for ages game throws at you terrible level design, badly made enemy spawns (on this level i had several soldiers appearing on my screen from thin air), ugly enviroments, and bad gunplay.

 

Spoiler

80UZF6O.jpg

   Fuck you, Gleb!

 

WlNkgpa.jpg

   Go away! I don't want to escort you anywhere! Just go somwhere outside of screen and despawn already, asshole.

 

   All those problems are amplified by new damage/health balance. In first game you felt like oldschool shooter hero, who can tank a lot of damage. In addon your health melts in milliseconds, which means you need to hug cover. And thats make awkward gunplay to shine in all of its bugs and bad design. You still can be killed by enemies missing you, because bullets are coming back from metal surface somewhere behind you. Add here a fact that bad guys dump magazines worth of ammo in your direction if they even saw a small pice of your shoes, and you will get an idea how bad this whole thing is for a player.

 

Spoiler

lRjgBFV.png

   Firefights from vents are terrible, as this is a tunnel made out of metal...

 

RSyv9z2.png

   I smelled her perfume! Fire all rounds in a magazine!

 

   AI and enemies.

   Metro-2 addon have even stupidier bad guys than original game. First - because of terrible design of spawns ("ambush" in tight corridor) they are scripted to take positions (during which they don't pay attention to you), and frequently - without cover. Second - they are bad at spotting (especially with sophisticated geometry between them and a player). 3rd - they don't move much, but when they move - it is badly animated jerky movement thanks to not accurate/straight pathfinding and lack of polish when they change direction of movement. To add to this pile of problems - those bad guys fire in long bursts (frequently until their mags are empty) at any visual stimulus of player model, even if player moved back to cover. So enemies for the most part are script-guided mindless human-shaped automatic turrets.

 

Spoiler

pnQPAkH.png

   Bullet holes on the right is from this guy firing his pistol against me. AI spotted edge of player body and started to shot... center mass.

 

HNaGFnj.jpg

   Still not spotted. Railings are still hard for enemies.

 

Z0ce7Wc.png

   After some time when you get an idea how scripts are working, you can catch enemies before they finish scripted animation of getting to positions.

 

nuf7obN.jpg

   NPCs are not better.

 

9a2hCJZ.jpg

   Venom school of obstacle crossing - no special animation, just run over obsticle like it is not there. 

 

g9DIEvi.jpg

   Enemies conitnue to fire in a direction of player, even if he(she) is obscured by concrete walls, floors, stairs. AI cheats in Metro-2: Death of our game...

 

GuZpk54.jpg

   ... which doesn't help them anyway.

 

   Funniest part is that is that there is a cat on roof level that do things that soldiers doesn't - move around player, seek nearest cover and changed positions if player moved to close. This is way better than "spawn, run to pre-designated point while ignoring everything, than take position, aim and start to fire endlessly until dead". I suspect that AI plrogrammer tried to show that he know thing or 2 about AI, but drunken game designers did not allowed to do anything with AI outside of scripted crap.

Spoiler

vZmbCV9.jpg

 

39WfR2c.png

   Straifing to the left makes this cat to move to the right, under cover of this pipe.  

 

kKvaUN8.png

 

   Enemy variety is as bad as in main game - all mooks work in the same way with no visible diferences in their actions.

 

   Glitches - even funny glitches are less cool here.

Spoiler

o3UHjTi.jpg

 

wqJC3pW.jpg

   At some point after killing enemies (with normal weapons) they started to emit this smoke.

 

P2M0VZL.jpg

 

m6Fj6Bo.jpg

 

116486734_prisyadka.jpg

 

141.jpg

 

XFf5Vp9.png

 

YOKMhDp.png

 

XBNeoca.png

 

KrB5mTC.jpg

   Some doors are missing.

 

   Plot and characters

   They exist.

 

   Conclusion

   Everything bad from main game remains, everything good was cut out and replaced with worse. The Stalin Subway: Red Veil is a terrible POS of a game that waste your time and don't give you anything, worse than original in several fields like level design, AI, gunplay, health/damage balance, etc. It feels like it was put together in a month or so with 0 effort given to any part of it, with exception of scanning Soviet placards, and no testing of their creation as it have some nasty difficulty spikes in several places.

