RE: So Then What Does One Do When........
I think the best point made thus far is the fact that it is optional to use the assault rules, but that seems to simply not be enough to satisfy...
the majority of grief opposing the new rules appears to be based on what one USED to be able to do and the speed of the game using the new rules.
The first and foremost thing to try and understand here is that this is really a new game.. the old game has been modified enough to qualify for new status. new options, new units, new rules, new EXE..
You must forget almost everything you've learned to do for the past 10 years in order to master this version successfully.
Sadly it appears to have repercussions on the old school boys here who cannot fathom that change is necessary to prolong the life of the existing game.
It was dead in the water support wise and not playable on new systems.
In order to produce a playable version of CS that was supported, it was necessary to improve it beyond the original parameters, other wise there was no money to be made and thus no need to make anything more out of it.
So if acceptance is made on this point, the the next section will be easier to understand.
in playing the 1.04 version with the suggested settings of using the assault variant
Old tactics do not work
S D C does not work
Quick strikes do not work
It is better to shoot now than attempting assaults and this might be another greiviance as well, but one must STOP and think here a moment
successful assaults are normally well thought out and planned and take lots of time
assaults made on the spur of the moment, without proper preparations will fail without a dousing of luck.
the old version simply allowed poor tactical decisions to succeed by giving assaults an automatic success rate IF one simply disrupted the enemy. How simple is that? sadly that's an absurd design flaw.
A disrupted enemy is a dangerous foe, there is no reasoning that says a disrupted unit cannot function when pressed by an attack. Command might be in tatters, but men faced with death or POW status can still and will perform to their maximum limits. This is some of our reasoning on the beta design team for these rules
Simply driving your units into the battle is a great recipe for disaster and the new CS version takes this seriously, beer and pretzel commanders need to realize this is above their pay scale and they need to put some effort into their strategies if they want to be winning games.
Assaulting bunkers and fortified positions was a major boo boo, many generals learned to bypass and let them starve out while maintaining pressure just enough to keep them from resting and regrouping.
The new version of CS takes these factors into consideration in order to separate it from the rest of the bunch. It is a war simulation, not an arcade game.
I personally feel most of the grief is based upon poor playing tactics and styles.
just to quote a few
"I just drive them in there"
"who has time to...."
"It's not balanced because..."
The easy version is still there for those who want it, the advanced version is where the meat of our efforts reside and where you'll be challenged to master a winning strategy EVERY time you play.
Please don't try to restrict changes, because it only limits the life span of this new version. Once it becomes stagnant, people stop buying and it all goes away.. Find your medium, get your game on, and when you feel up to a challenge flip the options switch and come see where the Iron Crosses grow.
Faith Divides Us, Death Unites Us.
|