Ninja2dan |
09-14-2011 12:09 AM |
So far I'm enjoying the game quite a bit. Sure, it has its negatives, but overall the initial release version is still a lot of fun.
Personally, I prefer the "smaller" elements under control. In the previous MoW titles, you had some missions where you controlled 3-8 soldiers, and others where you had command of over 25. When you throw in too many soldiers, you end up spending so much time micro-managing every little trooper that you get overwhelmed easily. You have almost no time for "manual control", as you spend more time just clicking from grunt to grunt ordering men to loot more ammo (instead of just standing there like a bullet magnet) or keeping an eye on vehicles and telling someone to hop out and repair when the turret is busted.
MoW:V goes the lighter route, sticking mostly with small-unit combat. On average, missions offer command of 4-6 soldiers, with a few missions offering control of a dozen or so temporary units. This makes the game more enjoyable (in my opinion) because you spend less time having to micro-manage everyone else, and that means more time concentrating on a specific unit. And with less "disposable" units under your command, it also means you need to modify your tactics in order to maximize survivability.
So far, most of the missions do have a challenge because with fewer units and usually no vehicles or heavy weapon support you need to think about your actions and how to maximize lethality while minimizing risk. Most of the missions are designed with a Stealth aspect, hence the smaller unit available. Sure, you can "go heavy" and just light em up, but without a larger combat force or the ability to call in reinforcements, that probably isn't a safe option.
I find it easiest to locate and identify lone enemies or smaller patrols, taking them out as I go. Work the perimeter a bit, removing as many units as possible without raising the alarm. Once those patrols are out of the picture, you can usually sneak about easier to plant charges or complete other objectives. You can also try looting supply containers for AT capabilities, or taking over an HMG/mortar position and moving it into a "safe" location for support duties.
Even with all of the cool new gameplay, I'll admit that there are still things that need "fixed" or tweaked. The Claymores for example do NOT work like a Claymore, they function more like the old MoW AP mines. I'm also seeing a complete lack of any AT grenades, and on certain maps against armor the use of a limited supply of RPG's usually results in the death of the operator because those rounds do little damage against M-48 and the larger tanks.
Of course this is just the initial release, and there are probably going to be several fixes/patches/updates along the road. Overall though, great game. I think the price was a bit too much for the content, but I'm hoping that future patches and updates will compensate.
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