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Topic: Ground Control 2 (demo)
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I don't know if anyone else has downloaded this demo. It kind of came outta no where and the game is due out June 22nd, but I can't stop playing just the demo. Apparently Ground Control I was a highly underrated game with a cult following. I am glad it was enough to make a sequel because its incredible.

It is all about combat, no base building, no unit upgrading. The only currency in the game is AP. AP is gained from A. Combat and B. Holding Key zones on the map. So far in the demo there are 2 kinds of zones, Victory Locations and Landing Zones (LZ). LZs are of great importance because its where you call in your dropships. Dropships are about the closest thing to 'micro management' in the game. Basically they come in and drop off reinforcements that you buy with AP.

There seems to be no limits on troops or the kinds of troops you can call down (except on the single player campaign probably). But in multiplayer you don't have to 'work up' to advanced units. And actually there are no really 'advanced' units or super units. Each unit has a purpose and a function it does well. All units work together and there is never a unit you 'never need' or 'need over all others'.

You have snipers, infantry, siege soliders, APCs, assault APCs, rocket buggies, rocket trucks, heavy artillery, sentry turrets, sensors, cargo planes, attack planes and a bunch more. All units had 2 'modes' of activity. For instance the infantry have their standard mode which is using their rifles. In standard mode they can walk and shoot. Their secondary mode is RPG launches on their rifles, but they have to kneel down to use them.
Infantry:


You can see the little 'ranks' above the soldiers heads. When I said there was no 'upgrading units' I meant more of direct. All units gain rank which increases their effectivness in battle. So the longer you have a squad of troops the more seasoned and effective they become. There are mobile healing stations available to repair and heal your units between conflicts.

All of the secondary modes are highly useful and it puts a great deal of depth and emphasis on actually battle stratgey instead of 'wave' attacks. For instance you have sniper troops, pretty useless in direct combat but they have killer line of sight. And since ground elevation is very very very key in this game snipers can be a huge help in spotting far off units. Take a sniper and get him on a high hill or guard tower and put him in secondary mode (he kneels and his line of sight increases even more). He can spot units from quite the distance, and then he will start picking off infantry if their are any. Couple a sniper with some heavy artillery and its a dream match. Heavy Artillery shoots shells way way way up and they come crashing down. Huge range and you can attack anywhere in its range (no fog of war or hidden parts of the map). The only trick is even though you can see the whole map you can't see enemy units, so you could be ripping up ground and nothing else. Get a sniper though to spot the troops, then give'm hell.











The variety of maps in the demo alone is something I hope is constant in the retail game. The maps really determine the kind of battles you are going to have. Since any building can be occupied by ground troops for defense bonuses lots of options are opened up. In the tutorial you run thourgh a demolished city with a small force, just going from building to building to take care of the enemies on the street proves how useful the tactic is. You can take on a group 3x the size of your force if you are smart about. Troops in buildings can be order to face certain sides of the building and even use their secondary modes; so you can have a skyscraper packed full of infantry using their RPGs to take out attack planes.

The maps also have certain stationry weapons and buildings that you can control to give you an edge in battle. From radar stations to huge electric "pulverizer" guns. It makes both SP and MP battles interesting and each enemy encampment requiring a different strategy towards victory.

This is just some troops hangin' in a bunker:


Overall if you can't tell I am excited about the game :P Many RTS games have tried to emphasize combat strategy but eventually just fail and land in the 'bigger mass army attack wins' or 'rush rush rush'. GC2 is for anyone who ever took their starcraft marines in small squads of 6-10 and had them creep around the map, even if it meant loosing :P

Oh the detail on the units is amazing as you can see from these screens. You can get right down in the dirt with the camera and get some really awesome views of the battle.

 


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NH04  770 posts
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In Reply To #1

This game does indeed rawk.

The original while great suffered from path finding difficulties and a serious lack of players.

By the looks of the demos we should be in for some very auseome battles indeed. OMG tactics, we havent seen these in full use before grin

See you guys there with the retail.

 


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Sex.

 

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Private
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I've got it, and I'll play...Though not sure if I'll have much time in the next week. Also I believe Panz was downloading it, awesome to see him back.

 

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Cyrris  9061 posts
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My graphics card is good, but my processor is only an AXP 1800+ and my 512Meg of ram isn't DDR.

Can anyone offer some insight into how well this will run on my system?

 


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In Reply To #6

More then likely perfect, for all its purtyness it is not anywhere near the resource hog of most recent games.

I experience better frame rates in GC2 then in C&C Generals at similar settings.

 


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What the hell? Theres a MP Demo out? I only have the first one. damnit, downloading. Can't play online though, as the only computer that can play it here is th computer without internet access.

BTW: What are those units next to the infantry in the first shot?

 


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Cyrris  9061 posts
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In Reply To #7

Excellent. Generals constantly pissed me off with it's huge processor requirements.

 


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I remember posting in this thread, where is my post?

Or did I think I was posting in this thread but I posted my reply to this thread in another thread?

 

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