   If, for some reason, you will be offered to play this game, do it only if people that offer it to you are armed and have electrodes attached to your nipples.

 

   Soviet placards that were randomly placed by devs on levels:

AFYt1GP.jpg

 

Spoiler

OjTtJMq.jpg

 

vzxvOuP.png

 

w6AjezZ.jpg

 

TChrgcU.jpg

 

kFJd9bl.jpg

 

IaruTNw.jpg

 

Link to comment
Share on other sites

   Some random pics from testing things in EW.

 

   Euroweaklings hordes.

Spoiler

ohCG7V9.jpg

 

f0emiVd.jpg

 

YEDTsTX.jpg

 

   Friendly AI forces are moving to clash with enemies.

Spoiler

zu8KbVA.jpg

   I like how big those wheels are on those APCs, looks cool.

 

aIMm5s3.jpg

 

0WUr2Fz.jpg

 

   AA flamethrowers.

Spoiler

IRs6WJ6.jpg

 

CoeolN7.jpg

 

   Flamethrowers are also good to destroy concrete barricades. Because reasons.

Spoiler

KbYQcYu.jpg

 

uZZT2fC.jpg

 

UfGNZIJ.jpg

 

oX5owx8.jpg

 

lCjYQ7x.jpg

   Massive assault.

 

   Tanks!

Spoiler

VFTgpCr.jpg

 

pfnj3rt.jpg

 

8Q4y0oQ.jpg

 

NgRXDHr.jpg

 

   Very STRNK Russian combat engineers.

Spoiler

nfN0vzc.jpg

   They are attacked by helicopters.

 

wvdiTUr.jpg

 

I0xfnSO.jpg

   Less than 30 seconds after killing group of choppers those engineers are attacked by Euro wheeled death traps.

 

euE0iMC.jpg

 

WSgswkz.jpg

   Within seconds Euroweaklings were defeated.

 

fc6EEYh.jpg

   Asshole tries to run away, but rockets are faster!

 

   Artillery strike.

Spoiler

KZdn2Zn.jpg

 

   Infantry pics.

Spoiler

boj4Bv2.jpg

 

rSPqCRi.jpg

 

SXjzoGh.jpg

 

fSCR8Pb.jpg

 

3serTtS.jpg

 

cPHnFWk.jpg

 

   Strong infantry:

Spoiler

AUSLrCW.jpg

 

KpbzIw2.jpg

 

oNzeF84.jpg

 

5gl4lSz.jpg

 

ctwnSnU.jpg

 

rB5aT3O.jpg

 

aVEyvjD.jpg

 

0RGRKQB.jpg

 

nUd33XZ.jpg

 

Fuj5tGa.jpg

 

pXw7oS1.jpg

 

Hrxvn9h.gif

 

Szwfar5.gif

 

   At first (about 1-2 weeks ago) i thought everything was observed, but some new things about enemy behavior or game mechanics are popping out, catching my attention. Siege battles are more or less done, few things left to see in Raids and than will try to see if there is anything interesting in Elimination and Conquest. 

   In Raids it appears that devs specifically made something with AI so flanking would work well. Like to the point of AI ignoring your existance once you get to certain part of the map (tested on one map so far for attackers with Normal, Expert and Hardcore defenders AI).

 

 

Link to comment
Share on other sites

   ÜberSoldier review.

   ÜberSoldier is a WW2 themed FPS with bits of Nazi crazy wunderwaffe, made by Burut Creative (hehe) team (Russia) and released in 2006. 

 

220px-UberSoldier_packshot.jpeg                                  title.jpg

 

   Visuals. 

   For 2006 they were not bad technically, but art direction and level design is pretty bad and uninspired. For majority of your time in Ubersoldier, your eyes will be subjected to this mediocre picture:

Spoiler

3LDX2Yw.png

 

TJCujIz.png

 

rEdHFf0.png

 

QlxQ47w.png

 

bmrqVtb.png

 

VMKuaBG.png

 

S7DyuQM.png

 

   At times it becomes simply ugly or/and badly made:

Spoiler

trD89fr.png

 

8nzRw7R.png

 

Tn5oa5T.png

 

8qwtPhw.png

 

lxNPOKz.png

 

   In few moments Ubersoldier manages to look kind of good, usually in places where they use more than 1 source of light and more than 1.5 colors of grey and grey-ish grey.

