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But so far if you ask me Gaea Mission at least has the enemy with a more tactical AI that gives up a better fight then the CC2 which completely lack any of that and it is way to easy to cheese the AI by just bombarding it from outside its aggro range so it doesn't even fight back.
The only thing CC2 is better at is the multiplayer, but with how there is no matchmaking or game browsing they even managed to mess that up if you don't have friends.
I think he was joking.
If you're looking for a great CC type game with more of a singleplayer focus there was an older one called Hostile Waters Antaeus Rising. It has a campaign with a story and a fairly competent AI.
We're working on a Hostile Waters remake ;)
I agree with this
CC2 is designed around detecting targets from far away and using artillery and guided munitions to strike them while either shooting down their attacks with CIWS or just staying so far away that they don't notice your presence. When you have to go into direct combat with enemy ground forces it feels like crap, slow shooting guns with terrible accuracy and apparently a chance to get deflected by armor makes ground combat slooow and low lethality (especially compared to the instant kills of missiles and artillery), also it's difficult to get your ground units to get a clear line of fire and they will happily plink away while having next to no chance of hitting anything, running out of ammo after 1-2 fights. Manual control of ground units feels almost useless except to get them unstuck from trees, ledges or just random decisions to stop moving. Oh also the island system only spawns neutral AI units on islands, you don't get your own defense islands. Command centers can only be captured, not destroyed and islands have a fixed function (which is to build a specific category of item).
CCGM is designed around very direct combat with limited access to guided weapons. Air units can hover and move in any direction with no realistic flight physics. Ground and air units have a fairly large selection of weapons of various strengths, some arcing, some not. You can fling missiles over some obstracles but that's kinda the extent of indirect fire you're getting there. It's still a lot about seeing enemies first but not so you can press a button and have a cruise missile fly at them from ten kilometers away, just so you know where to aim your cannon or how you shouldn't expose yourself to certian lines of fire. The economy works kind alike in the original but islands are bigger (multiple bases on them so they tend to act like 4-6 islands in original CC, often you need to take some objective in each of those bases before you can grab the command center) and actions like converting an island or building a command center take a lot longer so you're encouraged to capture islands but can resort to destroying or even nuking the command center if you don't want to deal with the defenses.
One frustration with CC2 is that you unlock random blueprints when capturing islands but there's no guarantee that you get e.g. the ammo for a gun you actually have or turrets that fit on vehicles you can even build. Since CCGM doesn't separate ammo and guns it has almost no chance to give you a blueprint you can't fit on your units. The design of CC2 also makes certain items very key to progress, like having something to fight enemy ships with (requires torpedos, main gun ammo or fighter jets) but none of those are unlocked from the start so you may end up in a position where you cannot deal with certain threats because your starting ammo ran out and you can't make more.