Spoiler

L1CToxN.png

 

v11frnn.png

 

4SO4u1F.png

 

mavzlPn.png

 

4adEH3s.png

 

   Overal presentation is so-so at best, particle system is also mediocre. No really memorable locations, almost no effort was put in level design and how enviroments look with very few exceptions. Devs probably knew that, and tried to spice things up with explosions. Lot's of them.

Spoiler

rfbOr6o.png

 

kBCWx0z.png

 

BVdYvct.png

 

3o86x6O.png

 

BYSM8zH.png

 

b84hLcK.png

 

axxSBgp.png

 

B8hScew.png

 

wGW12jV.png

 

F2Za6Cw.png

 

cuXnYXX.png

 

lDGzvjS.png

 

QEjxWlZ.png

 

xBBZdtH.png

 

vMZeXRj.png

 

jJXkmmJ.png

 

C46yjHg.png

 

wURBK8H.png

 

JUyqXDX.png

   You can't walk for 5 meters in this game without causing explosion of something. Gas tubes, red barrels, gas cylinders, artillery shells, explosives, breaching charges, tanks, fuel stations, cars, electric hardware, even fucking air in this game explodes.

 

 

   Plot and characters.

   They exist. Main hero is a victim of Nazi Wunderwaffe experiments, which grant him exactly 1 distinct superpower. He is saved by his love interest, who will die, but not really. Cliche after cliche, in short.

Spoiler

8weM9bk.png

 

YDtgqBF.png

 

GeQaC56.png

 

kXvcK4M.png

 

mGqMPLp.png

 

VLBsIZu.png

   In a plot based on Nazi super weapons, you would expect to see some of them. You do.. kind of. Developers didn't bothered to create many of them. For very few they did, creators didn't made any sort of build up, only one (final boss) got a cutscene few seconds before bossfight starts. You got no lore/info on Nazi SFs, wunderzoldatens with psi-abilities or anybody in general. In fact main hero fight first exemplar of crazy Nazi doctors you just stuble across 2 Nazi wizards in a random back alley of a prison, without dialogue, cutscene, even a music que. Overal handling of theme, lore, plot is terrible or simply non-existant. If you want to see how much you can work with similar theme - just look at recent Wolfensteins. 

 

   Gameplay.

   Ubersoldier is very mediocre shooter. Imagine Wolfenstein 2001 mashed toghether with Call of Duty 2, set in a single linear corridor and you will get a picture. Enemy spawns, they run to cover, you shoot them with some weapons that don't have noticeable characteristics outside of "this is a SMG" or this is a rifle", walk to healthpacks that those guys left after their bodies de-spawned. I completed this game about 2 weeks ago and don't remember what weapons you could use (at least screenshots help to remember). Nazis are not too tough, regulars are rather easy to kill. Gunplay overall also doesn't leave any distinct impressions.

   A [slot for a main character] have 1 superpower that devs managed to make not totally forgetable - bullet shield that require energey, that can be earned by doing 1 specific combo (3 headshots).

Spoiler

B9kiTRW.png

 

PRzHAcQ.png

 

IvB3rc2.png

 

aNKNjpE.png

 

   Levels are linear, with few rooms outside of the main path, enviroments are bland, at times empty of things. Player sometimes will be haunted by ghosts of turret sections or even whole levels of turret sections (fucking submarine level). Enemy spawns are frequent, around player and in front of him, at times on balconies or on MG nests (this is one of most creative usual spawns you will find). Basically you walk through corridor, stepping on triggers that spawn enemies and kill them, proceeding to next section of triggers and scripts until button is reached and pressed. After pressing X buttons - enjoy your cutscene.

 

Spoiler

ysS6ZK4.png

 

TNSrxQj.png

 

Us8Alnt.png

 

5NvUmVN.png

 

   Bossfights in Ubersoldier 2 are atrocious. This bossfight thing here is nothing more than shooting endlessly at a fat dude that ate many health packs when a *insert main character name here* was busy killing hordes of low-level Nazis. There are no "phases", interesting AI behavior, unusual attacks that you need to take into account, nothing. Just normal mook that was clicked on and stretched to 150% of normal size. Oh, i said bossfights? Sorry, i remember only one, in the end. Although maybe this is a good thing, those who tried to enjoy this FPS will not like local bossfights.

Spoiler

ie8utmW.png

 

F066g3a.png

 

   AI and enemies.

   As this shooter have pretty much nothing going for it, let's look at those guys that we will fill up with bullets while having bored faces. They are... mediocre! Surprise! Regulars are not too terrible, at least they can throw a grenade without killing themselvs (unlike what we saw in Metro-2). Run to cover, pop out, get killed - usual deal, a CoD school of bad guys. You will fight several variants - normal WW2 3rd Reich soldiers, Nazi SFs, guys with psionische abilities and a dudes with MGs. SFs from regulars are different by size of their HP bars, dudes with MGs work like Juggernaut light and German wizards attack you with piles of trash until killed.

Spoiler

cdPpNfe.png

   Completely forgot about test subjects. They are first and basic melee type enemies you will fight, they will appear only once after first level.

 

t66M3Sg.png

   Very good AI!

 

hS34RK6.png

   Regular enemies.

 

A2Hd72D.png

 

20Gjrva.png

   Very effective!

 

Ggc0WQn.png

   Those Nazi SF are so cool, they look like Elite Mercenaries from Far Cry 1.

 

ToIHB6c.jpg

 

4BhFmtF.png

   Attacked by piles of crap

 

QwqRNNp.png

 

jQOggOI.png

 

p5VMTly.png

 

ssDN8ZB.png

 

Nz7Af2a.png

   First time you meet with MG soldiers

 

Bhzr5dl.png

 

 

   Conclusion

   Very bland and rather boring shooter, don't bother with it. It is interesting to see how much better almost the same theme was handled in recent Wolfensteins, and it shows how badly it was handled here. Game doesn't have human emotions behind any part of it. No powerfull secret test weapons to play around, no cool enemies outside of "above average" Nazi wizards (you encouner like... 3-4 of them in whole game), no interesting characters, nothing to touch human feelings, strike a cord. Game feels like it was procedurally generated using cliches and low budget as ingredients.

Link to comment
Share on other sites

   News on my tactics guide for EW - all Raid missions were tested, from both sides (attackers and defenders), with different difficulty levels of AI. Few more things to test on Conquest and Assault game modes, but it appears that now i'm near the end of this testing. Different personalities/strategies of AI did made this whole test playthrough longer than expected.

   Here is one fun Siege skirmish battles from attackers side and as always - 2vs2, all Hardcore AIs.

 

First stage of battle, before defender's reinforcements arrive.

Spoiler

9HAoi9A.jpg

   I'm going with artillery-heavy loadout, expecting enemies will have them too. Planning to push right flank this time.

 

YmO95pZ.jpg

   Looks like we are both pushing right flank.

 

p4ViLvl.jpg

   Friendly AI is pushing hard, don't even try to save gunships from damage.

 

1twIcIX.jpg

   Huh, as expected - Russians brought their Zhukovs.

 

eravJhf.jpg

   Crusaders JSF SPGs are usefull here, clearing automatics turret and defenders inside of Kremlin.

 

XMaifAN.jpg

   We breached through right flank defenses. Not sure how far we will push, but at least we can significantly damage SGB forces inside before reinforcements arrive. Kremlin is well defended, very unlikely that we will capture it in time.

   

XPoPdLD.jpg

   Time to groundfire those Shpetsnaz tanks. Almost all forces of AI commander are with me (except Lima).

 

iTwGN0G.jpg

  

WPYipNL.jpg

   SGB infantry guarding entry point near Alpha are getting hit with tank shells and IFV rounds. SPGs continue to pound Shpetsnaz forces into dirt.

 

km5teAK.jpg

   CV is usefull tool in hands of good player. AI commander lost units on my side, now tries to attack left flank.

 

qcPi6W6.jpg

   LOS spotting is a thing in EW, good positioned CV can spot enemies well through this tight entrance in guard tower. Artilley is bombing those SPAAGs.

 

MU7XkBh.jpg

   Enemies are moving around, i am moving my CV to not lose line of sight.

 

D57tWIN.jpg

 

myQzkBa.jpg

   Now tanks are our target. We have little time left, need to kill as much as possible.

 

Pw1VQ7u.jpg

 

flqQZBD.jpg

   Tanks are trying to get under cover of walls and building near them.

 

wQfipox.jpg

   Few seconds left before arrival of Russian army hordes and Shpetsnaz troops. Time to leave, so we are leaving a lot of minefields as a present for them.

 

   Time to lob WMDs at each other.

Spoiler

1EaZjG3.jpg

   Russian SGB WMD are flying right now somewhere to southern part of this map...

 

Rkv7SF7.jpg

   KABOOM! At least my engineers, IFVs and 1 SPG unit. I can work with that, although hordes of Russians are coming.

 

R4gwA7a.jpg

   Those hordes, specifically. They are going to be hit by our own WMD, picture of which was lost, thanks to my Command vehicle being destroyed by WMD warhead detonation. 

 

lm8BeQq.jpg

   Previous CV left those UGV guards on a bridge, they will help to hold our frontline.

 

uGdoaTO.jpg

   Hordes of gunships needs to be slowed down and destroyed before they got to my SPGs. Long range firepower is now a key to the gates of Victory.

 

YXfOVKa.jpg

   Hordes and hordes of Kamovs. They are distracted by UGVs that guards Sierra uplink. Engineers are moving to a building to cover IFVs, as they are in not good situation.

 

jQHSiOl.jpg

   4 teams of gunships are now 3. 3 damaged groups of helicopters. Engineers are already helping with their missiles, firing across river.

 

2V9VKcQ.jpg

   2 MORE OF THOSE THINGS! This is like... 5 gunships units... which is 20 individual helicopter.

 

IXTPELh.jpg

   Now they are going down, after getting into crossfire. TIME TO DIE!

 

24rHf4f.jpg

   Those UGVs that my previous CV left are helping, hehe.

 

BXOQ2y1.jpg

   Chase them! Kill them! No one should survive!

 

dRLJ4yW.jpg

   Jesus fucking Christ, HOW MANY OF THEM DO YOU HAVE, AI?! Yet ANOTHER gunship squad (number 4) is in the air.

 

QlYth01.jpg

   I am moving my forces closer to Kremlin walls with help of freindly forces, 2nd Russian Sheptsnaz commander tries to counter that with his tanks.

 

EflRgs9.jpg

   Just.. just move few meters closer, damn it!

 

388CIGr.jpg

   Helicopters are meking their move, IFVs will catch them by their tails.

 

Q0yg0hu.jpg

 

SWKtP0i.jpg

   2nd commander's gunships join our helicopter killing spree.

 

acV0kGG.jpg

   My forces are re-established after getting hit by WMD, friendly AI lost almost all of his troops in direct combat. This mean we are main force left on the field to win this fight.

 

UsgiIf9.jpg

 

   Kremlin is in ruins... again!

Spoiler

966YYxm.jpg

   We are right outside of Kremlin walls, with parts of them damaged after my SPGs delivered HE rounds to targets inside. This is next platoon of T-100s that needs to be groundfired to death.

 

2761sa1.jpg

   Yeah, like that!

 

kGcMiYs.jpg

 

L2JdaUQ.jpg

   Situation after friendlies finished group of enemies on left flank. My CV is in front of all troops to tank damage, SPGs under IFV protection and near bridge so they can run away if needed.

 

6Cb6z9V.jpg

   Another group of tanks that tries to clear Red Square from our American asses.

 

ftSHeGj.jpg

 

xGepCPt.jpg

 

z702Wec.jpg

   2nd commander's tanks breached barricades and now pushing futher. SPGs are helping them to clear area from Russian army tanks.

 

AYoFKvg.jpg

   Area is clear, we can continue our advance.

 

   Only Serious weapons will finish this battle.

Spoiler

ioVwZJE.jpg

   .... urghh.. and after playing so many Raid missions i forgot to keep an eye on WMD. Shpetsnaz commander knew where and which units to hit.

 

aC5OYVT.jpg

   CV with support of tanks are clearing entry way through one of guard towers. A lot of forces inside, our UAV and 2nd commander tanks amaged to spot where last Shpetsnaz manpower is. We are going to pay our debt.

 

RcZYAgj.jpg

   And they are nicely bunched up. Perfect.

 

WIpKKBQ.jpg

 

hXwPsRn.jpg

 

12u9eiA.jpg

 

Link to comment
Share on other sites

   Some views of EW maps that i didn't played in singleplayer mode.

 

   Cosmodrome

Spoiler

JD13jli.jpg

 

JEp40mA.jpg

 

ggdrBID.jpg

 

3TpxelO.jpg

 

LVGeRFN.jpg

 

R9RqKeQ.jpg

 

BZ3Pjb5.jpg

 

PvFwUkr.jpg

 

n3svWl0.jpg

 

   Kursk firebase.

Spoiler

We3rlZx.jpg

 

V0YJIw2.jpg

 

dwsmamV.jpg

 

   Beach.

Spoiler

EBUAQvt.jpg

 

8WelIUe.jpg

 

djHiKJ8.jpg

 

cHvbp71.jpg

 

UYMp92c.jpg

 

FrOf8XJ.jpg

 

rg6gJCg.jpg

 

GAs3wru.jpg

 

rDIj5Qm.jpg

 

6A9qTmK.jpg

 

DuzmFXy.jpg

 

   And few old ones.

Spoiler

   Grissom AB

n1FyjWk.jpg

 

X5Dqjt7.jpg

 

4IXMASV.jpg

 

   Nuclear powerplants

K4GD47U.jpg

 

yUvflJt.jpg

 

   Ramstein

bWIhPpa.jpg

 

bspn8vg.jpg

 

XwsXgWF.jpg

 

wUc7q4N.jpg

 

   Some random pics (cool, interesting, etc).

   Euroweaklings.

Spoiler

DdUOrmF.jpg

 

tH3reJ0.jpg

 

fDXR1rQ.jpg

 

tpOnjKZ.jpg

 

yRrN1Hh.jpg

   Yes. Lasers.

 

   Shpetsnaz T-100 Ogre tanks strng.

Spoiler

rh9YPDG.jpg

 

eOrkOPk.jpg

 

6oTIeu1.jpg

 

t7q1VFG.jpg

 

pCJXStv.jpg

 

y8KMnWm.jpg

 

3NCTicP.jpg

 

hiJnihm.jpg

 

vWiRsiU.jpg

 

Uq8VDvQ.jpg

 

x8F7FUR.jpg

 

flQdF4o.jpg

 

cz8cXT6.jpg

 

7qavnB9.jpg

 

   CV charge

Spoiler

1pH9805.jpg

 

3jmrJ9D.jpg

 

nEiZL5g.jpg

 

   US stuff

Spoiler

qjitap9.jpg

 

IujtGny.jpg

 

0fCHaVg.jpg

 

7iwMsGn.jpg

 

7QqqGRV.jpg

 

Ov0luyO.jpg

 

2xnSa8o.jpg

 

il2jKPp.jpg

 

jxdbl9Y.jpg

 

knexMh2.jpg

 

   US snipers

hrth36a.jpg

 

vSwcm1Q.jpg

 

VyFo4YR.jpg

 

Ss0dnsW.jpg

 

6QAd8RT.jpg

 

TLwclAE.jpg

 

BlcS7Si.gif

 

rQyDiO4.jpg

 

EiXM7xv.jpg

 

   Russian stuff

Spoiler

2woqSBI.jpg

 

zRnjuFl.jpg

 

7Vs0M4H.jpg

 

hCn0g05.jpg

 

KWwdqrb.jpg

 

zJiqkfv.jpg

 

gvOiSro.jpg

 

qRFLrpt.jpg

 

jw8yYIP.jpg

 

VKrrzq0.jpg

 

jr1HA3W.jpg

 

lqT29pO.jpg

 

zZyK4QZ.jpg

 

boF4Mkn.jpg

 

Link to comment
Share on other sites

   Battle for Kosmodrome. 2vs2, Assault game mode. Objective is to KILL EVERYONE. BUHAHA! This gamemode is kind of fun, removes everythign in the way of mutual annihilation.

 

   Fighting for central part of Kosmodrome.

Spoiler

hxOcyc2.jpg

   New map and playing a gamemode that i didn't played much in singleplayer. Picked balanced loadout. No idea how battle with flow, as middle area is relatively busy with structures.

 

754YHKe.jpg

   I hope a Roskosmos rocket on this Cosmodrome will not explode with my forces nearby. 

 

opqIOc9.jpg

   Very Soviet look of this part of the map is coming through the screen thanks to this big ugly building.

 

O21epOj.jpg

   And first customer to be "serviced". Note how many fuel tanks are in this part of the map. And they are explodable.

 

PeXMcRu.jpg

   At least 3 units were killed (AI commander lost 2, at least APCs were killed by enemy long range fire), more of enemies are near Fedya point. I am planning to do a little bit of flanking, don't want to fight in the middle of those fields of giant exploding fuel tanks, especially during artillery strikes.

 

N3wcKhU.jpg

   Kamovs are getting out of fire, enemy artillery is targeted by airstrike. My SPGs are maneuvering to get into range for counter-battery barrage.

 

lRE2QMo.jpg

   Even more of enemies are getting into central plato.

 

   Pushing enemies to the edge

Spoiler

9o5Kmlg.jpg

   This position should provide a good place to hold thanks to terrain and proximity to Y uplink, where engineers have cover and where additional defence forces can be deployed after hacking Y. 

 

uhODXhN.jpg

   JSF CV tried to avoid 2nd commander's forces, and went to edge of plato, effectively scouting my SPGs.

 

XpAM0Ve.jpg

   Tanks with gunships support were quickly assigned by enemies to attack my troops. CV will tank damage, SPGs will bombard tanks, while Kamovs are finishing CV. Engineers and SPAAGs will provide serious AA firepower.

 

z6IbgW8.jpg

   Trying to separate enemies. When gunships started their attack on my command vehicle, i ordered it to move back, while moving SPAAGs closer. Artillery with support of gunships are pressuring MBTs to fuck off.

 

NYTHD3M.jpg

   My play paid off, although my squad of choppers was badly damaged by JSF CV UGVs.

 

98wFZ7T.jpg

   But this fight is not over, opponents are trying to sneak in their footmobiles. MAZ truck is back to block plateau exit, using easily replacable conscripts.

 

AHadF5S.jpg

   Infantry is shelled by SPGs, but hostile gunships are here. They didn't bothered with taking out infantry on Z, probably because they feel that after damage they manage to inflict here, they can keep pressure and brake us. I am dispatching SPAAGs to support 2nd commander's forces.

 

BGmLMHX.jpg

   Just in time - SPGs defeated infantry squad that was trying to get to a good position.

 

jI04MV8.jpg

 

qfhLbhE.jpg

   This wave of US troops was defeated, we have upper hand.

 

   Counter attack begins!

Spoiler

oEAJLyV.jpg

   One single squad of engineers... at least SPGs will have something to do.

 

HF2N9ts.jpg

   My forces are advancing now, We will try to take F.

 

U3oL1AH.jpg

   They manage to save their SPGs, some of 2nd commander troops suffered casualties from them.

 

Qrhayxa.jpg

   Gunships are leaving enemy infantry behind and go after cannon carriers.

 

JpZongM.jpg

 

99ND3H0.jpg

 

ExHwnVM.jpg

   American infantry is trapped.

 

JPYy7md.jpg

   My artillery is destroying fuel tanks in order to avoid enemies using them on our troops that will hack F.

 

   Finishing American invaders.

Spoiler

BrpG7tQ.jpg

 

7xivbLS.jpg

   We are going to block them in their LZ.

 

74Y4YKZ.jpg

   Ohh shit...

 

YeeEMng.jpg

 

zl7sfiu.jpg

   Good old WMD exchange.

 

vMy8Ewq.jpg

 

Wj9Wg3Q.jpg

 

QwRwDge.jpg

 

SIdTAqe.jpg

 

TH69p2E.jpg

 

   Some observation on AI.

   AI and Command Vehicles:

Spoiler

   AI back ups CV after spotting helicopters and moving SPAAGs to fight them. 

H3JrbvV.gif

 

   AI frequently use CVs for tanking damage, for attack and deep strikes. In fact here is friendly (number 9) and enemy AI (number 5) doing that in the same battle and in the same time:

YhvOODH.jpg

 

PK8VaUp.jpg

 

   Here is "deep strike" with CV. That MAZ (number 3) drove from military base entrance almost to most rear part of it.

HKnbX6k.jpg

 

grXFsJ1.jpg

 

   CVs have maybe highest HP pool of all units and can eat a lot of damage output of hostile units. At close range CVs use their own weapons to fight, at medium range command vehicles can send their escort to deal with enemies. Escort does have hard counter units - artillery, tanks.

1pH9805.jpg

 

3jmrJ9D.jpg

 

nEiZL5g.jpg

   In fact CVs can be used rather creatively and seriously help with balancing unit composition. This unit is almost a hidden gem, because at surface it is usefull only for giving player ability to look at VR map. But this thing have a lot of uses, thats why lately i frequently deploy it.

 

   Here is JSF CV with UGV escorts. UGVs are powerfull against gunships, IIRC APCs, but in general they can deal damage to any type of units. Those escort troops/drones add to overall firepower of Command unit and make it interesting to fight against - depending on positioning, range, units and situation you can go directly for CV or destroy escort at first and leave CV for less usefull units at the moment. Here is AI tries to save one of his units by rushing his CV into bulk of our forces.

NbrDtvV.jpg

 

5DFfXyP.jpg

   A bit late, i ordered tanks to finish enemy squad 5 anyway. Now my forces are focusing on escort drones to decrease danger for friendly units 11 and 12.

 

4K8AAWi.jpg

   Now we can go for CV directly. AI understood that his vehicle lost all defense and now is trying to get out.

 

o62Pq5h.jpg

   Huge HP pool allows it to live long, even under fire of several units. Note that friendly AI also deployed command truck and his MAZ is on the frontline.

 

1OnyMwQ.png

   AI tries to use vehicles for maximum and just before losing CV they sometimes deploy UAVs to distract/spot our troops. 

 

   Another example of CV used in attack (failed, as Shpetsnaz is superior! Hahaha!)

TLb553g.jpg

 

VleyRBY.jpg

 

TkxubTd.jpg

 

ifcrRfQ.jpg

 

8YPKVsF.jpg

 

   Guarding entry points.

Spoiler

   AI sometimes use teams to guard roads leading to important places.

ZUHyg63.jpg

 

rYMzGtD.jpg

 

   Units that are assigned to guard those places can chase enemies for some time, but they try to stay relatively close to their assigned position.

ee8ZyGt.jpg

 

   Friendly airvics are trying to attack them:

0FDvxm5.jpg

 

   Tanks left their position and chased helicopters, without crossing guarded bridge exit

JsPc5a7.jpg

 

   And after short amount of time tanks came back to their positions.

6F0EJB2.jpg

 

RnnQZWz.jpg

 

   AI frequently use tanks with infantry support:

Spoiler

gemyLIJ.jpg

 

k8Z33NO.jpg

 

aIMm5s3.jpg

 

S8nvQVh.jpg

 

   I have a suspicion that AI can use buildings/structures as a cover. Will try to watch for more about that, already several possible occassions (although not sure if it was specific attempt to get to cover/out of LOS or just retreating pathfinding/accidental positioning).

Spoiler

   Those tanks came under artillery fire and after number of shells they moved right next to walls of nearest building (they probably were guarding entry way for infantry in guard tower).

zPLdm7A.jpg

 

YXfEYtu.jpg

 

   And just AI troops party. Probably concentration of forces that happens before AI starts assault.

cdmUsCS.jpg

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...